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战斗
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{{version|2.8}} [[File:Battle.jpg|right|frame|A 3 vs 3 flanks battle]] [[File:Combat.png]] '''战斗'''发生在当两支敌对的军队到达同一省份时。这是[[战争]]十分重要的一个组成部分。 参考: [[forum:664959|Combat mechanics thread]] ==侧翼== 在战斗中每一方军队将会形成三个'''侧翼''': *左翼 *中军 *右翼 这些侧翼通常将会分别对抗对手的同一翼(左翼对左翼,右翼对右翼,中军对中军)。每个侧翼需要一个[[指挥官]]和下属于此翼的士兵,为了拥有多于一翼的军队,你需要多支不同的部队,尽管他们可以合并为同一支。 当一翼军队不在有与之对应的侧翼(如己方左翼击败敌方左翼,且敌方左翼已经撤出战斗)可以攻击的时候,此翼将会攻击另一侧翼作为替代,并且将会得到一个30%的侧翼攻击加成,即多造成30%的士气和士兵杀伤。此时敌军的侧翼将会被己方两个侧翼攻击,将会受到更多的伤害。 ==战斗阶段== 战斗分为三个'''阶段''': # [[File:Skirmish.png]] 接触阶段: 所有的战斗都将开始于接触阶段。此阶段是弓箭手和轻骑兵(骆驼)及骑射手所擅长的阶段,但其中将只有一种兵种产生主要输出。 # [[File:Melee.png]] 近战阶段: 经过若干天后,战斗将会转换为近战阶段,也就是重步兵和长枪兵及重骑兵擅长的阶段。需要注意的是各翼的战斗阶段不是必须统一的,各翼通常进入近战阶段的时间略有不同。 # [[File:Pursue.png]] 追击阶段: 当一翼的士气降低到25%时,此翼将会撤退,并且战斗将对转换到追击阶段,这也是轻骑兵非常擅长的阶段,同时重骑兵在这一阶段也有不错的表现。 [[File:Retreat.png]] 撤退: 经过5天后,撤退的一翼将会脱离战斗。 ==兵种攻击与防御== The formula for finding out the '''attack''' or '''defense''' of a unit is: <pre>(Base unit stat) * (1 + tech bonus + terrain bonus + cultural bonus + tactic bonus) * (1 + leader trait bonus + tactical affinity bonus).</pre> ===Unit Statistics=== '''Base unit stat''' depends on the type of unit and the phase: {| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;" |- style="text-align:center;background-color:#C0C0C0" ! !! !! !! !! colspan="3" | Attack !! colspan="3" | Defense |- ! !! !! Morale !! Maintenance !! Skirmish !! Melee !! Pursue !! Skirmish !! Melee !! Pursue |- | [[File:Light infantry.png|24px]] || Light Infantry (LI) || 2 || 0.7 || 1 || 1 || 2 || 2 || 1 || 2.5 |- | [[File:Heavy infantry.png|24px]] || Heavy Infantry (HI) || 4 || 3 || 0.25 || 6 || 1 || 3 || 4 || 4 |- | [[File:Pikemen.png|24px]] || Pikemen (P) || 6 || 2.5 || 0.1 || 4.5 || 0.2 || 4 || 4.5 || 2 |- | [[File:Light cavalry.png|24px]] || Light Cavalry (LC) || 4 || 3 || 2 || 3 || 6 || 4.5 || 3 || 4.5 |- | [[File:Heavy cavalry.png|24px]] || Heavy Cavalry (HC) || 10 || 6 || 0.5 || 10 || 4 || 4 || 5 || 7.5 |- | [[File:Archers.png|24px]] || Archers (A) || 1 || 2 || 2 || 1 || 2 || 1.5 || 1.5 || 2.25 |- | [[File:Horse archers.png|24px]] || Horse Archers (ST) || 3 || 4 || 4 || 3 || 7 || 4 || 4 || 4.5 |- | [[File:War elephants.png|24px]] || War Elephants (ST) || 15 || 20 || 0.25 || 25 || 0.25 || 5|| 15|| 2 |- | [[File:Camel cavalry.png|24px]] || Camel Cavalry (ST) || 5 || 3 || 4 || 7 || 2 || 4.5 || 3 || 2.5 |- | [[File:Ships.png|24px]] || Ships || - || 300 || - || - || - || - || - || - <!-- Please do not remove ships from this table unless you make it a template that can be included in another article without duplicating the data, or something like that --> |} ST = Special Troops (varies with region/culture) ===Military Technology=== : {{main|Technology}} '''Tech bonus''' depends on military [[technology]] level: +0%/+10%/+15%/+20%/+25%/+30%, depending on the relevant tech level. *for a unit raised from a specific holding, it is the tech level in that county that matters. *for a unit raised from a vassal, it's the vassal's average tech level. *for a retinue unit, it's your capital's tech level. ===Terrain=== Terrain defines the surroundings where battles are fought. The defenders usually have the advantage and terrain can play a vital role in a fight. [[File:Terrain map.png|500px|thumb|right|A map showing each type of terrain in Crusader Kings II.]] The following terrain give a '''terrain bonus''' to the defender: *Hills *Mountains *Jungle The following elements between two provinces give a '''terrain penalty''' to the attacker. *Rivers: To see if there is a river (or strait) between two provinces, select one of them and look for the icon [[File:RiversStraitsIcon.png]]. *Major river: twice the penalties of crossing a normal river *Straits *Amphibious landing: almost identical to a strait crossing. Note: if you control at least one settlement in a county, you can have your ships enter the county's port. Your soldiers will be off-loaded and fight any enemies there without the amphibious landing modifier (but will still have maximum 50% morale at the start of combat). There are also several other terrain types which don't give a bonus or penalty to either side of a battle, though they can negatively affect the supply limit (especially true for deserts) - [[attrition]] has won many wars. {| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;" |- style="text-align:center;background-color:#C0C0C0" ! ! !colspan="2"| [[File:Mountain defense.png]] Hill defense !colspan="2"| [[File:Mountain defense.png]] Mountain defense !colspan="2"| [[File:River crossing.png]] River crossing !colspan="2"| [[File:Strait crossing.png]] Strait crossing !colspan="2"| [[File:Amphibious landing.png]] Amphibious landing |- ! !! !! Attack !! Defense !! Attack !! Defense !! Attack !! Defense !! Attack !! Defense !! Attack !! Defense |- | [[File:Light infantry.png|24px]] || Light Infantry || || || +10% || || -10% || -10% || -15% || -15% || -15% || -15% |- | [[File:Heavy infantry.png|24px]] || Heavy Infantry || || || +10% || || -15% || -15% || -20% || -20% || -20% || -20% |- | [[File:Pikemen.png|24px]] || Pikemen || +10% || +5% || +20% || +10% || -15% || -15% || -20% || -20% || -20% || -20% |- | [[File:Light cavalry.png|24px]] || Light Cavalry || || || || || -12.5% || -12.5% || -17.2% || -17.2% || -17.5% || -17.5% |- | [[File:Heavy cavalry.png|24px]] || Heavy Cavalry || || || || || -15% || -15% || -20% || -20% || -20% || -20% |- | [[File:Archers.png|24px]] || Archers || +20% || +15% || +30% || +20% || -10% || -5% || -15% || -10% || -10% || -15% |- | [[File:Horse archers.png|24px]] || Horse Archers || +15% || +10% || +25% || +15% || -12.5% || -7.5% || -17.2% || -12.5% || -12.5% || -17.5% |} ===Narrow flank=== During the melee phase in battle, defenders who are outnumbered may use a terrain bottleneck to even the odds. Each flank may have a narrow approach, preventing the attackers from attacking in numbers greater than the number of flank defenders (their number at the start).<ref>[[forum:734411|CK2: Sons of Abraham - Dev Diary 4 - Patch 2.0]]</ref> The chance of this depends on the main province terrain, with mountains and jungle having the highest chance. Commanders are also more likely to find a bottleneck if they have high skill, the Battlefield Terrain Master [[File:Narrow flank leader.png]] leadership trait, or the {{iconify|Game Master}} [[Traits#Lifestyle|lifestyle trait]]. While of limited use in conventional battles where you try to outnumber your enemy, the cold efficiency of this skill is revealed when using {{iconify|Pikemen}} retinues to hold back the enemy. With both {{iconify|Heavy infantry leader}} and Battlefield Master [[File:Narrow flank leader.png]] leadership traits for their commander, such armies will be able to inflict horrendous losses to the enemy, perhaps even winning a desperate battle, if locked in melee with Narrow Flank modifier. ===Cultural Building=== : {{main|Cultural Buildings}} [[Cultural buildings]] can provide a '''cultural bonus''' to units trained in that [[holding]]. All cultural buildings have 4 levels, with each level providing an equivalent boost to some unit. The boost only applies to troops trained in the holding and to [[retinues]] (if the building is in the [[capital]]). ===Combat Tactics=== : {{main|Combat tactics}} '''Tactic bonus''' ranges from -150% to +420%. Note that these are so huge, they often swamp technology-based and terrain-based modifiers. '''Tactical affinity bonus''' ranges from -120% to +300%. ==Commanders== : {{main|Commander}} You should assign a skilled [[commander]] to lead each flank (left, center, or right) that contains troops. You may assign yourself, your marshal, and direct subjects holding the minor title of "Commander". Hiring [[mercenaries]] or [[holy orders]] temporarily adds their leader and commanders to your pool. ===Regiment commanders=== You may also assign leaders to regiments, the sub-units ''within'' each flank: * By clicking the regiment, if it belongs to you personally (e.g. demesne levies or retinues) * By merging two armies * By raising troops from a vassal whose marshal is idle (e.g. the Ecumenical Patriarch or a [[Holy_orders#Vassalizing_mercenaries_and_holy_orders|vassalized holy order]] with no counties) Regiment leaders contribute to the battle alongside flank leaders, though the exact mechanics are unclear. Perhaps more importantly, if their flank's commander is killed during battle, a regiment leader can immediately take over and avoid leaving the flank in disarray. Green commanders can be assigned to regiments in order to gain valuable combat experience without compromising the effectiveness of the army. ==Battlefield Duels== Battlefield duels are personal battles between two commanders in which both participants’ stats are weighed against each other to determine the outcome, usually injury or death. ==Damage== Every day, each soldier from a flank will make an attack on the enemy, causing '''damage''' based on its attack value. All damages for the flank are added together and sent to the flank that's being attacked. The defense of the receiving units is computed, and [[File:RIP.png]] '''casualties''' are inflicted as: <pre>TROOP_KILL_FACTOR * (damage received / unit defense). TROOP_KILL_FACTOR is defined in defines.lua as 0.015.</pre> In addition, each soldier who dies does 3 '''morale damage''' to the survivors (MORALELOSS_FACTOR). The survivors have morale points equal to the sum of their morale values, so if they take 60 morale damage but the survivors have 6000 morale points, morale will then be down by 1%. This means that [[File:RIP.png]] deaths are a double penalty, both reducing the number of morale points a flank has, and reducing the number of soldiers. Note that the calculations happen simultaneously every day for every flank involved in the battle, so all values will be calculated based on the number of troops present before anyone dies. Do note that in the Pursue phase, the fleeing flank will not make any attacks. Combat ends once all flanks on one side are either dead or have fled. Flanks attempt to flee once their morale hits 20% or they're manually withdrawn from combat. Flight takes four days. ==Prestige and piety== Each battle results in 1 prestige for every 100 losses of the losing army. A portion of this prestige goes to the characters involved: *50% goes to the owners of the units (divided among them) *25% goes to the main [[Commander]] of the centre *12.5% goes to each flank [[Commander]] In addition, for every 1 prestige gained, characters will gain 1.5 piety if fighting religious enemies. ==Strategies== See [[forum:664959|Combat mechanics thread]] and [[The Art of War]], [[Playing in Europe]] for detailed insight on possible strategies. '''Upgrade and specialize your holdings''': [[combat tactics]] will, during combat, temporarily make some units incredibly powerful and others basically useless. For example, an army doing Swarm will temporarily have quadruple horse-archer damage and no damage from archers and light cavalry. So specialization is the name of the game. '''Make it all your unique retinue unit''': by using [[retinues]] alone in a flank, certain [[combat tactics]] that are particularly beneficial can be more easily selected as there are just one or two unit types in the whole flank; they also will benefit from the cultural unit bonus. [[Nomad]]ic [[horde troops]] also benefit from this. '''Flank composition: the Rule of Two''': In order to maximize [[combat tactics]] efficiency, a flank should contain no more than two of the three major skirmish units (Horse Archers, Archers, Light Cavalry), and no more than two of the three major melee units (heavy infantry, pikes, and knights). '''Bait enemies into attacking fortified positions''': Ideally, your army is on a mountain, and across a major river from the attacker. '''Avoid attacking across rivers and into hills''': you'll get a moderate combat penalty, which could make a major difference. These penalties don't matter much if you outnumber the enemy by a lot, though. '''Order early retreats when losing a battle'''. Simply order your army to move to another province, and it will begin retreating regardless of morale. '''Scout and match'''. Send a tiny army to determine the strengths of your opponent's flanks. Then rearrange your main army to have two "holding" flanks, evenly matched against the opponent, and one "breakthrough" flank, with extra troops and your best offensive commander. '''Single column concentrated attack''': Light Infantry Army such as [[Tribal]] Army, and even Nomad [[Horde troops|Horde Troops]] may enjoy better morale preservation if they are concentrated in a single-flank. Once a flank is routed, it will not be able to deal damages. Thus, having all the army in a single flank ensure they stay in the fight until they break while the enemy army is broken piece by piece. This can help to fight against enemy in superior number (beware of [[Narrow flank]], though enemy is more prone to attack you directly if they're superior in number). This can be concerted with scout battle to determine enemy weaker flank. Stack your corresponding flank and defeat that flank in priority, leaving them only two flanks left. Be careful however, as the two flanks left unattacked will gain a +25% flanking bonus that will boost their damage. ==References== <references/> [[Category:War]] {{WarNavbox}}
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