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combat [2025/09/19 13:59] – [HOW TO DETERMINE CASUALTIES] fantasyadmincombat [2025/09/25 21:45] (current) – [CHARGED INTO COMBAT] fantasyadmin
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 ====== 9. COMBAT ====== ====== 9. COMBAT ======
  
-Hand-to-hand combat occurs when two opposing+{{ :tumblr_717a142676bf56ae12d7d39599aebba9_20817455_1280.jpg?400|}} 
 + 
 +**Hand-to-hand combat occurs when two opposing
 units, characters, monsters or any combination units, characters, monsters or any combination
 there of, come into base-to-base contact with each there of, come into base-to-base contact with each
-other. No figure may fight more than once in a turn.+other. No figure may fight more than once in a turn.**
  
 Units, characters and monsters can only initiate Units, characters and monsters can only initiate
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 opposing sides, receive orders to advance at normal opposing sides, receive orders to advance at normal
 speed and these orders will result in them contacting speed and these orders will result in them contacting
-each other, they will stop 5 cms from each other, or+each other, they will stop 5 cm from each other, or
 remain stationary, if the space between them is remain stationary, if the space between them is
-already 5 cms or less at the start of the turn.+already 5 cm or less at the start of the turn.
  
 ==== WEAPON TYPES ==== ==== WEAPON TYPES ====
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 ===== WHO GETS TO FIGHT? ===== ===== WHO GETS TO FIGHT? =====
  
-==== CAVALRY V CAVALRY ====+==== CAVALRY VCAVALRY ====
  
 In combat between two mounted units all the In combat between two mounted units all the
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 with the enemy. with the enemy.
  
-==== CAVALRY V INFANTRY ====+==== CAVALRY VINFANTRY ====
  
 In combat that involves cavalry and infantry, only In combat that involves cavalry and infantry, only
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 second rank.** second rank.**
  
-==== INFANTRY V INFANTRY ====+==== INFANTRY VINFANTRY ====
  
 In combat involving two infantry regiments, In combat involving two infantry regiments,
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 unit becomes disordered. unit becomes disordered.
  
-==== GROUND SWARMS V INFANTRY OR CAVALRY ====+==== GROUND SWARMS VINFANTRY OR CAVALRY ====
  
 Ground swarms whenever they are in combat with Ground swarms whenever they are in combat with
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 ===== HOW TO DETERMINE CASUALTIES ===== ===== HOW TO DETERMINE CASUALTIES =====
  
-All casualties are determined in phase ten of the +All casualties are determined in phase ten of the game turn according to the following procedure:
-game turn according to the following procedure:+
  
-  - The attacker refers to the Basic Combat Percentage table of his Profile Sheet. He cross references the weapon type his unit is using, with the defender's armour type, to find his Basic Combat Percentage (BCP). +  - The attacker refers to the Basic Combat Percentage table of his Profile Sheet. He cross references the weapon type his unit is using, with the defender's armour type, to find his **Basic Combat Percentage** (BCP). 
-  - The attacker checks the Combat Modifiers List adding or subtracting all relevant modifiers from his BCP. The result will be his Modified Combat Percentage (MCP). +  - The attacker checks the Combat Modifiers List adding or subtracting all relevant modifiers from his BCP. The result will be his **Modified Combat Percentage** (MCP). 
-  - Multiply the MCP by the number of attacking figures eligible to take part in the combat. This will give the Final Combat Percentage (FCP).+  - Multiply the MCP by the number of attacking figures eligible to take part in the combat. This will give the **Final Combat Percentage** (FCP).
   - For every 100% scored one enemy figure is killed or character or monster wounded. If there is any percentage left over the attacker rolls one D100 and if he scores under or equal to the remaining percentage a further enemy figure is killed or wound inflicted.   - For every 100% scored one enemy figure is killed or character or monster wounded. If there is any percentage left over the attacker rolls one D100 and if he scores under or equal to the remaining percentage a further enemy figure is killed or wound inflicted.
   - The defender notes down the number of slain figures or lies them on their side.   - The defender notes down the number of slain figures or lies them on their side.
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   * **Total Modifiers = +26**   * **Total Modifiers = +26**
  
 +**The dwarfs MCP therefore equals 14 + 26 = 42%
 +This is multiplied by the number of dwarfs involved
 +in the fight (10) to give 420%. Thus four orcs are
 +killed immediately and there is a 20% chance a fifth
 +orc will also be killed. The dwarfs roll one D100 and
 +score 34% which is a miss, so no more orcs are
 +killed.**
 +
 +**The orc urucks then calculate the effectiveness of
 +their defence. They consult their Basic Combat
 +Percentages Chart and find they have a BCP of 25%
 +against the dwarfs' chainmail. Then they check the
 +Combat Modifiers and find the following relevant
 +factors:**
 +
 +  * Fighting Hated Foe: +6
 +  * Each Rank of own Formation: +2
 +  * Unit are urucks: +6
 +  * Attacking Troops with Shields: -2
 +  * **Total Modifiers = +12**
 +
 +**The orcs MCP therefore equals 25 + 12 = 37%
 +This is multiplied by the number of orcs involved in
 +the fight (8) to give 296%. Thus two dwarfs are
 +killed immediately and the orcs have a 96% chance
 +of killing a third dwarf. The orcs roll one D100 and
 +score 84%. As this is less than the 96% required the
 +orcs kill another dwarf.**
 +
 +====== AN EXPLANATION OF THE COMBAT MODIFIERS ======
 +
 +The Basic Combat Percentages make allowance
 +for the type of weapon being used and the fear of the
 +soldier using that weapon. However, there are
 +further considerations that will affect a combat and
 +these are allowed for in the combat modifiers. Below
 +is an explanation of each modifier:
 +
 +==== CHARGED INTO COMBAT ====
 +
 +As a unit charges down on its enemy, it gains
 +momentum and strikes fear into the hearts of its
 +foes. This positive modifier reflects those facts. This
 +modifier can only be received by a unit that charged
 +(or pursued) into combat.
 +
 +:!: **Important: Cavalry double this bonus when they charge into combat!**
 +
 +==== FIGHTING A HATED FOE ====
 +
 +Hatred often encourages violence and causes
 +more casualties. This fact is reflected by the Hated
 +Foe modifier.
 +
 +==== UNIT IS MOUNTED AND FIGHTING INFANTRY ====
 +
 +Cavalry always have an advantage over infantry,
 +because they are higher and their mounts can be
 +used to worry and threaten the foe. This modifier
 +reflects these facts.
 +
 +==== EACH RANK OF UNIT'S OWN FORMATION ====
 +
 +The more ranks a unit has the more impetus it
 +gains in battle. This modifier reflects this fact. For
 +the purpose of this modifier the attacker can only
 +count complete ranks.
 +
 +==== ATTACKING ENEMY IN THE FLANK ====
 +
 +When a unit attacks the enemy in the flank it
 +causes confusion and spreads fear. This modifier
 +increases the attacker's strength and enables them
 +to cause more casualties than if they had attacked the
 +enemy frontally.
 +
 +==== FIGHTING A MONSTER ====
 +
 +Monsters are large and cause fear that affects the
 +ability of troops to fight. This minus modifier reflects
 +that fear.
 +
 +==== CHARACTER IN DIRECT CONTROL OF UNIT ====
 +
 +A characters presence and guidance will help to
 +embolden the troops under his command and
 +ensure they fight as effectively as possible.
 +
 +==== ATTACKING ENEMY IN THE REAR ====
 +
 +An attack in the rear of a unit will spread panic, fear
 +and confusion. This modifier reflects these factors
 +and the advantage the attacker gains.
 +
 +==== ATTACKING ENEMY IN LIGHT/MEDIUM/HEAVY COVER ====
 +
 +If the enemy is behind cover that protection will
 +interfere with the attack. These modifiers reflect the
 +effect of different degrees of protection.
 +
 +==== A CLASS OR IS A CHARACTER ====
 +
 +Superior training and skill will always tell. This
 +modifier ensures it does.
 +
 +==== C CLASS ====
 +
 +This modifier reflects the poor training and fear of
 +C class troops.
 +
 +==== ENEMY HAS A SHIELD/ARMOURED MOUNT ====
 +
 +If a soldier has a shield or armoured mount it will
 +make it harder for the attacker to hit him. The first
 +modifier reflects the use of a shield and the second
 +the presence of an armoured mount.
 +
 +==== ENEMY IS DISORDERED ====
 +
 +When a unit is disordered its fighting efficiency
 +declines and confusion in the ranks begins to grow
 +— giving the attacker an advantage. This modifier
 +reflects these facts.
 +
 +===== WHEN TO REMOVE CASUALTIES =====
 +
 +All casualties are determined in phase ten of the
 +game turn. Both sides take it in turn to attack one
 +another, but no casualties are removed or marked
 +with a dead marker until the end of each combat
 +phase. No pushbacks should be resolved until all
 +casualties across the table have been ascertained.
 +This rule ensures no side can gain an advantage in
 +the Morale Tests that are carried out after combat.
 + 
 +===== COMBAT WITH MONSTERS OR CHARACTERS =====
 +
 +Monsters and characters are treated differently to
 +ordinary soldiers. The normal combat procedure is
 +followed, but for each 100% scored, or balance
 +successfully rolled for, one wound is inflicted on the
 +target, which may or may not kill it.
 +
 +Each hit is treated as a wound. Hits on a monster
 +are referred to the Hit Chart on its Profile Sheet. A
 +D100 is rolled for the location of the wound and a D4
 +for the wound's severity. The effect of the hit is then
 +resolved. Players should note that hits on a monster
 +are cumulative. A monster is killed if that result is
 +thrown on its hit table or if the creature receives a
 +critical wound followed or preceded by any other
 +serious or critical wound. The injuries, nicked,
 +stunned and blinded do not count for these
 +purposes.
 +
 +Hits on characters are referred to the Humanoid
 +Character Hit table on the Ready Reference Sheet. A
 +D100 is rolled for the location of the wound and a D4
 +for the wound's severity. The effect of the hit is then
 +resolved. Players should note that hits on a character
 +are cumulative. A character is killed if that result is
 +thrown on the hit table or: if the character receives a
 +critical wound followed or preceded by any other
 +wound or a serious wound followed or preceded by
 +any two other wounds. The injuries, nicked, stunned
 +and blinded do not count for these purposes.
 +A character or monster which is knocked
 +unconscious and then hit again is automatically
 +killed.
 +
 +===== MONSTERS SLAIN ON THE BATTLEFIELD =====
 +
 +Monsters that are killed collapse where they stand
 +and become an obstacle that acts like a wall if the
 +creature's base size is 40x40mm or smaller, or
 +becomes impassable terrain if it is larger than
 +40x40mm. Four legged beasts collapse where they
 +stand, two legged monsters fall in a random
 +direction inflicting damage on anything they hit
 +according to the crash rules, flying creatures killed
 +in flight, follow the crash rules.
 +
 +====== COMBATS THAT CONTINUE FOR MORE THAN ONE GAME TURN ======
 +
 +If combat between two or more units, characters
 +and monsters, is not resolved in one game turn, it
 +will continue into subsequent game turns until one
 +side routs or retires.
 +
 +Units engaged in combat with the enemy cannot
 +be ordered to leave that combat unless they are flying
 +units at Combat Height.
 +
 +====== OVERLAPPING UNITS ======
 +
 +A unit which has won or drawn a round of combat,
 +is in line and has a number of figures unengaged-
 +because its frontage extends beyond that of the
 +enemy, may commit these figures in the next round
 +of combat, if the terrain allows such a move. (For
 +instance, it may not on a bridge or in a narrow street).
 +
 +Uncommitted figures, require no orders and are
 +wheeled into combat in phase one of the game turn.
 +The figures that have wheeled in do not receive any
 +combat modifiers for charging or flank or rear
 +attacks, but they do retain any rank bonuses they
 +may have and any reach advantage their weapons
 +may grant. Units which lap round the foe in this
 +manner are not classed as being disordered and
 +therefore, at the end of the combat, if they are
 +victorious and do not conduct pursuit movement, do
 +not have to be marked with a Disordered counter.
 +They are simply moved back into their original
 +formation.
 +
 +Overlapped defenders, because of the dangerous
 +position they find themselves in, lose their combat
 +modifier for the number of ranks they possess, and
 +may only count those figures in actual base-to-base
 +contact with the overlapping enemy, regardless of
 +the type of weapon they are armed with. However
 +they do not have to take a Morale Test for being
 +attacked in the flank or rear.
 +
 +{{ :overlapping.jpg?400 |}}
 +
 +If a unit is attacked in the flank and wins or draws
 +the fight on that flank, it may on the next turn, wheel
 +in any uncommitted troops on that flank, as in the
 +example.
 +
 +====== PUSHBACKS ======
 +
 +A unit that loses a round of combat is pushed back.
 +A pushback reflects the gradual retreat of a force in
 +the face of a superior enemy. A unit attacked in the
 +front is pushed backwards. A unit attacked in the
 +flank is pushed sideways. A unit attacked in the rear
 +is pushed forwards. A unit attacked simultaneously
 +on two sides moves away from the regiment which
 +has inflicted the most casualties pushing the other
 +enemy unit ahead of it.
 +
 +For each figure an infantry unit loses more than its
 +foe, it is pushed back one centimetre. For each figure
 +a mounted unit loses more than its foe it is pushed
 +back two centimetres. For each figure a flying unit
 +loses more than its foe it is pushed back four
 +centimetres. In all cases the winner moves with the
 +loser and remains in contact for the next round of
 +combat.
 +
 +For pushback purposes all two legged creatures
 +on the ground are classed as infantry. All four legged
 +creatures on the ground are counted as cavalry.
 +
 +Characters and monsters count each hit as 'one
 +figure killed' for the purposes of calculating a
 +pushback. All pushbacks occur before any post
 +combat Morale Tests.
 +
 +===== PUSHBACKS AND INITIATING COMBAT =====
 +
 +As a victorious unit follows up a pushback it may
 +come into contact with another enemy unit. If this
 +happens combat with that new unit is initiated and
 +neither side receives the charge bonus.
 +
 +**Exception: Units defending fortifications, walls,
 +hedges or buildings, which pushback an enemy
 +force do not have to follow up the pushback. If they
 +decline to follow it up then no movement occurs but
 +the loser must still take a Morale Test. If he passes
 +this test, the fight continues in the next phase of
 +combat.**
 +
 +----
  
 +[[morale|CHAPTER 10. MORALE]]
combat.1758283183.txt.gz · Last modified: 2025/09/19 13:59 by fantasyadmin

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