Combat Phase at a Glance

Combat engagement

  1. Interlinked units form a single combat engagement. Work out results for each engagement separately.

Attacks

  1. Total the Attack value for each unit.

  2. Roll the number of dice indicated.

  3. 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.

  4. Make Armour rolls and discount saved hits.

  5. Record hits scored.

  6. Remove stands where sufficient hits are scored.

Results

  1. Compare the hits scored by each side.

  2. 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.

Win!

One side scores more hits.

Losers retreat by the difference (divided by number of units in multiple combats rounded up).

Winners fall back, stand or pursue/advance.

If winners fall back or stand, the combat ends.

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

  1. Infantry never pursue retreating cavalry or chariots unless infantry charged their flank or rear or the charged unit is in irregular formation.

  2. Artillery never pursue. If forced to retreat they are destroyed.

  3. Fortified troops never pursue.

  4. Victors cannot pursue into terrain they cannot enter or cross.

  5. Advancing units charge nearest visible enemy unit within 20cm.

Attack modifiers

Charging against enemy in the open

+1

Monster/chariot charging enemy in the open

+1

Pursuit attack

+1

Extra pursuit attack (per 3cm)

+1

Fighting terrifying enemy

−1

Enemy facing own side or rear

−1

Confused

−1

End of combat

  1. At the end of the Combat phase, any odd hits are discounted from units that are no longer engaged.