Combat Phase at a Glance
Combat engagement
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Interlinked units form a single combat engagement. Work out results for each engagement separately.
Attacks
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Total the Attack value for each unit.
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Roll the number of dice indicated.
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Rolls of 4+ score hits.
Rolls of 5+ are needed to score hits on a defended target.
Rolls of 6+ are needed to score hits on a fortified target.
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Make Armour rolls and discount saved hits.
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Record hits scored.
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Remove stands where sufficient hits are scored.
Results
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Compare the hits scored by each side.
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Add +1 per supporting stand.
Draw! |
Both sides score the same hits. |
Both sides fall back from zero cm (but at least 1cm from the enemy) to 3D6cm except for defended or fortified units. Combat ends. |
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Win! |
One side scores more hits. |
Losers retreat by the difference (divided by number of units in multiple combats rounded up). |
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Winners fall back, stand or pursue/advance. |
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If winners fall back or stand, the combat ends. |
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Aftermath! |
If winner pursues in the first round, fight a second round. |
If winner pursues in the second round, leave the combat unresolved. |
Pursuit / Advance
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Infantry never pursue retreating cavalry or chariots unless infantry charged their flank or rear or the charged unit is in irregular formation.
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Artillery never pursue. If forced to retreat they are destroyed.
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Fortified troops never pursue.
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Victors cannot pursue into terrain they cannot enter or cross.
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Advancing units charge nearest visible enemy unit within 20cm.