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Routing[edit | edit source]
The leadership state of a unit is shown on its tooltip. A unit’s banner flashes and then turns white when it wavers and routs. Units can be demoralised by allies routing, meaning that a leadership failure can propagate across an army. Some of the most effective methods of routing include:
- Encirclement: A unit attacked from more than one side will lose resolve much faster than if only engaged from the rear. Use rear ranks to encircle and attack.
- Cavalry charges: Several hundred kilograms of horse, rider, and armor crashing into someone will put a dent in morale. Shock cavalry excels at breaking enemy lines. Unless they have pointy things.
- Lords falling in battle. This has enough impact to potentially send the whole army packing.
- And, of course, terror and fear.
Rallying[edit | edit source]
Routing units may be rallied by the army Lord, or they may rally of their own accord. Units that are routing from the battlefield may rally and begin responding to orders again once they have retreated a safe distance from the enemy.
A unit will not rally if there is no Lord present, or if its leadership state becomes shattered.
The rally ability of the Lord may also be used to raise the leadership of routing units close-by, so that they may return to the action. The rally ability is best used when the routing units are safe from immediate danger.
Related attributes[edit | edit source]
Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Immune to Psychology: The unit is immune to psychological attacks (fear and terror).