Re: Questions
Manual lists the formula for if a missile strikes a target or not. Precision affects where the missile lands, but this formula is used to see whether or not it hits a unit in the square, and precision doesn't affect it.
Temples, prophet and pretender all increase dominion outside their province. Priests preaching increase dominion only in the province they are in.
Protection is reduced from damage, but a random number is added to both sides. Because the "dice-roll" is open-ended, there's always a chance of dealing some damage. It's often very small chance, but it exists any way.
I don't think there are any weapons with a bonus against any types of units (infantry, archer, cavalry). However, cavalry are fewer in numbers (because they cost more than infantry), and thus the enemy can usually swarm them. Every attack against a unit lowers it's defence by 2, so if it's a three-on-one the third attacker get to attack against defence reduced by 4. This has already eliminated the +3 defence bonus cavalry gets.
Some weapons are better against cavalry than others, even if they don't have a bonus:
Battleaxes have base damage of 9, and with str 10 they can deal damage through even the heaviest of armors. Against the best armors it might be just a point of damage here and there, though, and shields are enough to block them. Halberds, mauls, glaives etc have similar uses.
Flails have damage rating of just 3, but they have two attacks and ignore shields. Flailmen won't deal lots of damage but because their attacks can't be parried, they effectively reduce the knight's defense by at least 4 points, often more, before you count in the malus from multiple attacks. Flails are very good against light to medium cavalry, but won't deal damage to heavy cavalry.
Morningstars have better damage (6) but only one attack/round, which makes them better against heavy cavalry but worse against units that have high defense even without shield (medium cavalry like Royal Guards of Marignon).
Pikes have base damage of 5, so they aren't that good at piercing heavy armor. Most cavalry units have rather high morale, so repel doesn't keep them from attacking, but as long as the pikeman can hit the knight he deals 1 point of repel damage. IIRC, shield parry doesn't affect repel, so it's usually attack 10+1(pike) against defense of 9 to 11 defense (heavy cavalry) or 11-13 (light/medium cavalry). Pikes can also parry lances and light lances.
|