The default keyboard configuration is detailed below; these controls can be customized by selecting Options → Controls from the Main Menu. Please note that the instructions in this manual refer to the default controls. If you have customized your controls, the instructions will no longer apply
Total War Warhammer Ai Group Attack
That’s a primer for Total War: WARHAMMER 2. All in all, a lot of the same principles will apply from the first game – and once the two games are merged, that’ll apply even more.
The Dwarfs are the best defensive army in Total War: Warhammer. Even their starting units, Dwarf Warriors, are sturdy enough to withstand a charge, and their ranged weapons are accurate and effective.
Universal Controls
Toggle Sound Effects – ALT + X
Toggle Music – ALT + M
Select All – Ctrl + A
Select Next – Period
Select Previous – Comma
Current Selection Order Cancel – Backspace
Voice Chat – Ctrl + Q
Standart Ping – F5
Chat Panel On – Y
Close Currently Open Panel – ESC
Battle Controls
Below is a timeline outlining a chronology of the major events that have transpired for all of the major factions in the history of the Warhammer World. The timeline lists general dates of major events according to the Imperial Calendar (IC). If a date is given in the source material according to a different calendar (such as the Nehekharan Calendar which dates Year 1 as the beginning of King.
Group – Toggle Group – G
Toggle locked group – Ctrl + G
Toggle Melee Mode – F
Toggle Unit Speed – R
Pan to unit – End
Create/Select unit group 10 – Ctrl+0 or 0
Create/Select unit group 1 – Ctrl+1 or 1
Create/Select unit group 2 – Ctrl+2 or 2
Create/Select unit group 3 – Ctrl+3 or 3
Create/Select unit group 4 – Ctrl+4 or 4
Create/Select unit group 5 – Ctrl+5 or 5
Create/Select unit group 6 – Ctrl+6 or 6
Create/Select unit group 7 – Ctrl+7 or 7
Create/Select unit group 8 – Ctrl+8 or 8
Create/Select unit group 9 – Ctrl+9 or 9
About Face – J
Show radial – Space Bar
Battle Increase Rank – Ctrl + Up
Battle Increase File – Ctrl + Down
Battle Step Backwards – Down
Battle Step Forward – Up
Battle Both Rotate Left – Ctrl + L Cursor
Battle Both Rotate Right – Ctrl + R Cursor
Strafe unit left – Left
Strafe unit right – Right
Selection Controls
Select All Artillery – Ctrl +B or +
Select All Infantry Melee units – Ctrl + I or –
Select All Cavalry – Ctrl +C or *
Select All Infantry Missile units – Ctrl + M or /
Deselect all – Enter
Pan to general – Home
Game/UI Controls
Cycle Battle Speed – T or Num 4
Show Allied Units Proxies – Space or Num 1
Toggle unit cards visibility – I or Num 5
Toggle UI visibility – K
Toggle Pause – P
Camera Controls
Step Forward Fast – Num 8
Rotate Up – V
Rotate Down – C
Camera Up – X
Camera Down – Z
Accelerate – Page Up
Decelerate – Page Down
Rotate Left – Q or Num 4
Rotate Right – E or Num 6
Step Left – A or Num 1
Step Right – D or Num 3
Step Forward – W or Num 5
Step Back – S or Num 2
Increase Camera Rotation – Shift + Page Up
Decrease Camera Rotation – Shift + Page Down
Intelligent Zoom – N
Cinematic Mode – Insert
Cinematic Camera – Delete
Show Tactical map – TAB
Campaign Map
View/Overview – 1
Show Garrison – 2 or +
Show Building Browser – 3 or –
Recruit Agents for City, Units for Army – 5 or /
Show Objectives – 6
Open Diplomacy – 7
Show Technologies – 8 or Num 4
Rites – 9 or Num 6
End Turn – Enter or Return
Toggle Move Speed – R or Num 3
Current Selection Disband – Ctrl+P or Num 5
Quick Save – Ctrl + S or Num 5
Quick Load – Ctrl + L or Num 2
Auto-merge Units – Ctrl + M
Go to Capital – Home
Default camera rotation – END
Show Strategic map – Tab
Advanced controls
There are a variety of more advanced methods for issuing instructions to selected units once basic manoeuvring is learned. Use the cursor keys to nudge selected units into position, for example.
Hold shift when right-clicking to enqueue a waypoint, or hold shift and drag a path for units with the right mouse button.
Hold ctrl when right-clicking and dragging out a formation to walk units into their specified positions. This is useful when concealing units in forested terrain.
Hold alt, and left-click and drag on a selection on the battlefield to move units in formation.
Units in Guard mode won’t pursue a fleeing enemy. Guard mode can be activated by clicking the Guard button.
It’s end. I hope “Total War Warhammer 2 Controls & Hotkeys (PC Keyboard)” helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.
More of this sort of thing:
Combat is the art of using units to kill or rout enemy units during battle. In the context of this article, it's determining accuracy and damage of units in combat - just what does Melee Attack, Defense etc. do?
Much of this article is possible thanks to ferriswheel9ndam9 on Reddit.
Accuracy[edit | edit source]
Accuracy or chance to hit is determined by the following calculation (attacker's attack skill vs. target's melee defense):
Chance to hit = 35% + ( Melee attack - Melee defense)
Each unit has a minimum 8% chance to hit after applying modifiers and a maximum of 90% (or 10% chance to miss). Stats are modified by fatigue levels before the calculation.
Example
Temple Guards
fight
Rat Ogres
Melee attack 32
Melee defense 38
Lizard chance to hit →
35 + (32 - 26) = 41%
← Rat chance to hit
35 + (26 - 38) = 23%
Melee attack 26
Melee defense 26
In short
A higher attack skill makes units more likely to hit, while a higher defense makes them more difficult for the enemy to hit. However, since pure random number generation is used, it's entirely possible to have a string of hits or misses. Higher skills levels merely reduce the chance of that occurring.
Damage[edit | edit source]
So, the units hit each other and deal damage. What happens? They deal damage to one another.
Total War 3 Warhammer
The base damage value is fixed according to the weapon equipped:
Group Attack Total War Warhammer 40k
Total damage = 1 + Damage + Armour-piercing damage
Units charging the enemy will also deal impact damage, calculated according to their speed and mass. The resulting damage is 70% armor piercing, though it's largely academic as impact damage ignores any armor.
Armour reduces incoming non-impact damage. It is a randomized percentage-based reduction, where the minimum value of damage reduction is determined by the armour_roll_lower_cap value (0.5 by default):
Shields provide a flat percentage chance to deflect missiles, but do not affect armor values.
Example
Temple Guards
fight
Rat Ogres
Damage 13
Armor-piercing damage 29
Armour 85
Lizard maximum damage →
1 + (13 * (1 - 30*0.005)) + 29 = 41.05
Lizard minimum damage →
1 + (13 * (1 - 30*0.01)) + 29 = 39.1
← Rat maximum damage
1 + (22 * (1 - 85*0.005) + 58 = 71.65
← Rat minimum damage
1 + (22 * (1 - 85*0.01) + 58 = 62.3
Damage 22
Armor-piercing damage 58
Armour 30
A word of note: Attack intervals matter. The 3.8 intervals common to most units are the baseline. Units with larger intervals, such as Great Weapons variants of units and cavalry formations, will have reduced damage outputs despite having superior stats. To determine the effective damage, divide their interval by 3.8. (this is incorrect, the attack intervals are a way of 'balancing' different animations. Those units with higher interval, are actually faster/better at attacking, so by increase the time, brings it into line with other animations. Those with 3.8 don't actually attack at 3.8, as the animation MAX speed is around the 6 second mark, so setting faster does nothing.
Warhammer Total 2 War
Takeaway[edit | edit source]
Melee attack and defense are responsible for accuracy and increasing them according to the units' purpose (more defense for tanks, meat shields, and tar pits, more attack for those who are supposed to take down the enemy) is generally a good idea.
Armour is essentially capped at 200, providing the maximum (near 100%) damage reduction against regular attacks. As such, AP is strictly necessary.
Total War Warhammer Mods
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