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Naked War

 

Officer's Manual: Damage, Attack and Defence

A soldier's health is measured by his Health Bar which appears above his head, or above his mini-cam. The Health Bar is reduced when the soldier is attacked, and replenished when the soldier upgrades or enters a vehicle. When the Health Bar is emptied the soldier is demobbed.

Defence and Attack Meters

Health Bar with Attack and Defence Meters

Health Bar

This is a standard Health Bar for a soldier on the Red team, showing health at 100%.

At the top of the Health Bar is the Defence Meter, showing a Defence level of 25%, and at the bottom of the Health Bar is the Attack Meter, showing an Attack level of 50%.

The amount of damage sustained by a soldier in an attack depends on his Defence level, and the attacking soldier's Attack level. These levels are shown above and below the Health Bar.

A soldier's Attack and Defence levels change according to his rank - higher ranks generally have better Attack and Defence levels. Attack and Defence levels also change when a soldier enters a vehicle. While occupying a vehicle the soldier takes on the Attack and Defence levels of that vehicle, and the Attack and Defence Meters above and below his Health Bar change appearance slightly to reflect this.

Attack and Defence level bars in a vehicle

Health Bar in vehicle

This is the same Health Bar for a soldier on the Red team inside a vehicle, showing health at 50%.

The Defence and Attack Meters have changed appearance slightly, and the Defence level is now 62%, and the Attack level is now 37%.

Entering a vehicle usually means an increase in Attack and Defence levels for a soldier of Private rank, but at higher ranks the Attack and Defence levels of the occupied vehicle may be lower then the soldier's own. High ranking soldiers may actually be weaker or more vulnerable in a vehicle than on foot.

Calculating Attack damage

Whenever one soldier attacks another the amount of damage done is calculated by taking the length of the attacking soldier's Attack Meter, deducting the length of the victim's Defence Meter, then deducting the remainder from the victim's Health Bar. If the attacking soldier's Attack Meter is smaller than the victim's Defence Meter, then the attack is too weak to really damage the soldier, and only a token 1% damage is deducted from the victim's Health Bar.

Attacking soldier with 75% Attack

This is the Health Bar of the attacking solider on the Blue team, with an Attack Meter showing 75% (at the bottom). When this soldier attacks a maximum of 75% damage will be done to the victim.

Defending soldier with 50% Defence

This is the Health Bar of the victim of the attack on the Red team, with a Defence Meter showing 50% (at the top).

50% will be deducted from any incoming attacks on this soldier.

75% Attack - 50% Defence = 25% effective attack

The 75% Attack from the attacking soldier on the Blue team is set against the 50% Defence of the victim on the Red team.

Only the difference of 25% gets through the Red team soldier's Defence, to become the effective attack.

25% effective attack is deducted from the victim's Health Bar

The 25% effective attack is deducted from the Health Bar of the Red team soldier.

Note that the soldier's Defence Meter also reduces slightly after this attack.

The Gun Turret has a much higher attack level than any other vehicle or soldier rank. Its so high that its off the scale - it actually does 200% damage when it directly hits any soldier.

x2 Attack Meter in the Gun Turret

x2 Attack Meter in the Gun Turret

This is enough to completely empty any soldier's Health Bar, even if their Health Bar is completely full and they have a defence level of 100%. When a soldier occupies a Gun Turret his Attack Meter displays 'x2' in addition to being full, indication an attack level of 200%.

Diminishing Defence level

Every single attack upon a soldier during a turn causes his Defence Meter to reduce by one third of its remaining length. Even attacks where the Attack level is lower than the soldier's Defence level (and thus only inflict a token 1% damage) cause the Defence Meter to drop by a third for the remainder of the turn.

This reduction in the Defence Meter only lasts for the duration of the turn during which the soldier is under attack. The Defence Meter is replenished to its current maximum at the start of each new turn.

After the first attack

The first attack reduces the soldier's Defence Meter by one third of its current length (50%).

The soldier's Defence level is now reduced by 17% to 33% for the remainder of the turn.

After the second attack

The second attack reduces the soldier's Defence Meter by one third of its current length (33%).

The soldier's Defence level is now reduced by 11% to 22% for the remainder of the turn.

After the third attack

The third attack reduces the soldier's Defence Meter by one third of its current length (22%).

The soldier's Defence level is now reduced by 7% to 15% for the remainder of the turn.

Fall off for large radius attacks

Shells fired by vehicles which fall in a parabolic arc have a larger impact range than bullets fired by soldiers on foot, or in helicopters. These attacks cause damage to any soldiers within the impact radius, not just the soldier at the center who was the target of the attack.

The soldier at the centre of the impact will always receive the full 100% of the attack's damage, but soldiers merely caught in the outer radius will receive reduced damage. This reduced damage is calculated by dividing the damage by the number of cells the soldier is away from the centre of the attack, with a minimum of 1.5 cells imposed outside the target cell.

A soldier 1 cell away from the center will take the attack damage / 1.5
A soldier 2 cells away from the center will take the attack damage / 2
A soldier 4 cells away from the center will take the attack damage / 4
etc.

Only a corner of the cell a soldier is stood in needs to be within the attack radius for the solider to take damage, so the effective attack radius is often slightly larger than the visual markings on the floor when setting up a turn, due to the square cell resolution being more granular than the arc of the radius.

Damage fall off table

This table shows a grid of 13 x 13 cells, with an impact hitting the center cell. The outer cells, if they overlap the impact radius, take a proportion of the damage of the centre cell according to the percentage shown.

12%

13%

14%

15%

16%

16%

17%

16%

16%

15%

14%

13%

12%

13%

14%

16%

17%

19%

20%

20%

20%

19%

17%

16%

14%

13%

14%

16%

18%

20%

22%

24%

25%

24%

22%

20%

18%

16%

14%

15%

17%

20%

24%

28%

32%

33%

32%

28%

24%

20%

17%

15%

16%

19%

22%

28%

35%

45%

50%

45%

35%

28%

22%

19%

16%

16%

20%

24%

32%

45%

67%

67%

67%

45%

32%

24%

20%

16%

17%

20%

25%

33%

50%

67%

100%

67%

50%

33%

25%

20%

17%

16%

20%

24%

32%

45%

67%

67%

67%

45%

32%

24%

20%

16%

16%

19%

22%

28%

35%

45%

50%

45%

35%

28%

22%

19%

16%

15%

17%

20%

24%

28%

32%

33%

32%

28%

24%

20%

17%

15%

14%

16%

18%

20%

22%

24%

25%

24%

22%

20%

18%

16%

14%

13%

14%

16%

17%

19%

20%

20%

20%

19%

17%

16%

14%

13%

12%

13%

14%

15%

16%

16%

17%

16%

16%

15%

14%

13%

12%

Shields

Each Shield applied completely protects the soldier from one attack. An attack on a shielded soldier does no damage, and has no effect on the soldier's Defence Meter. The attack does destroy the shield though, exposing the soldier to damage from subsequent attacks.

Up to four shields can be applied to one soldier per turn, protecting that soldier completely from four attacks during the next turn. Shields only last for one turn.

 

 

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