Combat System#
Battle Types#
| Type |
Explanation |
| Defensive battle |
Attacker and defender fight over a settlement or fortress |
| Field battle |
A head-on engagement fought in open ground |
| Pursuit battle |
Triggered when a routed army is chased down |
| Naval battle |
Fighting at sea or on rivers |
| Wall-breach battle |
Fighting that follows a breach of the walls with siege equipment |
| Raiding battle |
A special battle fought when sacking a settlement |
Morale System#
Morale Modifiers#
Morale is the hidden deciding factor of battle in Total War: ATTILA. The table below gives the direction in which each factor acts and the basis for judging it; the specific magnitude is not published as a fixed value in the game and varies with version, unit morale attributes and the state of the battlefield, so go by the hover tooltip on the unit panel.
| Factor |
Direction of effect |
Basis |
| Battlefield advantage |
The winning side’s morale rises, the losing side’s falls |
Updates in real time with the balance of forces and the state of the fight; the bigger the advantage, the closer the disadvantaged side is to breaking |
| General’s presence |
When a general dies or routs, nearby units’ morale drops sharply and a chain collapse may follow |
The radius and magnitude vary with the general’s attributes and the distance to the units |
| Exposed flank |
Units attacked in the flank lose morale noticeably |
Cavalry flank attacks are especially effective |
| Attacked in the rear |
Units attacked from behind suffer severe morale damage and break most easily |
Stacks with flank attacks |
| Fatigue level |
The deeper the fatigue, the more fragile the morale |
See the table below for the tiers; the exact penalty follows the hover tooltip |
| Unit losses |
After losing more than half its strength, morale drops sharply and the unit approaches rout |
The trigger threshold varies with the unit type’s morale attribute |
| Nearby allies routing |
Witnessing allies rout shakes the army’s resolve |
The closer they are and the larger the rout, the more obvious the effect |
| Terrain advantage |
Units holding high ground gain morale |
Related to the height difference and the gradient |
| Bad weather |
Storms, dense fog and other severe weather put pressure on morale and visibility |
The direction of the effect follows the in-battle tooltip |
| Plague infection |
Units infected with plague are under continuous morale pressure |
Duration varies with how far the plague has spread |
Fatigue Tiers#
In Total War: ATTILA, unit fatigue is divided into six tiers, from the best condition to completely spent: Fresh, Fine, Winded, Tired, Very Tired and Exhausted. The developers have not published exact coefficients for each tier; hovering the mouse over a unit’s fatigue indicator in battle or on the campaign map shows the current tier and the live figures. The table below only gives a description of each state and the direction of its effect.
| Tier |
State description |
Direction of effect |
| Fresh |
Full of stamina, in the best condition |
All combat attributes are at normal levels, with no penalty |
| Fine |
Stamina slightly depleted |
Attributes are almost unaffected; only a slight change is visible on the panel |
| Winded |
The unit is starting to breathe hard |
Melee attack, defence and movement speed begin to fall |
| Tired |
Stamina noticeably depleted |
Attack, defence and charge bonus drop further, and the duration of sprinting shortens |
| Very Tired |
Stamina near its limit |
All combat attributes are clearly impaired, and morale wavers more easily |
| Exhausted |
Stamina completely spent |
Combat effectiveness drops sharply, and the unit routs very easily once engaged |
Fatigue Accumulation and Recovery#
Fatigue accumulates continuously as a unit acts. The main sources and means of recovery are as follows:
| Action or condition |
Effect on fatigue |
| Marching and forced marching |
Long-distance movement makes a unit enter the next battle already fatigued, and forced marching drops a tier faster |
| Charging and melee grinding |
Accumulates continuously within the battle; units that get bogged down in melee after a charge drop a tier fastest |
| Sprinting |
The fastest way to burn stamina within a battle; always keep some in reserve before charging into the enemy’s face |
| Mountain, snow and desert terrain |
Accelerates fatigue accumulation |
| Standing in place |
Once movement and sprinting stop, fatigue recovers over time; recovery is faster out of combat |
| Garrisoning a settlement and camping to rest |
The main way to recover stamina on the campaign layer |
A rule of thumb for the rhythm of rest and replenishment: before engaging, bring your main force back up above “Winded” before committing it, and leave the decisive charge to reserve cavalry that is still Fresh; units that are already “Exhausted” should only be used to watch the flanks or to feint, and should no longer be thrown into a frontal grind.
Fatigue Management, Winter Marching and Replenishment#
The core of fatigue management is “trading condition for results”: the same unit engaging while Fresh and engaging while Exhausted amounts to two different battles.
Interaction with winter marching:
- Winter marching causes additional attrition, and after long-distance movement stacks with fatigue, a unit may already have dropped to “Very Tired” or even “Exhausted” before it ever engages.
- Rule of thumb: do not force march in winter unless necessary; when a long march really is required, rest in place for one turn after arriving and bring fatigue back above “Winded” before engaging.
- The harsher the climate, the heavier the attrition; the exact deduction varies with the regional climate and faction traits, and follows the end-of-turn summary.
Interaction with the replenishment mechanic:
- Fatigue is recovered by resting, but actual losses from winter and long marches have to be refilled by replenishment; both must be folded into your marching plan together.
- Replenishment speed depends on the territory the unit is standing in, local supplies and building bonuses, and is slower in winter and in enemy territory; the exact coefficient follows the unit panel display.
- Therefore the general rhythm for advancing in winter is: better to slow down and let your armies finish resting and replenishing inside your own territory before committing them to the next battle.
- General traits and technologies can mitigate winter attrition and soften the impact of fatigue, and are the operational direction that winter-warfare factions should prioritise.
Terrain System#
Terrain Types and Effects#
The effect of terrain on movement and combat is described here in terms of direction; the exact slowdown and stamina cost vary with unit weight and terrain gradient, so go by how it actually plays out in battle.
| Terrain |
Movement effect |
Combat effect |
| Plains |
No noticeable effect |
Good for cavalry charges, open sightlines |
| Hills |
Slight slowdown |
Elevation advantage, good for defence |
| Forest |
Noticeable slowdown |
Cavalry advantage is limited, ranged sightlines blocked, can cover an ambush |
| Jungle |
Major slowdown |
All units move slowly, high ambush success rate |
| Swamp |
Severe slowdown |
Heavily armoured units are especially sluggish, stamina drains faster |
| Mountains |
Major slowdown |
Excellent defensive terrain, hard to surround, stamina drains faster |
| Rivers |
Severe slowdown |
Extremely vulnerable while crossing, cannot form up |
| Desert |
No noticeable slowdown |
Fatigue accumulates noticeably faster |
| Snow |
Noticeable slowdown |
Fatigue accumulates faster, winter marching attrition is heavier |
| City streets |
Noticeable slowdown |
Good for infantry street fighting, cavalry cannot deploy properly |
Elevation Advantage#
The side holding the high ground has the better of it on both attack and defence: from above, charge momentum is greater, melee exchanges are easier to win and ranged units get better ballistic coverage, while the side attacking uphill has a weaker charge and burns stamina faster. The greater the height difference, the more obvious the advantage. The exact magnitude of the advantage varies with gradient and relative height, and follows the in-battle performance and hover tooltips.
Weather System#
| Weather |
Visual effect |
Combat effect |
| Clear |
Bright sunshine |
No additional effect |
| Cloudy |
Overcast sky |
Sightlines drop slightly |
| Light rain |
Steady drizzle |
Ranged accuracy is slightly affected |
| Heavy rain |
Wind and torrential rain |
Ranged accuracy drops noticeably, sightlines restricted |
| Dense fog |
Extremely low visibility |
Sightlines greatly reduced, ambush success rate rises markedly |
| Sandstorm |
Sand filling the sky |
Ranged shooting is severely disrupted |
| Blizzard |
A world of ice and snow |
Sightlines restricted, additional pressure on stamina and morale |
Siege Mechanics#
Siege Equipment#
| Equipment |
Function |
Notes on use |
| Siege ladders |
Get up onto the walls |
Erected on the spot by infantry, the cheapest option, but vulnerable while climbing |
| Battering ram |
Break open the gate |
Advances slowly and needs units to cover it |
| Siege tower |
Carry large numbers of soldiers onto the wall |
Better protected, but takes up a lot of deployment space |
| Onager |
Destroy wall sections or buildings at range |
High impact, average accuracy |
| Catapult |
Shoot accurately at defenders on the walls |
Good for suppressing troops on the ramparts |
| Fire arrow cart |
Fires flaming arrows for area damage |
Good for burning buildings and creating chaos |
How long each piece of equipment takes to build and whether it is available depends on the length of the siege, the composition of the forces involved and technology bonuses, as shown in the siege interface; the longer the siege lasts, the more complete the equipment you can usually build.
Battle Difficulty Settings#
Battle difficulty affects the AI’s tactical decision-making ability and the bonuses applied to both sides’ units; the exact magnitude of the bonuses at each difficulty follows the in-game difficulty description and actual play.
| Difficulty |
Characteristics |
Who it suits |
| Easy |
AI decision-making is weaker, player units get a slight bonus |
Beginners practising |
| Normal |
Neither side gets extra bonuses |
The standard experience |
| Hard |
AI decision-making is more aggressive and it gains some attack and defence bonuses |
Challenging |
| Very Hard |
AI gains obvious attack and defence bonuses and its decisions leave almost no openings |
Extremely challenging |
Battle Auto-resolve#
| Factor |
Direction of effect |
| Relative numbers of troops |
The largest influence |
| Unit quality and counter relationships |
A large influence |
| General ability and retinue bonuses |
Some influence |
| Terrain and fortifications |
A secondary influence |
Auto-resolve usually costs you more losses than manual command, so fight manually when you can win; the outcome estimate can be checked against the win/loss tendency indicator shown in the interface.
Battle Victory Conditions#
| Condition |
Explanation |
| Annihilate the enemy |
Destroy or rout all enemy units |
| Capture the objective |
Remain inside the objective area for a set time |
| Kill the enemy general |
Kill the enemy general, causing enemy morale to collapse |
| Time expires |
The defender still holds the objective when time runs out |
Battlefield Camera Control#
| Action |
Key |
| Switch to free camera |
Middle mouse button |
| Zoom in |
Scroll wheel up |
| Zoom out |
Scroll wheel down |
| Rotate camera |
Ctrl + right-click drag |
| Top-down view |
Delete key |
| Tactical overview |
Insert key |
After the Battle#
| Action |
Effect |
| Execute captives |
Raises army morale and intimidates the enemy |
| Release captives |
Improves relations with the enemy faction |
| Ransom captives |
Brings in money |
| Absorb captives |
Replaces losses in your own units |
Unit Types and Terrain Compatibility#
| Terrain type |
Suitable unit types |
Basis |
| Plains |
Cavalry, ranged units |
Open sightlines, charges run smoothly |
| Mountains |
Spear infantry, ranged units |
Defending from above gives a clear advantage, the attacker uphill suffers |
| Forest |
Light infantry, skirmishers |
Can evade cavalry charges and ranged targeting |
| Swamp |
None, avoid if possible |
All units move slowly, heavy armour especially so |
| Towns |
Infantry, ranged units |
Streets limit cavalry deployment and favour holding buildings |
| River banks |
Ranged units |
Enemy crossing a river is disordered and extremely vulnerable |
| Formation |
When to use it |
Layout |
Advantage |
| Fish-scale formation |
Decisive frontal engagement |
Infantry in the centre, cavalry on both wings |
Balanced in attack and defence |
| Arrowhead formation |
Shock assault |
Cavalry in front, infantry following |
Strong breakthrough |
| Square formation |
Defensive position |
Infantry packed tightly |
Impossible to break |
| Crescent formation |
Enveloping the enemy |
Deployed in an arc |
Outflanking and encirclement |
| Double envelopment |
Flank attack |
Feint to the front, strike the flanks |
Flank damage |
Ranged Unit Tips#
| Tip |
Explanation |
When to use it |
| Deploy on high ground |
Ranged units placed high up gain range |
When high ground is available |
| Concentrate fire |
Have all ranged units attack the same target |
To wipe out elite units |
| Ammunition management |
Save ammunition for key targets |
Long battles |
| Covering fire |
Provide fire support for melee units |
Pushing an offensive |
| Anti-cavalry |
Have ranged units shoot charging cavalry first |
When enemy cavalry is charging |
General Ability Types#
| Ability type |
Effect |
Recommended pairing |
| Inspiring |
Raises the morale of nearby units |
Main infantry force |
| Offensive |
Increases attack damage |
Assault units |
| Defensive |
Increases defence and blocking |
Garrison and settlement defence units |
| Strategic |
Increases movement range |
Scouting and pursuit |
| Logistic |
Improves supply efficiency |
Expeditionary armies |
Previous chapter: Faction Overview