The term "Special Attack" describes a group of Attack Types, all of which have one thing in common: Special Attacks can only be performed during the Melee combat process. In other words, in order to use any of its Special Attacks a unit needs to either make a Melee Attack against an opponent, or make a Counter Attack against an opponent's assault.
During the Melee Attack process, the unit will deliver as many Special Attacks as it is allowed to make. These are delivered in a strict sequence:Breath Attacks and Thrown Attacks occur first, followed by an exchange of Gaze Attacks, and finally by the exchange of Melee Damage and Touch Attacks between the attacker and defender. The timing of a Special Attack within this sequence has a lot of bearing on its potential tactical usefulness: the sooner it occurs, the more dangerous it is to the target.
A unit can only make a Special Attack if it possesses an appropriate Unit Ability, Unit Enchantment or Magical Item. The source of a Special Attack also defines which Damage Type (or types) it delivers - and thus what kind of effect the attack will have on the target. For example, the Stoning Touch ability allows the unit to make a Touch Attack delivering Stoning Damage, which forces the target to Resist or die. The source of the Special Attack also defines the attack's strength, which in turn defines either the amount of damage it delivers or any special penalties inflicted on the target while the attack is taking place.
There are exactly four types of Special Attacks in the game: Thrown Attacks, Breath Attacks, Gaze Attacks and Touch Attacks. Furthermore, Fear Attacks are considered a fifth, "unofficial" type of Special Attack, though they are quite rare and very unique.
Units possessing Magic Immunity are completely immune to the vast majority of Special Attacks. Only Thrown Attacks, Poison Damage Touch Attacks and Doom Damage Gaze Attacks can get through this immunity.
When a unit is making a Melee Attack against an opponent, it first approaches that opponent with the intent of making physical contact. However before physical contact can be established, some units are capable of executing various short-ranged attacks that do not involve hand-to-hand weaponry. These "additional" attacks, called Special Attacks, either precede or coincide with hand-to-hand combat, and can involve such things as throwing short-range weapons the target, breathing a blast of fire at it, and so forth.
Furthermore, while charging at its target the attacker also opens itself to Special Attacks made by that target. In other words, the close proximity of Melee combat also allows the defender to use some of its own Special Attacks against its assailant. While the defender is not free to use thrown weapons or breath-based attacks, it may still use any other kind of Special Attacks to try and harm the assailant before or during physical contact.
Special Attacks and Melee Attacks are inextricably tied together: the only opportunity to use any Special Attacks is during Melee combat - they cannot be used in any other circumstance. Furthermore, it is not possible for a unit to execute a Melee Attack without also executing all of its available Special Attacks if any.
Despite this close relationship, each Special Attack is essentially considered to be a separate entity to the Melee Attack itself; each Special Attack occurs either just before the delivery of Melee Damage, or concurrently with it. Because both the attacker and defender are allowed to strike each other with Special Attacks and/or Melee Damage, the timing of each Special Attack is of great importance: an "earlier" attack that hurts the opponent may weaken that opponent's "later" attacks.
For the most part, Special Attacks can be quite deadly - and potentially much more deadly than the unit's Melee Attack itself. They can often hurt the opponent to a much greater degree than the Melee Attack alone could, and often completely ignore the target's combat skill or armor values. Units possessing certain types of Special Attacks are therefore extremely dangerous to engage in Melee combat, and should be avoided on the battlefield if at all possible. The only way to prevent such units from executing their deadly Special Attacks is to prevent them from engaging in Melee combat.
Special Attack Types Edit
The game contains either four or five different Special Attack types (depending on whether the manual is to be taken at face value). Each of these is decidedly different from the others, based primarily on its timing within the Melee Attack sequence (see below). However they all share one common property: they are always executed as part of a Melee Attack or Counter Attack. It is not possible to execute a Special Attack on its own.
Thrown Attacks Edit
One of the more common types of Special Attacks is the Thrown Attack. This is an attack performed with short-ranged thrown weapons, such as balanced axes, throwing-spears, and so forth.
A Thrown Attack is executed at the very beginning of a Melee Attack, which gives it a strong advantage: if it can kill one or more of the Figures in the target unit, it will reduce the enemy's strength for later stages of the Melee combat process. Thus, each Figure killed by a Thrown Attack cannot retaliate - giving the attacker more safety as it proceeds to charge the target.
A unit can only use a Thrown Attack when it is voluntarily initiating a Melee Attack against a target. It cannot use a Thrown Attack when Counter Attacking to an enemy's assault. Thus, units with Thrown Attacks need to try to keep the initiative, and will constantly maneuver to prevent enemies from voluntarily attacking them.
For a unit to deliver a Thrown Attack, it must possess the Thrown ability. The value of this ability indicates the amount of Physical Damage delivered by the attack. Note that Multi-Figure units deliver one such attack per each live Figure they contain.
Breath Attacks Edit
Breath Attacks are somewhat rare, but they are nonetheless very similar to Thrown Attacks. In this attack type, the unit breathes a blast of energy (whether fire or lightning) at its target from a safe distance, before proceeding to charge that target for physical contact.
A Breath Attack is executed at the very beginning of a Melee Attack, which gives it a strong advantage: if it can kill one or more of the Figures in the target unit, it will reduce the enemy's strength for later stages of the Melee combat process. Thus, each Figure killed by a Breath Attack cannot retaliate - giving the attacker more safety as it proceeds to charge the target.
There are only two types of Breath Attacks in the game, and they differ from one another only by the type(s) of damage they deliver. In both cases however, it is still Physical Damage of one sort or another, which involves To Hit and To Block rolls, and will result in actual Damage Points applied to the target.
A unit can only use a Breath Attack when it is voluntarily initiating a Melee Attack against a target. It cannot use a Breath Attack when Counter Attacking to an enemy's assault. Thus, units with Breath Attacks need to try to keep the initiative, and will constantly maneuver to prevent enemies from voluntarily attacking them.
For a unit to deliver a Breath Attack, it must possess either the Fire Breath or Lightning Breath ability. The value of this ability indicates the amount of Physical Damage delivered by the attack. Note that Multi-Figure units deliver one such attack per each live Figure they contain.
Gaze Attacks Edit
Gaze Attacks involve a metaphysical property of a unit: it only has to make eye-contact with its target, and this magically causes damage to that target. The process still requires both units to be within close proximity to each other ("staring distance").
Gaze Attacks are executed near the middle of the Melee Attack process, after Thrown Attacks and Breath Attacks but before the exchange of Melee Damage and Touch Attacks. If both the attacker and defender possess a Gaze Attack, they are both normally allowed to make it. However, the attacker gets to go first, so it can weaken or even possibly destroy the defender before that defender's Gaze Attack (or subsequent Melee Damage and Touch Attacks) can be delivered.
There are three types of Gaze Attacks in the game, differing from each other only by the type(s) of damage they deliver. In all cases, this involves very powerful Special Damage, and is quite likely to severely hurt or even completely destroy the target. Thus, Gaze Attackers make very dangerous opponents in Melee combat, and are often countered by striking them from a long distance away via Ranged Attacks or combat spells.
As mentioned earlier, a unit can use its Gaze Attacks both when attacking voluntarily and when defending. Thus, it is dangerous even when the enemy retains the initiative. However, when both attacker and defender possess a Gaze Attack, the attacker has a significant advantage (see above).
For a unit to deliver a Gaze Attack, it must possess either the Stoning Gaze, Death Gaze or Doom Gaze abilities. The value of the ability indicates either the amount of damage delivered by the attack, or the Resistance penalty it inflicts on the target - as appropriate. Note that only one Gaze Attack is delivered (for each ability possessed), regardless of how many Figures are present in the attacking figure.
Touch Attacks Edit
Touch Attacks, as their name would indicate, take place once physical contact has been established between both combatants. As they strike each other with their physical weapons, the Touch Attacker will deliver additional damage, in one form or another, against the opponent. This can come in the form of poisoned weapons taking effect, or some sort of metaphysical ability to harm the enemy via flesh-to-flesh contact.
Touch Attacks are executed at the very end of the Melee Attack process, simultaneously with the exchange of Melee Damage between the combatants. Furthermore, if both the attacker and defender possess Touch Attacks, they will exchange them simultaneously - hurting each other at the same exact timing. This is very important, and means that neither combatant has a tactical advantage. This can be changed, however, if the attacker possesses the First Strike ability, it wins an advantage here (delivering Melee Damage and Touch Attacks first), and may end up weakening the opponent before retaliation occurs.
Touch Attacks are the most varied of all Special Attack types - delivering a wide variety of Damage Types. Some Touch Attacks are more deadly than others, but in all cases they pose a significant threat to the opponent. Units with a more deadly Touch Attack are best engaged at a long distance, i.e. with Ranged Attacks and combat spells. Units with a weaker Touch Attack can be engaged in Melee combat, particularly by units with Breath Attacks, Touch Attacks and/or Gaze Attacks, since these are executed first in the sequence (see below).
For a unit to deliver a Touch Attack, it must possess one of five different Unit Abilities: Stoning Touch, Poison Touch, Immolation, Life Steal and Dispel Evil. Where applicable, the strength of the ability indicates how much damage the attack delivers, what sort of penalty is inflicted on the target while it is defending itself from the attack, and so forth.
Fear Attacks Edit
Although not mentioned in the original game manual, it seems that the Cause Fear ability gives the unit a Special Attack that does not match any of the other categories. This wiki refers to this as a Fear Attack.
Fear Attacks are executed immediately before the exchange of Melee Damage and Touch Attacks between the two Melee combatants. It delivers Fear Damage, whose purpose is to prevent a number of enemy Figures (or all of them) from delivering any of their Melee Damage or Touch Attacks. It effectively reduces the strength of the enemy's retaliation, though doesn't cause any actual harm to the target.
Both the attacker and defender in Melee combat may use their Fear Attacks, if they have any. If both units possess a Fear Attack, they will exchange these attacks simultaneously. Therefore, it is quite possible for both units to completely shut each other down - resulting in no Melee Damage and Touch Attacks being exchanged.
Melee Attack Sequence Edit
As repeatedly mentioned above, no Special Attack can be executed on its own. To perform any Special Attack, a unit must either make a Melee Attack or come under a Melee Attack. The exact situation will determine which Special Attacks (if any) the unit is allowed to make - but it will always happen as part of the overall Melee Attack process.
As a result, the Melee Attack process can be quite complex - especially when both units possess a wide variety of Special Attacks each (for example, two Chaos Spawns fighting each other...). However there is a strict sequence that we can follow in order to tell the order in which all of these Special Attacks are executed - and it matters a lot.
Normally (see below for exceptions), the Melee sequence has 4 distinct stages:
|1||Thrown Attack / Breath Attack||--|
|4|| Melee Damage,|
| Melee Damage,|
At each stage, the game will process each and every relevant attack, whether made by the attacker, the defender, or both. At the end of each stage, the game applies any injuries, casualties and effects resulting from these attacks, and only then move to the next stage. If at any stage one of the combatants is completely destroyed, the entire attack process ends abruptly, with victory for the other combatant (or, sometimes, with both combatants lost).
Furthermore, it's important to note that the strength of a Multi-Figure unit's attack often relies greatly on the number of Figures it has remaining. Therefore, when either combatant is a Multi-Figure unit, it hopes to retain as many Figures as possible from each stage to the next. The more Figures survive each stage, the more damage potential the unit has. In particular, Melee Damage (at the very bottom of the list!) relies greatly on the number of surviving Figures. Therefore it is possible to weaken a Multi-Figure opponent earlier in the process to limit the amount of Melee Damage it will deliver, at the very end of the combat process.
Therefore we can clearly see the advantage of a Breath Attack or Thrown Attack. Since it is executed at the very start of the process, it has a good chance of weakening the defender, and thus minimize or eliminate any damage to the attacker, at any of the three stages that follow it.
Gaze Attacks, while often very dangerous, have a more limited tactical advantage, since they are only executed in stage 2 (for the attacker) or stage 3 (for the defender). Thus, both will occur after Breath Attacks and Thrown Attacks have already been delivered. Most importantly, if for example a Breath Attack has managed to destroy the defending unit entirely, the defender will not make any Gaze Attacks whatsoever - nor any Melee Damage or Touch Attacks as the table shows.
Nonetheless, for the attacker, successful use of a Gaze Attack (stage 2) may weaken or destroy the defender before it can retaliate at all. In fact, if the defender is completely destroyed, it may not even use its own Gaze Attack (if it has one), since that will only happen in stage 3.
For the defender, a Gaze Attack is a little less advantageous tactically - it can only prevent the attacking unit (or its figures) from delivering their Melee Damage and Touch Attacks - or at least weaken the enemy somewhat before those are delivered (at stage 4). This is very important against an attacking Multi-Figure unit, since the potential strength of Melee Damage and many Touch Attacks relies heavily on the number of Figures the unit has left.
Finally, at stage 4 of the process, each of the two combatants delivers its Melee Damage at the opponent, combined with any Special Damage or Touch Attacks it may have. The effects of all of these (potentially many) attacks are processed and recorded in memory, so injuries and casualties to either combatant apply only once the game is done processing. This prevents Touch Attacks and Melee Damage from weakening either combatant any further before, at the very end of the combat process, they suffer the effects and the entire attack is concluded.
This process is strictly organized (with one exception, detailed below). In order to determine whether a unit with a Special Attack will win in combat against another unit, this process must be followed precisely. Any casualties inflicted on either unit between each of the stages in the list above can have serious consequences on the results of the combat round.
First Strike Edit
There is exactly one situation where Special Attacks are performed out of the sequence explained above: When a unit with First Strike makes a voluntary Melee Attack against a unit without Negate First Strike.
So with First Strike in effect, the table looks like this:
|1||Thrown Attack / Breath Attack||--|
|4|| Melee Damage,|
|5||--|| Melee Damage,|
Note how the defender's Melee Damage and Touch Attacks were moved down to a new stage (stage 5). This means that the attacker may deliver these first, and most importantly, that the implications of his Melee Damage and Touch Attacks are applied on the target before the target can react.
As a result, the attacker gets a very big advantage: when stage 4 concludes, the defender may have lost some or all of its Figures. Therefore, its own Melee Damage and Touch Attacks may have reduced in strength, or the defender is completely destroyed and does not even continue to stage 5.
Again, this only occurs when the attacking unit is the one possessing First Strike. A defender may not use its own First Strike ability, if it even has one. Furthermore, if the defender possesses the Negate First Strike ability, then the above condition is not met and First Strike will not take effect this combat round.
Tactically speaking, this is a very good reason why First Strike units often possess good maneuvering properties - it needs to be able to make as many voluntary Melee Attacks against its targets, ideally without ever being voluntarily attacked by the enemy. If it allows the enemy to attack voluntarily, it doesn't get to use First Strike, and thus loses a great advantage.
This is also why First Strike can be extremely useful against enemy Multi-Figure units. By pushing the enemy's Melee Damage and Touch Attacks to stage 5, there's a good chance of weakening the enemy and thus weakening those retaliatory attacks. Remember again that Melee Damage delivered by a unit relies greatly on the number of Figures it has remaining!
Fear Attacks Edit
Essentially, Fear Attacks are executed (if available) by both the attacker and defender, and occur right after stage 3. Lets call that "stage 3.5".
The only purpose of a Fear Attack (and the "Fear Damage" that it always delivers) is to prevent one or more enemy Figures from advancing to stages 4 or 5, as applicable - preventing those figures from delivering any Melee Damage or Touch Attacks of their own. Other than this, Fear Damage causes no actual harm to its target whatsoever.
Therefore, given everything we've covered so far, a Fear Attack is specifically placed in order to weaken enemy units before they reach stages 4 or 5, potentially reducing they severity of Melee Damage and Touch Attacks they are slated to deliver. If the Fear Attack is particularly successful, it can prevent all enemy figures from participating in stages 4 or 5, and thus reduces the risk to the Fear Attacker considerably.
Note that Fear Attacks are executed by both the attacker and defender, if available to either (or both). In the case of both units having a Fear Attack, it is quite possible for both attacks to be successful - thus neutralizing both the attacker and the defender simultaneously. Furthermore, note that the position of a Fear Attack on the table above does not change thanks to First Strike.
Multiple Special Attacks Edit
Several units possess a variety of Special Attacks by default. Unit Enchantments and/or Magical Items can also add certain Special Attacks to a unit. A good example is the Chaos Spawn, which possesses 3 different Gaze Attacks and a single Touch Attack by default.
When a unit has a variety of Special Attacks, it will deliver as many of them as allowed. Returning to the Chaos Spawn example, this unit will deliver all three of its Gaze Attacks as well as its Touch Attack, whenever it enters Melee combat. A unit could theoretically deliver a Breath Attack, followed by several Gaze Attacks, then a Fear Attack, and finally Melee Damage and one or more Touch Attacks. The only real limitation is that Breath Attacks and Thrown Attacks can only be delivered when the unit is voluntarily assaulting the enemy (i.e. not when Counter Attacking). Otherwise, all of a unit's Special Attacks will be used, as per the sequence listed in the tables above.
Note that although a unit may possess multiple types of Gaze Attacks and/or Touch Attacks, no unit may ever have more than one Thrown Attack or Breath Attack. Furthermore, Thrown Attacks and Breath Attacks are mutually-exclusive, so no unit will ever have both at the same time. This is especially important when talking about the Chaos Channels spell, which can add a Breath Attack to a unit that does not already have it: if the unit had a Thrown Attack before the spell was cast on it, it will be replaced by a Breath Attack (which is somewhat inferior for several reasons, as explained in the Chaos Channels article).
When multiple Gaze Attacks or multiple Touch Attacks are delivered by the same unit, they are processed simultaneously. This means that the game first calculates the effects that each attack will have on the target (that is, it makes all the necessary rolls to determine what harm will be done to the target), and only once all of these attacks have been processed will it apply any damage or kill any enemy Figures. For example, with multiple Gaze Attacks, the game first calculates each Gaze Attack to see what harm it will do to the target, and only once done processing all of these attacks will it actually inflict that harm.
This is done so that the sequence in which these attacks are processed is largely irrelevant. For example, if a unit delivers both an Immolation Damage Touch Attack and a Poison Damage Touch Attack, the order in which they are processed does not affect the outcome - both are processed as though they were stand-alone attacks, and only when the game is done with all that processing it applies the accumulated total damage to the target unit.
Almost all Special Attacks will trigger the Magic Immunity of a target, if the target possesses that immunity.
This applies to all Breath Attacks, some Gaze Attacks, and the majority of Touch Attacks. On this wiki, it is actually attributed to the types of damage those attacks deliver, but it can also be expressed validly by saying that the attack itself triggers Magic Immunity.
If Magic Immunity triggers, the target becomes completely immune and will suffer no damage from the attack whatsoever.
Of the Touch Attacks, only Poison Touch will not trigger a target's Magic Immunity - though it will trigger Poison Immunity, which behaves the same as explained above specifically against Poison Touch attacks.
Thrown Attacks will trigger no immunity whatsoever. This makes them more reliable against a much-wider variety of targets. Of course, since all Thrown Attacks deliver simple Physical Damage, they can often be stopped simply by a target with heavy Armor, but that isn't (strictly speaking) an immunity.
Furthermore, many Breath Attacks, and all Gaze Attacks and Touch Attacks may trigger other types of immunities, such as Stoning Immunity or Fire Immunity, et cetera. This however depends on the Type of Damage delivered by the attack: Stoning Gaze (delivering Stoning Damage) will trigger a target's Stoning Immunity, while Death Gaze will not.
Therefore, when trying to determine whether a unit's Special Attacks will be effective against a target, it is important to know the Special Attack's type, what Damage Type it delivers, and what immunities the target possesses. If the target has any of the immunities corresponding to those attack and damage types, the target will likely not suffer any harm whatsoever from the corresponding Special Attack.