WS: Weapon Skill, HP: Hit Points, ST: Stamina Veterancy Status Boosts are Set as a Fixed Percentage, and are Not Accumulative Per Veterancy Level Reached. Weapon Skill is also scaled to the accuracy of the vehicle weapons and maneuverability of the driver. If a troop gets a kill in a vehicle, the whole vehicle crew gets a kill point. The first kill is Vet 1 and grants that unit a great boost in Hit Points and a revival state when they are downed with 0 HP the more vet the longer the revival state before troop death. only counts Decimals 1/10th at a time, naturally rounding up numbers more than 0.05 or 1/50th of a difference in order to be displayed in the game.Ī troop gets Veterancy by getting kills. Why are Hit Point Regeneration rounded up by 1.3 and 1.8 in game U.I.? Snipers: 5 Weapon Skill, Hit Points are varied, +0.75 Hit Point Regeneration, +75 Stamina, Medic, Aimed Shot. Tier 4: 5 Weapon Skill, +250 Hit Points, + 0.75 Hit Point Regeneration, +75 Stamina, Medic ![]() Tier 3: 4 Weapon Skill, +150 Hit Points, +0.5 Hit Point Regeneration, +50 Stamina, Medic Tier 2: 3 Weapon Skill, +50 Hit Points, +0.25 Hit Point Regeneration, +25 Stamina 250 Base Hit Points and 1.25 Hit Point Regeneration unless stated otherwise. Tier 1: 2 Weapon Skill, no change in Hit Points. ![]() Tier 0: 1 Weapon Skill, -50 Hit Points, -0.50 Hit Point Regeneration, No Revival Chance The problem is only one faction has Tier 1 units so Tier 0 would be more suitable as an explanation. The Game Logic folder has GRM Insurgents indexed T1, while all combat troops begin with T2. So a breakdown on the Infantry Skill Tier system I am using in this guide. Most of the time you can combine two teams to make one squad or reinforce losses from squads. Most squads are 5 man unless stated otherwise.Īll Teams are three man unless stated otherwise. Afterwards the remaining squads are on a skill tier system with their own unique strengths and weaknesses. The Faction’s signature Support Squad as the 3rd squad, usually a combination of a Fire Team, Squad Leader, and a Medic, with additional quirks to that faction. The second squad is used as longer distance combat skirmishers as the first complete squad. Usually squad lists begin from close contact or low cost reinforcements. Other factors include squad size, Unit Hit Points, Sprint Stamina, Upgraded Weapon Variants and unit skills such as Aimed Shot, Medic, Mechanic, or Engineer. Before we dig in deeper here are some quick rundowns of the game’s gameplay features.Ĭost varies on unit roles, with close combat units being cheaper than normal and support troops. First and foremost a leader, warlords aid their allies through their design and implementation of brilliant combat plans.Now that I have your attention I will explain to you the features, unit advantages, and unique options of all the Factions. These battle-hardened champions lead the charge into combat and through their insights, tricks, and stratagems, they enable all who fight at their sides to achieve their full potential to triumph in the face of any adversity.Ĭall to Arms: The Warlord returns a popular archetype from older editions of the world's most popular roleplaying game to the present. Joining them is a new breed of warrior: those brilliant tacticians and inspiring leaders known as warlords. While adventurers of all kinds answer the call to battle, from courageous fighters to cunning rogues, fell wizards and wise clerics, they aren't the only ones capable of take a brave stand. The people need champions to throw back the darkness, to take the fight to the dread enemies, and thwart their evil designs. ![]() ![]() About This Content Call to Arms: The Warlord The time for battle is now! Monsters tumble out of the dark, wicked drow hatch vile plots, demons eager to invade the Material Plane clamor at the edges of reality, and bizarre aberrations pursue mad agendas that will plunge the world and all the planes into chaos.
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