Combat in Olympia occurs when one stack attacks another stack.
A unit will be defended by any other characters it is stacked with.
Thus, a unit which is part of a stack cannot be attacked alone. No
matter which unit is specified in the attack
order, the entire
stack containing the unit will respond.
Only the leader of a stack may initiate combat. If another unit in a
stack wants to issue attack
, it must first drop out of the stack.
Combat involves nobles, who possess strong heroic fighting abilities,
and fighters who may accompany them. Fighters include soldiers,
pikemen, swordsmen, knights, elite guard, crossbowmen, archers, and
elite archers.
Each kind of fighter has an attack and defense rating:
For instance, a noble plus two pikemen has an offensive
value of (80+80) + (5+30) + (5+30) = 230 with a break point
of 115.
A noble plus two knights has an offensive value of (80+80)
+ (45+45) + (45+45) = 340 with a break point of 170.
Therefore, a noble with two pikemen will continue to fight
if the pikemen are killed. However, a noble with two
knights will be declared the loser if both knights are
killed.
The offensive value used is either the attack or the
effective missile rating, whichever is higher.
For example:
If the attacker scores a hit against a noble, the noble will receive a
random wound of 1-100 health points. Note that there is a 1% chance
that a perfectly healthy noble will be instantly killed, and a greater
chance that a previously wounded noble will die.
Wounded nobles do not continue fighting, even if their wounds are minor.
If a hit is scored against a fighter (soldiers, pikemen, archers, etc.),
the fighter is killed. However, a blessed soldier has a 50% chance of
surviving a hit.
A man successfully attacking a building or a ship will cause one point
of damage to the structure. A siege engine attacking a building will
cause 5-10 points of damage.
The winner in combat will attempt to take prisoners. The chance that a
given defeated unit will be taken prisoner is proportional to the sizes
of the remaining forces.
(Taking prisoners in battle and claiming loot requires many soldiers to
run after the fleeing enemy. Thus, the chance of success is based on
numerical advantage rather than combat skill.)
If the winning side outnumbers the defeated force by 2:1, there is a 50%
chance that a given defeated unit will be captured. Defeated units
which are not captured retreat from battle. If they are occupying a
building or are located in a city, they may flee into the outlying
province.
The victor always has at least a 25% chance of taking a unit prisoner,
but no better than a 75% chance.
The victor will claim the defender's position in the location list if it
is better, or will move into the defender's structure, ejecting the
losing force. (The attacker may specify a flag to the
Prisoners are stripped of their belongings by the victor, including any
men accompanying the prisoners, such as workers or peasants. The stack
leader of the winning force receives all of the loot from the battle.
When a noble is taken prisoner (including via SURRENDER), a portion of
the prisoner's items will always be lost. If a unique item is lost, it
will have to have found by exploration of the province.
Units may issue the
The leader of each stack (the top-most unit in the stack) will be the
last unit to receive hits, regardless of its
Units in the rear may attack with their missile rating. Units in front
attack with either their missile rating, or their attack rating,
whichever is higher.
Thus, a noble with rating (attack=80, defense=80, missile=40) will do an
attack of 40 when in the rear, and an attack of 80 when in front.
Weather effects on battle are as follows:
If a fighter's missile rating is zero, it can not attack from the rear.
In this case, the fighter will use its attack rating like a regular soldier.
Structures which may aid fighters in battle are rated for their
defensive bonus.
During battle, the fortification rating is added to the defense
number for the men who fit inside the structure.
Attacking fighters may randomly select the structure instead of an enemy
fighter. The attack is resolved in the same way as for two fighters,
using the attacker's attack rating and the structure's defense rating.
If the attacker is successful the structure's defense rating will be
lowered by one point.
Once the defense rating reaches zero, further hits will cause the
building to become damaged. A fully damaged building (100% damage) will
collapse, ejecting its occupants.
Siege engines always select the structure as a target.
Siege engines do 5-10 points of damage to the structure per hit.
Resolution of battle
attack defense missile
+----------------------------
peasant | 1 1
worker | 1 1
sailor | 1 1
soldier | 5 5
pikeman | 5 30
swordsman | 15 15
pirate | 5 (15) 5 (15)
knight | 45 (20) 45 (20)
elite guard | 90 (65) 90 (65)
crossbowman | 1 1 25
archer | 5 5 50
elite archer | 10 10 75
Combat is resolved as follows:
The chance that the attacker will score a hit against the target is:
A = attacker's attack rating
B = target's defense rating
A / (A + B)
A(attack=90) vs B(defense=45) A has a 2/3 chance of killing B
A(attack=90) vs B(defense=90) A has a 1/2 chance of killing B
1:1 25%
2:1 50%
3:1 75%
attack
order to inhibit this behavior.)
Front and rear
behind
command to declare whether they will
line the front or the rear in battle. Rear units do not become targets
for the enemy until all of the units in the rows in front of them have
been killed. Only missile fighters, such as archers, may attack from
the rear.
behind
status.
Missile Attacks
Fortifications
Castle Imperius [gx56], castle, defense 25
structure men protected
--------- -------------
Castle first 500
Tower first 100
Galley or roundship first 50
Other structures first 50
engine attack defense missile
------ ------ ------- -------
catapult 25 200 25
battering ram 30 250
siege tower 30 250