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Combat phase

During the combat phase, only those units which are able to attack or to be attacked are in white.

A unit may only attack once per combat phase, and an enemy unit may only be attacked once. However the units that are adjacent to the two units engaged may under given conditions take part in the attack as an offensive or a defensive support.

During combat, only the attacking and the defending unit suffer any adverse results (loss of Combat Strength points, morale check that may induce a retreat).

Combat is not possible wherever movement forbidden (over rivers and major rivers, up or down slopes greater than one level).

Declaring combat

To declare an attack, the player must select a potential attacking unit by clicking on it. The selected unit is then marked with a little red square.

Moving the cursor over an adjacent enemy unit shows it as a potential defending unit. This unit is also marked with a little red square.

You validate an attack by clicking on the defending unit. You can therefore examine the different possible attacks by moving the cursor over different adjacent enemy units.

The units that may bring an offensive or a defensive support are shown with a little green square.

The overall attacking and defending strengths are automatically displayed. The odds ratio for the attack (see "Combat resolution procedure") is shown besides the cursor.

Support during combat

Any of the attacking player’s units that is on contact with the defending unit is considered automatically to be in offensive support if it is not on contact with another enemy unit.

Any of the defending player’s units that is on contact with the attacking unit is considered automatically to be in defensive support if it is not on contact with another enemy unit.

"Units on contact" means here adjacent units that are not separated by a river, a major river, or an up or down slope greater than one level.

Exceptions

- demoralised units cannot bring a support;
- the units that have eliminated an adverse unit or that have made an adverse unit retreat earlier in the same combat phase bring systematically a support even if they are on contact with another enemy unit. This concerns only the attacking or the defending unit of the earlier attack, not the supporting units. The units that fulfil this condition are shown with a grey horizontal line in the middle.

Any supporting unit adds its Combat Strength to the unit attacking or defending. This strength may corrected due to a charge or to the type of terrain.

Reminder : Supporting units are never affected by combat results (retreat, loss of Combat Strength points).

Terrain effects on combat

Combat resolution procedure

The Combat Strengths of the attacking unit and any supporting units are added together.

The Combat Strengths of the defending unit and any supporting units are also added together.

The two totals are compared to give an odds ratio.

The ratio is reduced to one of the ratios of the Combat Results Table and rounded in favour of the defender. For example, an attack by 10 points against 6 would become 1.5 – 1 (10 divided by 6 gives 1.66, rounded to 1.5 in favour of the defender), while an attack by 6 strength points against 10 would become 1 – 2 (10 divided by 6 gives 1.66, rounded up to 2 in favour of the defender).

Odds greater than 8 – 1 are treated as 8 – 1, and odds of less than 1 – 8 are treated as 1 – 8.

A die (1 to 6) is then rolled. The result may be modified because of terrain or the morale difference between the attacking and the defending units. These various modifiers are cumulative and are automatically added to the die-roll.

A final result of less than 0 or more than 7 is treated respectively as 0 or 7.

Modifiers

Bonus due to topography.The attacking unit benefits from a +1 die-roll modifier if it occupies a hex at a higher elevation than the defending unit. In the opposite case there is a –1 die-roll modifier.

The position of the supporting units is not taken into account.

Bonus due to the difference of the morale value between the attacking and the defending units. The difference of the morale value between the attacking and the defending units is calculated. Die roll is increased by 1 point every 2 points of difference between the morale values.

Only the morale of the attacking unit and the defending unit are taken into account, not any supporting units.

Combat results

The final result of the attack is then found on the table below, and immediately applied to the units having fought. The numbers indicate the number of strength points lost. An asterisk indicates that the unit also undergoes a morale check.

Any unit whose Combat Strength reaches 0 is eliminated.

Morale check

The outcome of an attack can lead to a morale check.

A random number from 1 and 9 is determined and compared to the unit's current morale. If the number is greater then the unit fails the checking and is immediately retreated one hex.

An infantry unit has to check its morale which has a value of 4. The result of die roll is 4. This value is equal to the morale value, thus the infantry unit succeeded.

Leaders, being particularly brave, are not subject to morale tests resulting of combat.

Note: the principle of this checking is similar to that of the morale check when a unit is charged, but the difference between the Combat Strengths of the two units involved does not induce any modifier here.

Retreat after combat

When a unit failed a morale check, it is retreated one hex, towards the free hex offering the best protection.

Order of priority governing retreat :
- Into a village
- Into woods
- Avoiding hexes adjacent to the attacking unit
- into an hex directly opposite to the enemy unit
- Avoiding crossing a stream
- Avoiding the hexes adjacent to the unit that causes the retreat
- In case of several equal priority hexes, then towards the north edge of the map for the "orange" player and the south edge for the "blue" player
- If there is still more than one possibility, the preference will go to the southern hex away from the attacking unit for the "orange" player, or the northern hex for the "blue" player.

The order of priority is chosen whatever the existence of an enemy ZoC : this movement is done under pressure and is never decided by the player

Retreat into ZoC

When a unit retreated into an enemy ZoC, a penalty of 1 point per all enemy unit exerting a control (except the attacking unit) is applied to the morale value of the retreating unit.

Elimination after retreat

A unit may not retreat into a fort under enemy control.
A unit may not retreat through a double slope hexside.
All any unit unable to retreat due to terrain or the presence of enemy or friendly units is eliminated.

Advance after combat

During the retreat of a unit, the victorious unit takes the place of the unit undergoing the retreat if it is not in situation to leave a more advantageous defensive position or an objective hex (towns, woods, hill, objective hex).

Note: the value "objective" of hexes nullifies when the hex of destination as the hex of origin of the movement are all two of objective hex.

The defensive advantages offered by the terrain being different according to the type of the units, and to determine if there is advance or not, terrains with modifier to the combat are ranked according to their value :
Rank -1
- dune,
- marsh.
Rank 0
- clear terrain, - the other terrain (not cited here),
- towns (mounted units only),
- woods (mounted units only).
Rank 1
- hamlet,
- hill.
Rank 2
- towns (infantry only),
- woods (infantry only),
Rank 3
- fort.

Artillery
Artillery may never move after combat.

Infantry and mounted units
These units always leave an hex for an hex of superior or equal rank during an advance after combat.

Fort
Forts are military buildings of exception which impose certain constraints of movement. The mounted units never leave such an hex for an hex offering a more favorable defensive situation.

Victorious units

The outcome of certain attacks is sometimes considered as an outstanding success.

Any unit that have made an enemy retreat or that have eliminated an enemy is considered as a "victorious unit". This is shown by a grey horizontal line in the middle of the unit.

Such a unit always brings a support in further attacks, even if it does not fulfil the usual conditions for support (see "Support during combat").

Eliminating units

A unit is eliminated if its combat strength falls to 0. A unit is also eliminated if it is unable to retreat when called upon to do so.

If an elimination is the result of combat, the victorious unit regains a morale point, though never more than its initial value. A grey line is then displayed on the unit. This indicator shows that the unit will be able to bring a support in other attacks during the current turn.

Effects of demoralisation

A unit is considered to be demoralised when its morale reaches 0. At this point it can no longer carry out certain actions :
- enter an enemy ZoC,
- carry out an attack.

In addition it cannot :
- exert a ZoC,
- support another attack,
- charge.


Latest revisions 2008/02/26 à 06:29:06 par labaruss
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