Wednesday, 26 November 2014

To the Strongest! D-2


I mentioned yesterday that I'd describe in outline how shooting and combat are tackled in the rules.

Firstly, the rules are quite decisive.  Most units only have two hits, and skirmishers, in particular, are only ever a single failed save away from destruction!  In fact it is not uncommon to see units of skirmishers perish inside the first thirty seconds of game play.  Formed units, however, have two or sometimes three hits and can attempt to rally if they are disordered by enemy action.

Shooting is very straightforward; units play a card to activate to shoot and a second card to hit.  If they hit, then the defender must play a card to save, usually requiring a 6, 7 or 8 depending upon its type. Veteran units save on a number one lower than the average.  

The sequence of a melee is as follows.  Once players are familiar with the rules, each melee is usually resolved inside ten seconds, amidst a flurry of playing cards. 
  1. Charge – the active player plays a card to activate a unit to charge.
  2. Evade – some defenders may be able to evade.  If the evade is successful and the box is now vacant, the attacking unit must advance in, and the melee is concluded.
  3. Attacker hits – if the charge was successful, the attacking player plays a to-hit card on his baseline, requiring either a 6+ or 8+ to inflict a hit, depending upon its type.
  4. Defender saves – if hit, the defending player must play a saving card on his baseline.  This card may sometimes be modified by terrain or other factors.  If the defending unit fails this save then it will be disordered or even lost, depending on its type.  If it is lost, and the box is now vacant, the attacking unit must move in, and the melee is concluded.
  5. Defender strikes back – if the defending unit has survived, and did not try to evade, then the defending player now attempts to strike back.  He does this by playing a to-hit card on his baseline, requiring a 6+ to 8+ to inflict a hit, depending upon its type and whether or not it is disordered.
  6. Attacker saves – If hit, the attacking player must play a modified saving card on his baseline.
There are also tactical factors that can effect saves; cover, for instance, or infantry standing to receive an uphill charge.

Tomorrow I will write about some of the different types of units encountered in the rules.

In other news, mates Scrivs and Mog played a very pretty Roman vs. Carthaginian game yesterday, and here are some links to their respective blogs:


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