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==Stats== Each unit in the game has a unit card, which shows the player what they are generally good and bad at. Noobs might be confused as to what the fuck all these words and numbers mean, so here is the breakdown! *'''Health''': Fairly simple, how much health the unit has. If the unit has more than one model per unit, you can divide the total health by the number of models to see how much health each model has. It's important to know that the threshold at which a model actually dies is surprisingly high and the game itself speads the damage units suffer evenly among the models in that unit. *'''Armor''': This stat helps mitigate damage coming at your unit. If they are hit by a missile, melee attack, or a spell, a RNG roll goes off to see how much of the non-AP damage goes through the unit's armor (between 50 and 100 percent). Every point of armor is a percentage of reduction, NOT a flat amount. The more armor the unit has, the lower percentage of non-AP damage that will get through. More info on AP and non-AP damage below. **'''Shield''': If the unit has a shield, this is where it's factored in. Shields help block missile fire coming at you. It comes in two tiers (technically three, but you never see gold shields outside of campaign buffs). Bronze shields block 33% of missiles where are a silver shield block 55%. Keep in mind this only works on small arms fire and not artillery because a shield isn't gonna fucking save you from a cannon. A very few units can deflect arrows (and bullets somehow) with their weapons, being treated as having a bronze shield even when they carry none. *'''Leadership''': How much morale the unit has. The higher the number is, the less likely your unit is going to rout and run for the hills. Run off the battlefield or rout three times and that unit is gone for the rest of the battle (but not necessarily dead). If it reaches 100, the unit may as well be unbreakable. *'''Speed''': Fairly simple, the higher the number, the faster the unit. Each unit has a speed cap determined by the animation model, beyond which it cannot move regardless of the speed value. It is not visible to the player. *'''Melee Attack''': This determines the likelihood of your attacks hitting the other unit. The higher the number, the more likely the attack is to hit against an enemy. This number is often rolled against the next number in this list. *'''Melee Defense''': Widely considered one of the most important stats in the game. Melee defense is the likelihood your unit has to block the attack of the other unit attacking it, causing it to sustain no damage; however, before either Melee Defense or Melee Attack is applied, there is a base chance of hit of 40% (35% in WH2) before Armor is applied. There is also a minimum of 10% (8% in WH2) and maximum chance to hit of 90%. If you have a choice to buff either Melee Defense or Armor and already have the means to deal with ranged units, take Melee Defense. Because what's better than mitigating damage? Not taking damage at all! *'''Weapon Strength''': How much damage your attacks do. This stat tends to be split into multiple categories. There are also two hidden mechanics: damage on weapon sweeps is split evenly between all enemies hit and weapon strength does not factor in attack speed. **'''Weapon Damage''': How much damage is going to be rolled against the enemy armor to see if it gets mitigated or not. Generally, if this makes up the majority of your Weapon Strength you want this unit fighting unarmored units. **'''Armor-Piercing Damage''': Or AP damage for short. If your attack gets through the other unit's Melee Defense, this is the amount of damage that's going to get through no matter what. If the Weapon Strength is mostly Armor-Piercing, then you want these guys going up against heavily armored units to tear through them. **'''Anti-Large Bonus''': Damage that is not factored into the roll unless they are fighting something the size of a horse or bigger. If they have this stat, throw them against cav or monsters. Applies to both Melee Attack and non-AP damage. **'''Anti-Infantry Bonus''': Same as Anti-Large, only meant against infantry or smaller. If they have this stat, they are infantry blenders. Applies to both Melee Attack and non-AP damage. **'''Magic Damage''': Certain units and some Legendary Lords inflict their attack as magic damage. This is useful against enemies with physical resist like Plague Monks and absolutely needed against supernatural enemies like Cairn Wraiths (whom are known for having 75% physical resist, being a ghost and all). Be wary, though: more units in the game have magic resistance than physical resistance, including every dwarf unit (they were created to resist the winds of magic after all). Of course, this is also the damage types of many of the spells in the game. Good news for units that largely rely on Magic Damage came in the form of a developer Q&A on Discord: Warhammer 3 will rework Magic Resist into Spell Resist, making Magical Attacks on units actually worth a damn and many of them into potent can openers. **'''Fire Damage''': Like Magic Damage, it deals extra damage to those weak to its damage type (AKA units associate to trees like Treeman, Tree Kin, [[Dryad]] and [[Durthu]], because fuck them racist elf loving trees, right?). Unlike the tabletop version, flaming attack deal extra damage against units that are capable of regenerate health (vampire, trolls, ghouls) instead of just stopping their regeneration. Apparently, CA hates fire damage for some reason and stated in the game that [[derp|flaming attacks are weak to heavy armor units despite Irondrakes being able to deal AP damage on the tabletop, due to their flame being able to melt armor]]. We'll just have to wait and see if CA is willing to fix it. Also, like Magic Damage, some units such as Dragon Princes and Irondrakes have Fire Resistance against its effect. Both Physical resistance and Fire resistance will apply for fire melee damage and fire missile damage. As of Warhammer 3 it now reduces healing for all units, were as before it just did bonus damage to regenerating units. *'''Charge Bonus''': A bonus to both Melee Attack and Weapon Damage (split between Armor-Piercing and non-Armor-Piercing based on percentage) that lasts for 15 seconds after running into an enemy. It starts decaying immediately upon contact with enemy and is almost negligible after 10 seconds. Note that walking into an enemy unit is not the same as charging, you have to actually run into them. You also have to cover a small distance in order to build up the charge bonus. *'''Ammunition''': A stat unique to ranged units that tells you how much ammo they have. If the unit has 20 ammunition, then they can make 20 shots before running out. This stat goes down as they shoot, allowing you to keep track of how many shots you have. *'''Range''': Simple enough: the higher the range, the farther a unit can shoot. *'''Missile Strength''': The same as Weapon Strength, only this stat doesn't worry about Melee Defense. If it hits, it's doing damage (including if it hits your own troops). It also has all the subcategories of damage listed under Weapon Strength. The value given in the stats is actually over 10 seconds, not per shot (because what constitutes a single shot of a flamethrower?). *'''Mass''': An important stat that isn't mentioned anywhere inside the game but is still important. Units come in two kinds of sizes: small (anything on foot) and large (anything that's mounted or at least as tall as a man on a horse). The larger the unit, the larger the mass. What's important is how mass affects charges and such, because it determines how one unit able to withstand them. Lowly infantrymen (and heroes and Lords on foot) will get knocked around alot when that Necrosphinx - a massive ancient Egyptian robot wielding two fucking swords - starts attacking them. Knocked down models are unable to move and fight, which can give you an edge. The enemy Lord can't bother you if he ragdolls after every hit. Mass also determines how easily a unit can push through a blob of units, whether it is to retreat or whether it is to attack the ranged units by plowing though the melee infantry line. Nothing can stop a two-ton War Mammoth when it decides it doesn't want to be there.
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