Total War: WARHAMMER Wiki
Tag: Visual edit
(Moved Causes Fear, Causes Terror and Immune to Psychology to own attribute pages and cross-referenced to Leadership TBC)
Tag: Visual edit
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== Charging ==
 
== Charging ==
 
Units that begin their charging animation gain a +15 Leadership when charging until their charge bonus wears off (~10 Seconds)
 
Units that begin their charging animation gain a +15 Leadership when charging until their charge bonus wears off (~10 Seconds)
 
==Fear and terror==
 
===Fear===
 
* Units with the '''Can Cause Fear''' or '''Causes Fear''' attribute, slightly reduce the leadership of nearby enemy units (-8 Leadership in a 30m radius).
 
* Most [[Monstrous infantry]] units cause fear.
 
* All [[Vampire Counts]], [[Vampire Coast]], and [[Tomb Kings]] units cause fear.
 
* Units which cause fear are immune to fear effects.
 
 
===Terror===
 
* Units with the '''Can Cause Terror''' or '''Causes Terror''' attribute have a chance to cause a large leadership reduction when they charge enemy units.
 
*Enemies in a 5m radius around the terror causing units will instantly route if they drop below 13 Leadership. This is most likely to trigger when the terrifying unit charges into an enemy from behind, compounding negative leadership modifiers until they drop below 13 and rout.
 
*Units that are terrified will rout for several seconds before coming back (rallying)
 
* All terror causing units also cause fear.
 
* [[Monsters]] cause terror.
 
* Units which cause terror are immune to fear and terror effects.
 
* Some [[items]] confer the ability to cause fear or terror, such as [[The Terrifying Mask of Eee!]]
 
   
 
==Related attributes==
 
==Related attributes==
{{Attribute causes fear}}
 
   
  +
* [[Causes Fear]]
{{Attribute causes terror}}
 
  +
* [[Causes Terror]]
  +
* [[Immune to Psychology]]
   
 
{{Attribute undead}}
 
{{Attribute undead}}
 
{{Attribute immune to psychology}}
 
   
 
{{Attribute unbreakable}}
 
{{Attribute unbreakable}}

Revision as of 18:46, 21 February 2021

Overview

Icon moraleLeadership, sometimes called morale or resolve, is a measure of a unit's will to continue fighting. If a unit’s leadership level drops too low then the troops will waver and eventually rout/break from the battlefield and stop responding to orders. Broken/routing units can also rally and come back into the fight. The Icon moraleleadership state of a unit is shown on its tooltip.

For undead races like Vampire Counts and Tomb Kings, leadership is referred to as Binding and represents the magic tying them to the world.

Wavering and Routing/Breaking

A unit’s banner flashes when it wavers, and turns white when it routs. Routing units do not respond to orders, and will run away from the battle. Units can be demoralised by allies routing, meaning that a single rout can cause a chain-reaction in the army. Some of the causes of routing can be:

  • Encirclement: A unit attacked from more than one side will lose resolve much faster than if only engaged from the front. Use rear ranks to encircle and attack. See flanking.
  • 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 can defend themselves with spears or halberds.
  • Spears or Halberds usually have the ability Charge Defense Large (CDL). Troops with CDL may brace facing an on coming charge from large entities such as cavalry or monsters. When they do so they negate the beneficial impacts of the charging attack.
  • Elite troops have the ability Charge Defense All (CDA). Troops with CDA may brace facing an on coming charge from any entity large or small. When they do so they negate the beneficial impacts of the charging attack.
  • Lords falling in battle. This has enough impact to potentially send the whole army packing.
  • Terror and fear - effects on certain units (usually monsters and undead) which lower enemy leadership (see below).
  • Having low vigour (ie: being tired/exhausted).
  • If faster or stronger units are nearby.
  • If flanks are secured by nearby allied troops.
  • Spells can temporarily buff or debuff leadership.
  • If the unit has taken damage. Damage sustained impacts leader both in quantity of damage and how fast it has impacted the unit.
  • If a blow is decisive enough (fast and powerful) it can waiver an enemy unit's moral causing them to flee.
  • When a unit wavers whatever command you are performing is dropped.

Rampaging units should not be confused with routing. They are different states.

Crumbling

Vampire Counts, Tomb Kings, Vampire Coast units never rout, as they are undead and do not experience fear. Instead when their Binding (leadership) drops they will lose health and troops via crumbling. If leadership drops extremely low, the unit may start disintegrating and lose health/models at an even faster rate.

Presumably, a similar mechanic will be in place for Daemons of Chaos.

Rallying

Routing units may rally if they feel safe. Units that are routing on 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 Icon moraleleadership state becomes shattered.

The Encourage ability of the Icon generalLord may also be used to raise the Icon moraleleadership of routing units close-by, so that they may return to the action.

Undead units won't rally, but they may stop crumbling.

Shattered

Units which are shattered will not be able to rally. A unit can only rout three times before it will shatter the next time its leadership breaks

Army losses

If the entire army as a whole has lost many of its units, this causes every unit of an army to waver and rout regardless of Leadership when triggered. Unbreakable units will continue fighting.

Target

Being targeted by archers and artillery units provide a negative leadership effect (-8), regardless of if those units hit. Artillery is scary.

Flanks secure

If a unit has its flanks (sides) guarded by nearby friendly units, then it gets a leadership bonus.

Encourage

Encourage by nearby units, Heroes, or Lords raises morale.

Charging

Units that begin their charging animation gain a +15 Leadership when charging until their charge bonus wears off (~10 Seconds)

Related attributes

Undead Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).

Unbreakable Unbreakable: This unit does not suffer any form of Icon moraleleadership loss and will never rout.

Rampage Rampage: A Rampaging unit is uncontrollable and will attack the nearest enemy unit.
When there are no enemy units nearby, a Rampaging unit will move around randomly instead.

  • Expendable: This unit is comparably cheap to recruit, maintain and replenish.
  • Primal Instincts: When under pressure, the primal instincts of these natural predators take over, improving their combat potential.