Originally Posted by [b
Quote[/b] (TosaInu @ Jan. 17 2004,19:10)]Konnichiwa,
Konnichiwa,
Everything regarding hand to hand combat relies on statistics. Meaning that the outcome of batch A can differ from batch B under the same conditions.
What I (think to) know about charge, based on what I saw and am told:
-it can be seen as an extra bonus killing. It lasts only a few moments.
-more momentum means more charge. Ukin=0.5 * m * v^2 where m is the mass of the moving kight and v its speed. More mass increases Ukin and thus charge, but v is more important as it's quadratic. The heavier and especially the faster an object is, the higher Ukin. Think of a bullet: it doesn't weigh much, but thanks to the very high speed it inflicts damage.
-What GilJay said, should be right. But I doubt you'll notice much extra killing.
-Longjohn2, another CA coder once said: charge is built up. You have to run for a few seconds to maximise it.
-units have 3 speeds: walk, run and charging (fast running).
-This game, just like STW WE, has autocharge. Which means that when a unit walks and is ordered to attack another unit, it will keep walking until it's at a certain distance. It starts charging then. This distance is set in the unit stat: engagement_treshold.
-There is no manual way to make a unit run at charging speed. It only does so when ordered to attack a unit and when within range.
-Cavalry has an engagement_treshold of 2,000. I recall that this was the maximum possible value in STW and I guess it still is in MTW.
-This distance isn't the optimum one, not when starting from walk anyway.
-The knightunit has to be running before the autocharge is triggered to obtain the best results. 2000 is about 0.5*lenght of a tile, make sure that the knight unit is running when the distance between target and him is a bit larger than that.
-Don't run around all the time as fatigue will kick in and that will decrease performance.
-Make sure that the path between the knight and target is clear: no other units (friend nor foe), no trees, no piles of bodies and don't issue new commands to the unit. Any bit of influence will decrease the momentum.
A bad executed charge kills only 1 at best, a good charge up to 10+ and instant rout (depending on what charges what).
Running isn't required to get charge, but doing so will likely give a better charge.