combat
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combat [2025/09/19 14:02] – [HOW TO DETERMINE CASUALTIES] fantasyadmin | combat [2025/09/24 18:06] (current) – [9. COMBAT] fantasyadmin | ||
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====== 9. COMBAT ====== | ====== 9. COMBAT ====== | ||
- | Hand-to-hand combat occurs when two opposing | + | {{ : |
+ | |||
+ | **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 ==== | ||
Line 295: | Line 297: | ||
is an explanation of each modifier: | is an explanation of each modifier: | ||
- | ===== CHARGED INTO COMBAT | + | ==== CHARGED INTO COMBAT ==== |
As a unit charges down on its enemy, it gains | As a unit charges down on its enemy, it gains | ||
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**Important: | **Important: | ||
- | ===== FIGHTING A HATED FOE ===== | + | ==== FIGHTING A HATED FOE ==== |
Hatred often encourages violence and causes | Hatred often encourages violence and causes | ||
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Foe modifier. | Foe modifier. | ||
- | ===== UNIT IS MOUNTED AND FIGHTING INFANTRY | + | ==== UNIT IS MOUNTED AND FIGHTING INFANTRY ==== |
Cavalry always have an advantage over infantry, | Cavalry always have an advantage over infantry, | ||
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reflects these facts. | reflects these facts. | ||
- | ===== EACH RANK OF UNIT'S OWN FORMATION | + | ==== EACH RANK OF UNIT'S OWN FORMATION ==== |
The more ranks a unit has the more impetus it | The more ranks a unit has the more impetus it | ||
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count complete ranks. | count complete ranks. | ||
- | ===== ATTACKING ENEMY IN THE FLANK ===== | + | ==== ATTACKING ENEMY IN THE FLANK ==== |
When a unit attacks the enemy in the flank it | When a unit attacks the enemy in the flank it | ||
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enemy frontally. | enemy frontally. | ||
- | ===== FIGHTING A MONSTER | + | ==== FIGHTING A MONSTER ==== |
Monsters are large and cause fear that affects the | Monsters are large and cause fear that affects the | ||
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that fear. | that fear. | ||
- | ===== CHARACTER IN DIRECT CONTROL OF UNIT ===== | + | ==== CHARACTER IN DIRECT CONTROL OF UNIT ==== |
A characters presence and guidance will help to | A characters presence and guidance will help to | ||
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ensure they fight as effectively as possible. | ensure they fight as effectively as possible. | ||
- | ===== ATTACKING ENEMY IN THE REAR ===== | + | ==== ATTACKING ENEMY IN THE REAR ==== |
An attack in the rear of a unit will spread panic, fear | An attack in the rear of a unit will spread panic, fear | ||
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and the advantage the attacker gains. | and the advantage the attacker gains. | ||
- | ===== ATTACKING ENEMY IN LIGHT/ | + | ==== ATTACKING ENEMY IN LIGHT/ |
If the enemy is behind cover that protection will | If the enemy is behind cover that protection will | ||
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effect of different degrees of protection. | effect of different degrees of protection. | ||
- | ===== A CLASS OR IS A CHARACTER | + | ==== A CLASS OR IS A CHARACTER ==== |
Superior training and skill will always tell. This | Superior training and skill will always tell. This | ||
modifier ensures it does. | modifier ensures it does. | ||
- | ===== C CLASS ===== | + | ==== C CLASS ==== |
This modifier reflects the poor training and fear of | This modifier reflects the poor training and fear of | ||
C class troops. | C class troops. | ||
- | ===== ENEMY HAS A SHIELD/ | + | ==== ENEMY HAS A SHIELD/ |
If a soldier has a shield or armoured mount it will | If a soldier has a shield or armoured mount it will | ||
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the presence of an armoured mount. | the presence of an armoured mount. | ||
- | ===== ENEMY IS DISORDERED | + | ==== ENEMY IS DISORDERED ==== |
When a unit is disordered its fighting efficiency | When a unit is disordered its fighting efficiency | ||
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reflects these facts. | 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' | ||
+ | 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' | ||
+ | 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' | ||
+ | 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. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | 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' | ||
+ | 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: | ||
+ | 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.1758283377.txt.gz · Last modified: 2025/09/19 14:02 by fantasyadmin