The impetus mechanic in Total War: Warhammer isn’t just a simple damage buff; it’s a tactical advantage born from disciplined unit cohesion and battlefield momentum. Before engaging the enemy, your units build impetus, a surge of focused energy that enhances their melee attack and damage significantly. Think of it as the disciplined fury of a veteran legion, honed through years of warfare, unleashed upon the foe.
Key Factors Influencing Impetus:
Unit Type: Certain unit types naturally generate impetus faster than others. Heavily armored infantry often accrue it more slowly compared to nimble skirmishers or fast cavalry units. Understanding this is crucial to strategizing your engagements.
Unit Formation: Maintaining a coherent formation maximizes impetus gain. A broken or routed unit will lose impetus rapidly. This emphasizes the importance of proper unit control and positioning before combat.
Terrain: Difficult terrain can impede the generation of impetus, highlighting the importance of choosing your battles wisely and exploiting favorable ground.
Charge Bonus Synergy: The impetus bonus stacks multiplicatively with charge bonuses, creating devastating initial blows, especially useful for cavalry and fast-moving infantry units.
Tactical Implications: Mastering impetus isn’t just about maximizing raw damage; it’s about timing your engagements. A well-timed charge that leverages peak impetus can rout an enemy unit before they even have a chance to react, turning the tide of battle.
Advanced Tactics: Consider using units with lower impetus generation to bait enemy units into unfavorable positions, then unleashing your high-impetus units for a decisive strike. This can also be used in conjunction with flanking maneuvers to enhance the effect dramatically.
What is a saving throw in Total War?
In Total War games, there’s no direct equivalent to the D&D 4e “saving throw” mechanic. The concept of a single d20 roll to end an effect doesn’t exist in the core gameplay loop. However, the underlying principle – mitigating negative effects – is reflected in several ways, depending on the specific Total War title.
Unit & Army Resilience: The effectiveness of various negative effects (e.g., debuffs, routing, damage) hinges heavily on unit stats like:
- Melee Defense/Ranged Defense: Higher values reduce the likelihood of suffering hits, effectively acting as a form of passive mitigation.
- Armor/Melee Attack/Ranged Attack: Stronger units are more likely to survive and overcome negative effects through superior combat capabilities.
- Leadership: Higher leadership reduces the chance of units routing (a major negative effect). This acts as a crucial “saving throw” against morale breaks.
General’s Abilities & Traits: Many generals possess skills or traits that directly counter negative effects, offering an active form of mitigation. For instance, a general might have a trait that boosts unit morale, reducing the effect of enemy psychological attacks. This can be considered a proactive “save” against the morale debuffs.
Strategic Choices: Positioning, terrain utilization, and army composition all influence a player’s ability to minimize negative effects. Deploying units on favorable terrain can significantly improve their survivability, effectively working as a kind of “environmental save”.
Technological Advances: Upgrades and technologies often improve unit stats or provide access to new abilities that indirectly mitigate negative effects. These long-term strategic investments enhance the army’s overall resilience, preemptively preventing certain negative effects.
In summary, while a direct “saving throw” mechanism doesn’t exist, Total War employs a multifaceted system to allow players to mitigate negative effects. This system involves unit statistics, general abilities, strategic choices, and technological advancements, all working together to achieve the same outcome as a D&D saving throw: reducing the impact of harmful events.
What does SL mean in DnD?
SL in DnD, or Saving Throw DC (Difficulty Class), is entirely effect-dependent. There’s no single, universal formula. The specific DC is determined by the source of the effect; it’s not something you passively calculate.
Examples:
- Spells: A spell’s DC is typically 8 + the spellcasting ability modifier (usually Charisma, but sometimes Intelligence or Wisdom) + proficiency bonus. This means a higher-level spellcaster with a good ability score and high proficiency will have a significantly tougher DC to overcome.
- Monsters: Monster abilities often list their saving throw DC explicitly within their stat block. This usually incorporates their relevant ability modifier and proficiency bonus.
- Traps/Hazards: These DCs are usually predetermined by the Dungeon Master (DM) based on the trap’s difficulty and the party’s level. Expect a higher DC for cleverly designed, well-hidden, or magically enhanced traps.
Success/Failure: The consequences of a successful or failed saving throw are detailed within the effect’s description. A successful save might mitigate the damage, completely negate the effect, or reduce its duration. Failure often means taking full damage, suffering a debilitating condition, or facing a severe negative consequence. Read the fine print; nuances exist.
Advanced Tactics:
- Exploiting Weaknesses: Pay attention to the saving throw type (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). A party member with a high relevant ability score and proficiency can be strategically positioned to make the saving throw.
- Circumventing Saves: Some effects don’t even require a saving throw, meaning clever tactics can bypass the necessity altogether. This might involve using spells or abilities that directly counter the effect, or manipulating the environment.
- Predicting DCs: With experience, you’ll learn to estimate the DCs of various effects. This allows you to better strategize and allocate resources for your party.
Remember: The DM has ultimate authority over interpreting and ruling on saving throws. Always clarify ambiguities before attempting a crucial save.
How do you suppress a rebellion in Empire: Total War?
Quelling Rebellions in Empire: Total War: A Strategist’s Guide
Rebellions in Empire: Total War can be a major headache, but they’re manageable with the right approach. Forget brute force alone; a multi-pronged strategy is key to preventing and suppressing uprisings.
Prevention is Better Than Cure:
- Taxation is Key: High taxes fuel discontent. Keep an eye on your tax rates, particularly in regions with volatile populations or strong rebellious factions. Lowering taxes, especially in provinces showing early signs of unrest, can significantly reduce the likelihood of rebellion.
- Building Public Order: Invest in buildings that boost public order. These vary by region and faction, so familiarize yourself with what’s available. A high public order significantly reduces the chance of a rebellion even forming.
- Religious Harmony: Religious tensions are a major contributor to unrest. If possible, strive for religious homogeneity within your provinces, or at least minimize the influence of conflicting religions.
Suppression Tactics:
- Strategic Garrisoning: Maintaining strong garrisons in potentially volatile provinces is crucial. This isn’t just about troop numbers; consider the unit composition. Units with high suppression values (often heavily armed infantry) are more effective at quashing rebellions quickly.
- Swift Response: The moment a rebellion sparks, act decisively. The longer a rebellion burns, the stronger it gets. Dispatch your troops immediately to stamp it out before it spreads to neighboring provinces.
- Combined Arms Approach: Don’t rely solely on raw military might. Utilizing artillery can drastically speed up the suppression of rebellions and minimize friendly casualties.
- Diplomacy (Sometimes): In some cases, diplomacy can be effective. If the rebellion is small and isolated, consider offering concessions (like lower taxes or increased autonomy) to pacify the rebels. This prevents further bloodshed and saves resources.
Remember: Early intervention is vital. Ignoring early warning signs can lead to costly and protracted conflicts, crippling your empire’s growth and stability.
What does the WoV onslaught provide?
So, you wanna know about Onslaught in WoW? It’s a level 30 talent that generates 30 Rage. That’s huge for your rotation!
The damage? A hefty (318.36% of Attack power). That’s a significant chunk, especially when you factor in other buffs and procs. Consider this:
- Rage Generation: 30 rage is a substantial amount, allowing for more frequent use of high-rage abilities. This is key for maintaining consistent DPS.
- Damage Scaling: The percentage-based damage means it scales incredibly well with attack power. Prioritize gear that boosts your attack power to maximize Onslaught’s effectiveness.
- Synergies: Think about how this interacts with other abilities. Does it proc any additional effects? Are there talents or gear that amplify its impact?
- Rotation Integration: Onslaught needs to be strategically placed in your rotation. It’s not just a button you mash. Experiment to find the optimal timing to maximize overall DPS.
Remember to check your logs to see how Onslaught performs in actual combat. You might be surprised by the differences between theorycraft and practice!
Is it possible to hire agents in Empire: Total War?
So, you wanna know about agents in Empire: Total War? Forget about actively recruiting them; that’s a thing of the past. They spawn organically on the campaign map, the number directly tied to the number of specialized cities you control. Think of it like this: more specialized buildings, more agents.
Key Point: Workshops are your best friends here. They boost provincial wealth, which, in turn, boosts your overall income. More income means more agents popping up. It’s not a direct, one-to-one relationship, but it’s a significant factor.
Pro-tip: Don’t just build workshops randomly. Focus on the type of agent you need. Need more spies? Build more workshops in provinces that are likely targets for enemy espionage. Need more diplomats? Focus on provinces with strong trade connections or strategic alliances.
Another Pro-tip: Don’t forget about agent upkeep! Those little guys aren’t cheap. Balance your agent count with your income. More agents aren’t always better; it’s about having the *right* agents in the *right* place at the *right* time.
One last thing: Agent effectiveness is also influenced by your overall diplomatic standing and your province’s stability. Keep those things in mind if you are struggling to get strong agents.
What is a saving throw in D&D?
A saving throw, also called a save, is your character’s attempt to resist something nasty – a spell, trap, poison, disease, you name it. You don’t choose to make a save; the game forces you to when your character or monster is facing a potentially harmful effect. Think of it as your character’s last-ditch effort to avoid a bad outcome.
Key things to remember about saving throws:
Different saves, different stats: There are six types of saving throws, each tied to a specific ability score: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The type of save required is always specified in the description of the hazard. A firebolt uses Dexterity, a mind-affecting spell uses Wisdom, and so on. Knowing which stat is key is half the battle.
Proficiency matters: Your character’s class or background might grant proficiency in certain saving throws, giving you a significant advantage. This bonus is crucial; it often means the difference between success and failure.
Advantage and Disadvantage: Various effects can grant you advantage (rolling two d20s and taking the higher result) or impose disadvantage (rolling two d20s and taking the lower result). Mastering when to seek advantage and mitigate disadvantage is a core skill for experienced players.
Modifying your saves: Don’t forget about other modifiers! Your proficiency bonus, ability score modifier, and any other relevant bonuses or penalties all add up to determine your final saving throw result. A seemingly small bonus can mean the difference between life and death.
Failure isn’t always game over: Even if you fail a saving throw, the consequences might not be immediate or catastrophic. Often, a failed save leads to a less severe effect than a successful one, but you are still at risk.
How do I merge armies in Total War Warhammer 2?
Merging stacks in TW: Warhammer 2 isn’t just about clicking; it’s about strategic army composition. You can only combine armies or fleets that haven’t reached the 20-unit/ship cap. The simple left-click-then-right-click method works, but understanding why you’re merging is crucial.
Tactical Considerations:
- Army Composition Synergy: Don’t just merge; optimize. Combining melee-heavy units with ranged support, or magic users with flanking capabilities, maximizes battlefield effectiveness. A haphazard merge can be a recipe for disaster.
- Maintaining Army Cohesion: Consider unit types and their interactions. A sudden influx of fragile units into a heavily armored stack might expose weaknesses. Think about unit morale and how they support each other.
- Supply Lines and Movement: A larger, combined army consumes more supplies and moves slower. Weigh the benefits of increased combat power against the potential downsides of reduced maneuverability and increased upkeep costs. This is critical in campaigns with limited supply lines.
Advanced Techniques:
- Strategic Reserves: Sometimes, it’s smarter to keep armies separate. A smaller, fast-moving army can be used for flanking maneuvers or quick responses while your main force consolidates.
- Attrition Warfare: In prolonged campaigns, merging to replenish losses is key. However, consider the cost of doing so, as a depleted army merged with a larger one might still be understrength.
- Post-Battle Merging: After a battle, merging your victorious army with a nearby, smaller one, can significantly boost its strength for subsequent engagements without the need for lengthy replenishment.
Remember: Left-click the unit you want to move, then right-click on the unit you want to merge with. This will only work if neither army is at the maximum unit limit.