
Sidenote, the poison effect will always apply on a successful hit since it's impossible to hit below 1.įatigue will accumulate when your unit is performing any action and will have increasing consequences. These attributes only modify the damage their Weapon Strength deals and still have to find their way past Armour. Some units may have additional attributes flanking their Melee Attack or Ammunition stat, such as flaming or magical attacks. The inverse applies for damage type weaknesses, a unit with a weakness to a type will take a percentage of additional damage instead. Magical Resistance - Reduces: Magical Attacks Physical Resistance - Reduces: Melee, Missile AND Fire Melee + Missile Attacks In total there are 4 types of damage resistance After damage calculation these resistances subtract a portion of that damage type from the total damage dealt.

Units may have additional resistances to specific types of damage. A unit with 100 Weapon Strength (50 AP and 50 Base) hits a unit with 100 Armour, that unit will take 50+(1 to 25) = 51/75 damage. " Armour Piercing" weapon strength deals the full amount of damage through armour.Į.g. " Bonus vs." attributes grants your unit addition weapon strength vs that specific unit type, infantry, large etc. Armour damage reduction isn't an exact science but can be boiled down to having between 50 & 100 percent effectiveness.Įxamples 100 Weapon Strength -> 10 Armour = 95-90 damageġ00 Weapon Strength -> 50 Armour = 75-50 damageġ00 Weapon Strength -> 100 Armour = 50-1 damageġ00 Weapon Strength -> 200 Armour = 1-1 damageĭifferent Types of Weapon Strength Units may have more than one type of Weapon Strength, hover over the Weapon Strength stat on your unit and you can see the exact values and how they are broken down. Most units have an armour value, armour represents a percentage of Weapon Strength blocked on incoming physical attacks. If a model with 0 Armour & Resistances is hit successfully hit by a model with 100 Weapon Strength that model will lose 100 health. Weapon Strengthis a 1 to 1 ratio with health lost per attack. Chance to hit = 40% + AttackerMA% - DefenderMD%. (Minimum % chance to hit is 10% & Max is 90%) e.g.

None of this takes into account leadership which is another beast entirely when it comes down to it.Ī Summary of All the Information I've Accumulated So FarĮvery unit in Total War Warhammer has a base 40% chance to hit, this is added to the attackers Melee attack and subtracted by the defenders Melee Defence.

I've been writing down notes so hopefully someone else might find these helpful. I've been dicking around for the past few hours trying to fully understand the meaning and effects of each of the stats and attributes attached to a Total War: Warhammer unit and how to gauge how two units might stack up against each other.
