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9. COMBAT

Hand-to-hand combat occurs when two opposing units, characters, monsters or any combination there of, come into base-to-base contact with each other. No figure may fight more than once in a turn.

Units, characters and monsters can only initiate such combat by charging at the enemy or through pushbacks and pursuit moves. If two units on opposing sides, receive orders to advance at normal speed and these orders will result in them contacting each other, they will stop 5 cms from each other, or remain stationary, if the space between them is already 5 cms or less at the start of the turn.

WEAPON TYPES

Players should note there are variations between the types of weapon each race can use and how effective they are with the same weapon. If a race does not have a particular weapon (or similar weapon) listed in the Basic Firing Percentage Chart on its Profile Sheet, it cannot use that weapon. For instance, only dwarfs, high elves and humans can use pikes. This is because pikemen require intensive training and good discipline to handle the pike effectively, and not every race has the intelligence or patience to meet such demands. Wood elves, unlike the high elves, have no time for cumbersome drill movements and quite rightly view pikes as useless weapons for forest warfare. Orcs are too undisciplined, impatient and bloody minded to use pikes. In the few cases where commanders have tried to equip orcs with pike, the orcs have proved incapable of moving in neat formations and when the instructors' backs have been turned, have cut the pikes down to a more handy spear size. Goblins will never stand still long enough to learn how to handle pikes and lack the morale and purpose to maintain a pike phalanx in the face of the enemy.

REACH

Some weapons have a longer reach than others and allow a unit to fight not just with its front rank, but also with its second or in the case of pikes, even its third rank as well!

The reach of each type of weapon is as follows:

Weapon Type Ranks Allowed
Pike Three ranks
Spear or polearm Two ranks
All other weapons One rank

The importance of this information is best explained with an example. If you had a unit of fifteen soldiers, arranged in thee ranks of five, armed with swords, only those figures in the first rank of the unit that were in actual base-to-base contact with the enemy could fight. If the same unit was armed with spears not only those figures in the front rank, but also the figures immediately behind them in the second rank could fight. If the unit was armed with pikes not only those figures in the front rank but also those figures immediately behind them in the second and third ranks could fight.

However, players should note that this rank advantage is lost immediately a unit becomes disordered and under such circumstances is not regained until the unit is reformed.

WHO GETS TO FIGHT?

CAVALRY V CAVALRY

In combat between two mounted units all the figures on both sides are counted as being in base-to- base combat with the enemy, even if the figures are not actually touching. This is because charging cavalry always lose formation and become mixed up with the enemy.

CAVALRY V INFANTRY

In combat that involves cavalry and infantry, only the cavalry in base-to-base contact with the infantry are allowed to fight. While on the infantry side, who can fight depends on the reach of the weapon the unit is armed with.

In short, units armed with spears or polearms count the first two ranks as being in combat, while those armed with pikes count the first three ranks. Infantry armed with any other weapons can only count those figures in base-to-base contact with the enemy.

Example: A unit of eight orc boar riders in two ranks have charged a unit of ten Fenmark swordsmen in two ranks. The orcs have four figures in contact with the humans, and only these are allowed to fight on their side. The humans have five figures in contact with the orcs and as the unit is armed with swords only those five can fight.

Example: A unit of twelve Lawkland cavalry arranged in a line of two ranks, have charged a regiment of twelve Fenmark soldiers arranged in two ranks and armed with polearms. The cavalry can only count the six figures in base-to-base contact with the enemy. The soldiers of Fenmark, because they are armed with polearms, can count not just the front six soldiers but also the six in the second rank.

INFANTRY V INFANTRY

In combat involving two infantry regiments, which figures are allowed to fight depends on the reach of the weapons each unit is armed with. In short, units armed with spears or polearms count the first two ranks as being in combat, while those armed with pikes count the first three ranks. Infantry armed with any other weapons can only count those figures in base-to-base contact with the enemy.

The benefit infantry receive from weapons that allow multiple ranks to be involved in combat, apply whether they are fighting other infantry, cavalry, monsters or lone characters and are only lost if the unit becomes disordered.

GROUND SWARMS V INFANTRY OR CAVALRY

Ground swarms whenever they are in combat with other ground forces, count every figure in the swarm. However, they cannot attack any units that are flying or be attacked by such units except with missile weapons. Swarms will be detailed in the FANTASY WARLORD COMMAND PACK.

FLYING CREATURES AT COMBAT HEIGHT V GROUND TROOPS

If a flying unit flies into base-to-base contact with a unit or ground swarm, or a ground unit charges up to the flying unit's base, the fliers are assumed to be over the unit and every flying creature and every figure in the ground unit can fight.

UNITS OR SWARMS V. CHARACTERS OR MONSTERS

Only those figures in base-to-base contact or within reach (i.e. the second rank for those armed with spears or polearms and the third rank as well for those armed with pikes) may fight. If a character is in direct control of a unit which is locked in combat, the character fights separately from the unit and attacks made on him must also be treated separately.

FLANK OR REAR ATTACKS MADE BY UNITS OR MONSTERS

When a unit is attacked in the flank or rear, it finds it difficult to fight back effectively and becomes disordered. This is because it takes the soldiers time to recover from the shock and confusion caused by the attack and to organise a new front line. In FANTASY WARLORD this confusion is reflected by the combat modifier the attacker receives for flank and rear attacks (that appears on the Profile Sheets) and through the use of the following rules.

A unit attacked in the flank or rear, immediately becomes disordered and must take a Morale Test, allowing for the special Morale Modifiers such an attack inflicts, which are listed on the Morale Modifiers chart on each Profile Sheet.

If the defender passes the Moral Test the combat proceeds as follows. The attacking unit or monster conducts the combat in the normal way, counting all the relevant Combat Modifiers and if it is armed with spears, polearms or pikes and not disordered itself, the relevant number of ranks it has in contact with the enemy.

However, the defender can only count its figures in base-to-base contact with the enemy, regardless of whether it is armed with spears, polearms or pikes. In addition, when calculating the combat modifiers, the defender can only count one rank regardless of how many his unit really has.

Example: Twenty orc spearmen in four ranks of five figures have been attacked in the flank by ten dwarf spearmen in two ranks of five figures. The dwarfs can count all ten of their figures in the attack and receive all normal Combat Modifiers. But the hapless orcs can only count four figures in base-to- base contact with the dwarfs and only one rank for the purpose of assessing their Combat Modifiers.

FLANK OR REAR ATTACKS MADE BY CHARACTERS

When a character attacks a unit in the flank or rear, both sides will suffer or benefit from the usual combat and morale modifiers. However the character will not disorder the unit unless he is a giant.

FLANK OR REAR ATTACKS ON MONSTERS OR CHARACTERS

Monsters can become disordered but only if attacked in the rear. Characters cannot become disordered (except as a result of Blood Lust) and therefore never suffer any of the disadvantages such a state causes.

HOW TO DETERMINE CASUALTIES

All casualties are determined in phase ten of the game turn according to the following procedure:

  1. 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).
  2. 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).
  3. Multiply the MCP by the number of attacking figures eligible to take part in the combat. This will give the Final Combat Percentage (FCP).
  4. 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.
  5. The defender notes down the number of slain figures or lies them on their side.
  6. The defender now becomes the attacker, and repeats steps 1 - 5 counting all figures in his unit that are eligible to fight, including those just slain.
  7. Both sides mark their dead with rings or remove them from the battlefield.
  8. The unit which has lost the highest number of figures is deemed to have lost the combat for that round, is pushed back and must take a Morale Test. If it passes its Morale Test the combat continues next turn.

If the unit fails its Morale Test, then it will Retire or Rout. If it routs, the victor will be entitled to conduct Pursuit Movement. If it retires the combat will be at an end. If both sides have equal losses the combat for that game turn is considered drawn, no one is pushed back and the fight continues on the following turn.

Example: The combat depicted in the picture below is resolved in the following way. The five figures in the dwarfs front rank are in base-to-base contact with four of the orcs. As the dwarfs are armed with spears and the orcs with polearms both sides can also include their second ranks in the fight. Both orcs and dwarfs are clad in chainmail, but the dwarfs have shields as well.

The dwarf veterans calculate the effect of their charge by first consulting the Basic Combat Percentage table and then the combat modifiers. On the BCP table they find they have a BCP of 14%. They then check the Combat Modifiers and find the following relevant factors:

  • Unit Charged into Combat: +10
  • Fighting a hated foe: +8
  • Each Rank of own Formation: + 2
  • Unit are Veterans +6
  • 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.

combat.1758283518.txt.gz · Last modified: 2025/09/19 14:05 by fantasyadmin

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