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into-battle [2025/09/20 22:26] – [8. MISSILE FIRE] fantasyadmininto-battle [2025/09/21 18:08] (current) – [A NOTE ON MAGIC] fantasyadmin
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 ===== SEQUENCE OF ACTION ===== ===== SEQUENCE OF ACTION =====
  
-In FANTASY WARLORD battles are divided into a+In **FANTASY WARLORD** battles are divided into a
 number of game turns and each turn has eleven number of game turns and each turn has eleven
 phases. These phases must always be carried out in phases. These phases must always be carried out in
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 game dissolve into confusion. game dissolve into confusion.
  
-Players should note that in FANTASY WARLORD,+Players should note that in **FANTASY WARLORD**,
 unlike less advanced games, all movement, firing unlike less advanced games, all movement, firing
 and combat occur simultaneously. As a result no and combat occur simultaneously. As a result no
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 ==== 2. ORDER TEST ==== ==== 2. ORDER TEST ====
  
-All units take an Order Test (see Chapter 5: Orders)+All units take an Order Test ([[orders|see Chapter 5: Orders]])
 except the following: except the following:
   * Characters   * Characters
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 the unit charging and its target (unless the target is the unit charging and its target (unless the target is
 already in combat) must take an immediate Morale already in combat) must take an immediate Morale
-Test. (See Chapter 10: Morale).+Test. ([[morale|See Chapter 10: Morale]]).
  
 Charging units which pass the Morale Test, by Charging units which pass the Morale Test, by
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 enemy unit and wishes to alter its original orders in enemy unit and wishes to alter its original orders in
 the light of the charge, may now take a Reaction Test the light of the charge, may now take a Reaction Test
-to see if it can change its orders (see Chapter 5: +to see if it can change its orders ([[orders|see Chapter 5: 
-Orders). Units only take this test if they want to+Orders]]). Units only take this test if they want to
 Counter-charge, Evade, immediately change formation (but with certain limitations), cancel an Counter-charge, Evade, immediately change formation (but with certain limitations), cancel an
 order to Change Formation or fire on the chargers in order to Change Formation or fire on the chargers in
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 the first half of their movement allowance now. the first half of their movement allowance now.
  
-Warning: Units moving out of hiding do so after all +**Warning: Units moving out of hiding do so after all 
-other units have moved.+other units have moved.**
  
 ==== 7. AUTOMATIC MOVES ==== ==== 7. AUTOMATIC MOVES ====
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 Sheet. They roll one D100 and apply any appropriate Sheet. They roll one D100 and apply any appropriate
 modifiers to discover their movement for the modifiers to discover their movement for the
-current game turn. (See Automatic Movement on +current game turn. ([[movement#automatic|See Automatic Movement]]). This move is then carried out immediately.
-page 75). This move is then carried out immediately.+
  
 ==== 8. MISSILE FIRE ==== ==== 8. MISSILE FIRE ====
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 allowance ([[missile-fire|see Missile Fire]]) and has orders to fire, does so allowance ([[missile-fire|see Missile Fire]]) and has orders to fire, does so
 now. It may fire at any target within range and its arc now. It may fire at any target within range and its arc
-of fire, but subject also to the visibility rules (see page +of fire, but subject also to the visibility rules ([[missile-fire#ii_visibility|see Visibility]]). Any unit with orders to fire that has no target in
-93). Any unit with orders to fire that has no target in+
 range will hold its fire. All firing is simultaneous and range will hold its fire. All firing is simultaneous and
 occurs after all targets have been chosen. Any Morale occurs after all targets have been chosen. Any Morale
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 working across to the other. To ascertain from which working across to the other. To ascertain from which
 side pushbacks should begin, players should roll one side pushbacks should begin, players should roll one
-D6. A1,2 or 3 is the left side, a 4,5 or 6 the right side.+D6. A 1,2 or 3 is the left side, a 4,5 or 6 the right side.
  
 ==== 11. POST COMBAT MORALE ==== ==== 11. POST COMBAT MORALE ====
  
- +  - Commanders with units that started to rout before phase ten may test the unit's morale to see if it can rally. If the unit receives the morale result **CO** (Carry On) or **UA** (Uncontrolled Advance) it stops routing. 
-  - Commanders with units that started to rout before phase ten may test the unit's morale to see if it can rally. If the unit receives the morale result CO (Carry On) or UA (Uncontrolled Advance) it stops routing. +  - All units that must take a Morale Test as a result of combat do so now. ([[morale|See Chapter 10: Morale]]). Results that involve the compulsory moves **RET** (Retire), **Rout** or **UA** (Uncontrolled Advance) are effected in phase one of the next game turn and the unit should be marked with the relevant order counter.
-  - All units that must take a Morale Test as a result of combat do so now. (See Chapter 10: Morale). Results that involve the compulsory moves RET (Retire), Rout or UA (Uncontrolled Advance) are effected in phase one of the next game turn and the unit should be marked with the relevant order counter.+
  
 Players should note that units which Rout or Players should note that units which Rout or
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 and spells available to players is provided in [[magic|Chapter 11: Magic]]. and spells available to players is provided in [[magic|Chapter 11: Magic]].
  
 +----
  
 +[[orders|CHAPTER 5. ORDERS]]
into-battle.1758400013.txt.gz · Last modified: 2025/09/20 22:26 by fantasyadmin

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