{{Outdated|Some weapons' parameters, skills, perks have not been updated since 'Blazing Deserts' (2020) and 'Of Flesh and Faith' (2022) DLCs.}}
'''Tactical turn based combat is the heart of Battle Brothers.''' The battlefield is a hex-tiled grid, with elevation, obstacles/terrain considerations and zone of control mechanics. An Action Point (AP) system limits the number of actions (movement, skill use) a unit can take each round and an initiative-based system determines the order in which combatants act out their turns.[http://battlebrothersgame.com/tactical-combat-mechanics/ Overhype Dev Blog #4]
The character with the highest initiative will start first in a battle round, followed by characters with lower initiative. As initiative is lowered when a character builds up fatigue or has a penalty to max. fatigue (due to armor/weapons or other effects), his turn may move from first to last very quickly, if he gets fatigued too fast and the enemies do not.
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==Action Points (AP)==
AP is spent by actions (moving, striking, using special skills/consumables, etc) and refreshed at the start of the every round. All brothers and most enemy units have 9AP. A few have less (ie Wiedergangers) and some have more (ie Direwolves, Goblin Wolfriders).
Movement on flat ground (Grass/Plains/Roads) costs 2AP. Rough terrain such as Forest/Snow have tiles that typically cost 3AP (there are tiles that still cost 2AP though (ie Light Snow)). Swamp costs 4AP for tiles with Murky Water. Changing elevation adds a further +1 to AP cost per tile.
Most strikes from 1-handed weapons use 4AP (exception: Dagger (with Mastery) uses only 3AP) and strikes from 2-handed weapons use 6AP (exception: Warbrand, Rhomphaia and 2-Handed Cleavers use 4AP on regular strikes; Jagged Pike uses 5AP).
A typical battle starts with both parties in a line formation (1-2 lines deep for your forces, may be deeper for the enemy), with at least 5 hexes between parties. Human forces cannot close to melee distance within 1 round as traversing a hex takes a minimum of 2AP. Direwolves and Goblin Wolfriders on the other hand can definitely close the gap in 1 round. As bows have a range of 7 tiles on the flat (8 with mastery) and crossbows have a range of 6 tiles, both sides start the 1st round within firing distance of ranged combatants.
==Fatigue==
: ''For more information, see [[Attributes#Fatigue|Fatigue (attribute)]]
Apart from AP, all weapon strikes and movement on the battlefield also cost fatigue to execute, therefore a fully fatigued character can neither strike nor move. Every character recovers 15 fatigue at the start of his turn. As per full release version 1.1, dodging/blocking blows also increases Fatigue by 2 and getting struck by a blow increases Fatigue by 5.
==Zone of Control (ZoC)==
Melee units - units with a melee weapon, bare fists, or beasts (except for alps and hexes) - exert a Zone of Control on tiles directly adjacent to them. Any unit trying to leave a tile under Zone of Control will suffer automatic strikes from the hostiles controlling the ZoC (at no fatigue cost for the controlling unit). If all strikes miss, the unit leaves the tile. If any strike hits, the attempt to leave the tile fails and the unit has to try again.
A unit using any kind of ranged weapon (i.e. bow, javelins), a fleeing or stunned unit does not exert a Zone of Control. A smoke pot removes the ZoC from affected tiles for 1 turn. Footwork skill allows to move through ZoC safely. Rotation skill allows a unit to leave the ZoC by swapping positions with another non-hostile unit. Entangled, horrified, and sleeping units lose their ability to exert their ZoC.
==To-Hit Chance==
: ''See also: [[Hit Chance]]''
Base chance to hit (shown after selecting a skill and mousing over a target) is essentially: melee skill of brother subtracted against base melee defense of target. [http://www.rpgcodex.net/forums/index.php?threads/battle-brothers-a-board-game-like-turn-based-strategy-rpg-now-available-on-early-access.89524/page-7#post-3247596 RPG Codex Battle Brothers Thread]
This is further modified by various factors listed below.
*Gear, elevation and surround bonuses are factored in additively. (ie an attacker with Melee Skill of 70 striking a defender with Melee Defense of 0 will have 70% hit chance. If said attacker had another friendly unit adjacent/surrounding the defender, he would get +5% or in other words his hit chance would be 75% instead)
*Morale bonuses/penalties and injury penalties are factored in multiplicatively (ie an archer with 86 Ranged Skill at Steady will have effectively 94 Ranged Skill at Confident (+10%))
Defense is improved by shields (mentioned below), various perks like Dodge, Shield Expert, Reach Advantage, etc. However, it is also subject to diminishing returns stat-wise at values beyond 50: each Melee Defense attribute point over 50 is halved.[https://steamcommunity.com/app/365360/discussions/1/1500126447399758535/#c1618346571420431903 Rap's post on DR] [https://steamcommunity.com/sharedfiles/filedetails/?id=2001196860 In-Depth Perks Guide: Game Mechanics, Defense section]
When an attack is made, a regular d100 roll happens (a procedure to get a random number in the range of 1 to 100). If the number is lower than the to-hit % chance, then this is a hit. At this point, a second d100 roll is made to see if it the attack hits the head. [http://steamcommunity.com/app/365360/discussions/0/364040961433130448/ Steam Forums Thread]
===Gear===
*Weapons with hit bonuses include, for example, [[pitchfork]]s, [[pike]]s and the [[Battle Standard]] with a +10% chance when using the "[[Melee Weapons#Polearms|Impale]]" skill.
*Weapon skills like [https://battlebrothers.fandom.com/wiki/Skills#Weapon_Skills Slash] (+10% hit chance, available for [[swords]]) or [https://battlebrothers.fandom.com/wiki/Skills#Weapon_Skills Thrust] (+20% hit chance, available for [[spears]])
*[[Armor#Shields|Shields]] confer strong defense bonuses which significantly lower the hit chance of anyone attacking someone who has a shield equipped. Examples of standard shields:
{| class="fandom-table" align="center" style="text-align: center;" cellpadding="0" cellspacing="0" border="1"
|-
! width="120" |Buckler
! width="130" |Wooden Shield
! width="125" |Adarga Shield
! width="125" |Kite Shield
! width="125" |Sipar Shield
! width="125" |Heater Shield
|-
|[[File:Icon buckler shield 01.png|60px|link=Buckler]]
|[[File:Icon faction shield round 00.png|70px|link=Wooden Shield]]
|[[File:Inventory_adarga_shield_02.png|65px|link=Adarga Shield]]
|[[File:Inventory faction shield kite 08 01.png|60px|link=Kite Shield]]
|[[File:Inventory_metal_round_shield_01.png|60px|link=Sipar Shield]]
|[[File:Inventory faction shield heater 08 01.png|50px|link=Heater Shield]]
|-
| +10 [[File:Melee_defense.png|25px|Melee Defense]]
+ 5 [[File:Ranged_defense.png|25px|Ranged Defense]]
| +15 [[File:Melee_defense.png|25px|Melee Defense]]
+15 [[File:Ranged_defense.png|25px|Ranged Defense]]
| +15 [[File:Melee_defense.png|25px|Melee Defense]]
+20 [[File:Ranged_defense.png|25px|Ranged Defense]]
| +15 [[File:Melee_defense.png|25px|Melee Defense]]
+25 [[File:Ranged_defense.png|25px|Ranged Defense]]
| +18 [[File:Melee_defense.png|25px|Melee Defense]]
+18 [[File:Ranged_defense.png|25px|Ranged Defense]]
| +20 [[File:Melee_defense.png|25px|Melee Defense]]
+15 [[File:Ranged_defense.png|25px|Ranged Defense]]
|}
The [https://battlebrothers.fandom.com/wiki/Skills#Shield_Skills Shieldwall] skill (not available to mercenaries using a [[Buckler]] as it is not a "normal" shield) can be used in combat to double shield defense (inclusive of Shield Expert bonus) with a additional +5 bonus for each adjacent ally also using the [https://battlebrothers.fandom.com/wiki/Skills#Shield_Skills Shieldwall] skill. This tactic can be used to give your front rank mercenaries a big boost to defense when taking a large amount of damage is otherwise inevitable (e.g. needing to advance while under fire from enemy ranged troops).
The [https://battlebrothers.fandom.com/wiki/Skills#Shield_Skills Knock Back] skill knocks the target away by 1 tile, costs 4AP, 20 Fatigue, and has a flat +25 to hit bonus. Terrain and surround bonuses apply as usual. However unlike regular strikes, Knock Back does no direct damage and its roll is not displayed in the combat log. If the game will allow you to use an ability against an enemy that is immune, it will then simply miss. This is relevant because one might assume that a pike's repel ability which both knockbacks and staggers would still apply the stagger effect to an immune enemy, it does not.
===Height Level===
Height levels are used as ground elevations (hills) on the battle map. When standing on them, you gain a bonus to hit chance while enemies suffer a penalty to their chance to hit you.
Changing height level costs more action points and costs more fatigue than walking on the same height layer. The [https://battlebrothers.fandom.com/wiki/Perks#pathfinder Pathfinder] perk eliminates the action point penalty. The [https://battlebrothers.fandom.com/wiki/Perks#pathfinder Pathfinder] perk is especially useful for polearm or 2H weapon users, as it allows them to change height level and still attack. It is also extremely useful for ranged mercenaries as they gain significant bonuses from having a higher elevation than their targets and the [https://battlebrothers.fandom.com/wiki/Perks#pathfinder Pathfinder] perk facilitates easy repositioning.
There are the following types of height level in-game:
* Flat Ground (0 Height Level) [[File:Height 0.png]]
* 1. Height Level [[File:Height 1.png]]
* 2. Height Level [[File:Height 2.png]]
* 3. Height Level [[File:Height 3.png]]
When standing on a higher height level than your opponent, you gain a +10% chance to hit and they suffer a -10% penalty to hit. It is always advantageous to have the high ground in any battle and the AI will try to occupy the high ground whenever possible, especially their ranged units.
Ranged weapons gain an additional hex of range for each level of height and improved hit chance versus targets at a lower height level.
You only count as being in melee attack range if there is a one level difference of height between opposing characters standing in adjacent hexes. If there are two or more levels of height difference between the hex a character is standing on and an enemy in an adjacent hex, you do not count as being in melee attack range or being in each other's Zone of Control.
===Surrounding===
Surrounding occurs when two or more units are adjacent to another one they fight against. For each unit after the first surrounding, a bonus of +5% melee hit chance is given to allies attacking the surrounded target. Both allies and enemies are affected by surrounding.[http://battlebrothersgame.com/dev-blog-81-progress-update-improvements/ ''Dev Blog #81: Progress Update – Other Improvements''] [[Stunned (Status Effect)|Stunned]] brothers or brothers with [[Ranged Weapons]] will not contribute to surround bonus.[https://battlebrothers.fandom.com/wiki/Update_1.4 Update 1.4] Non-hostile parties, be it Peasants, Mercenaries, Noble House Forces or alike, don't provide surround bonus for your party.
Some [[Perks]] can affect surrounding:
*[https://battlebrothers.fandom.com/wiki/Perks#backstabber Backstabber] doubles the surrounding bonus to melee hit chance to +10%.
*[https://battlebrothers.fandom.com/wiki/Perks#underdog Underdog] negates the surrounding bonus to melee hit chance unless completely surrounded - in that case, the bonus is +5% in total. If an attacker has the Backstabber perk, its effect is negated and the normal surrounding bonus is applied instead.
Let's study a case. A [[Humans#Brigands|Raider]] is surrounded by your mercenaries Diethelm, Tostig and Erik.
It is Diethelm's turn. Attacking the [[Humans#Brigands|Raider]] with his [[Handaxe]], Diethelm benefits from a bonus of +10% hit chance. That is +5% for each ally adjacent to the target after the first. With [https://battlebrothers.fandom.com/wiki/Perks#underdog Backstabber], Diethelm would have benefited from a total bonus of +20% hit chance.
It is now the turn of Gunther, another of your mercenary. Gunther is not adjacent to the surrounded [[Humans#Brigands|Raider]] and attacks him with a [[Longaxe]]. He will also benefit from a bonus of +10% hit chance, doubled with [https://battlebrothers.fandom.com/wiki/Perks#underdog Backstabber] for the same reasons.
Finally, your archer Bernhard acts. He attacks the same [[Humans#Brigands|Raider]] with a [[Hunting Bow]]. Bernhard will not benefit from any bonus because he is using a [[Ranged Weapons|Ranged Weapon]].
Another case in picture: