Vitek: 10. Standard is for unit to have 3 attacks. Attacker swings first, then defender retaliates, then attacker again, defender, attacker, defender. But there are several things that can change it.
Extra strike skill for attacker gives him 4th attack.
Double strike makes attacker strike 2 times each melee round for only 1 retaliation of defender (so 6 attacks x 3 retaliations). If defender has
First strike the order switches and they "retaliate" before enemy attacks. Unless the attacker has first strike as well then both skills negate and combat proceeds normally.
Then there are things like paralysis and similar that allow attacks without fear fo retaliations.
Ranged attacks never get retaliated.
You can check most abilites on
AoW Heaven. But the list is for Shadow Magic, I don't know if there is one for AoW1. But if the skill is in both games, there shouldn't be much difference. But many of those listed are not in AoW at all.
This bit isn't true in AoW1. It only applies in AoW2/SM.
In AoW1:
* Units only attack twice. Three times with Extra Strike, but that doesn't apply to retaliations.
* Units get infinite retaliations.
* There is no Double Strike ability
* The bit about First Strikes and Relations otherwise is still the same in AoW1, so there Vitek's explanation is correct.
Bookwyrm627: 10) Can someone provide a description of how an attack in combat works? I'm not entirely sure which unit is swinging, when counter attacks are happening, and why my dwarf berserker swings twice and gets countered twice.
So how combat works:
* Each attack has a 50% chance to hit if the attack value is equal to defence. (i.e. 3 attack vs. 3 defence = 50% chance to hit.) It goes up and down 10% for each point of difference. i.e. 5 attack vs. 3 defence hits 70% of the time.
* An attack always has 10% chance to hit or miss. i.e. 9 attack vs. 1 defence can still miss.
* The damage stat is MAXIMUM damage. You do 1-DAM damage.
* A natural roll of 10 on the virtual to-hit dice means you do maximum damage. If you have very high DEF, almost all attacks that do hit will require that natural 10 and therefore do maximum damage. This is why your 10 DEF hero can weather 8 catapult shots without taking a scratch and then get flattened in one lucky shot. (This is also why you should boost hitpoints on your heroes.)
* A unit's stats are only used for melee attacks. Ranged attacks (archery, poison darts, call flames, etc) have their own inherent attack and damage value.
* The only way to improve ranged attack and damage is through the Marksmanship skill. This applies to all ranged non-spell attacks: if your hero has the Death Gaze ability and takes Marksmanship, the attack rating on the Death Gaze will improve.
* Spells have an inherent attack and damage value just like other ranged attacks, but it can't be improved by anything.
* Resistance only protects against magical status effects. Most of the time, these are only checked AFTER the attack roll hits. So a Nature Elemental with Entangle Strike first needs to hit your defence, then needs to hit your resistance to entangle you. If the second roll fails you take damage as normal, but are not entangled.
* There are exceptions: some spells, like confusingly the Entangle spell, will target resistance directly with no need for an attack roll.
* Status effects have an inherent attack value that depends on the effect. This greatly influences how powerful they are. I.E. Stun has a very high inherent attack rating. Freeze has a much lower one. This is why the Lightning Strike ability (which stuns) is generally more valuable than the Cold Strike ability. (which freezes)
Bookwyrm627: 11) Also, apparently large stacks of level 1 units going after a stronger unit is basically using the "If you roll enough dice, you'll win eventually" strategy. Does this sound about right? I suicided like half a dozen berserkers into an enemy hero before he finally went down.
Generally, it's a better idea to mass low-level archers than low-level swordsmen. Archers don't suffer retaliations, and can still shoot when they're being attacked by an angry dude with a sword.
Berserkers are pretty great, but you should use their Round Attack ability. Even when you can only hit one melee enemy. Round attack doesn't allow retaliation, so if your berserker is fighting a swordsman and uses round attack, he'll attack 3 times every turn and the enemy only twice. (1 round attack + 2 retaliations vs. just 2 normal strikes.)
Just be careful not to hit your fellow berserkers. Round attack does inflict friendly fire.