Combat
When in combat, each unit generates a number of combat dice, based on the units Combat Dice (CD) value for each surviving member of the unit. The combat dice are used for both attack and defence, allowing for a unit to prioritise either dealing or preventing damage as the situation requires. To resolve a round of combat, follow this sequence.
- Allocate Combat Dice - Simultaneously and in secret, both players split their combat dice between attack and defence. For example, we recommend splitting combat dice with attack in your right hand and defence in your left hand and revealing them simultaneously.
- Modify Combat Dice - Some abilities may require you to alter the number of dice assigned to attack or defence, which should be done at this stage. For example, a unit in a Shield Wall formation halves the number of attack dice rolled, so if 4 dice were allocated to attack that would now be reduced to 2
- Roll Defence Dice - Each side rolls all their defence dice. For each die which is greater than or equal to the opposing units Attack Skill (AS) minus the defending units Defence Bonus (BS), one of the opposing units attack die is removed.
- Roll Attack Dice - Each side rolls all un-cancelled attack dice. For each die which is greater than or equal to the opposing units Armour (Arm) minus the attacking units Strength (Str), one wound is inflicted on the opposing unit.
- Remove Casualties - For each wound inflicted, a unit loses 1 Hit Point (HP). When the number of wounds inflicted reaches the units Hit Point (HP) value, 1 figure is removed as a casualty. Any remaining wounds are carried over. For example, a unit of 6 warriors (HP 2) suffers 5 wounds, 2 figures are removed as casualties and 1 wound is carried over. When the unit suffers 1 additional wound, another figures would be removed as a casualty.
- Apply Fatigue - Both units involved in a combat take a fatigue marker, in addition to the normal fatigue for performing an action - combat is tiring!
ShootingFatigue & Morale »