Monday, 6 August 2012

Dux Bellorum: Playing through a game turn (Combat Phase)

Continuing the game turn...


COMBAT PHASE
With movement out of the way, battle commences in the close combat phase. The players work out the order to resolve the combat areas in, although the outcomes will be simultaneous. First up, Oswald tackles the unfortunate Mounted Skirmisher, following the close combat procedure. Oswald’s Companions have an Aggression of 6 and as they moved into contact this turn, gain +1 Aggression. The mounted Skirmishers have an Aggression of just 2 and gain no other modifiers. Neither unit has any LPs to use. Oswald’s Protection is a top class 6 as his men have good armour and are well trained; the Mounted Skirmishers have little in the way of armour so have a Protection of only 4. We know how this one is going to end: Oswald rolls . . . 2, 3, 3, 4, 4, 5, 6 and Rheged rolls . . . 4, 6. Oswald inflicts four hits (the target number was Protection 4) and Rheged inflicts one (their target was Protection 6). The Mounted Skirmishers had a Cohesion of 2, which now drops below 0 when the 4 hits are applied, so they rout and are removed from the game. Oswald’s Companions’ Cohesion drops by another point down from 5 to 4, but they do not need to retreat as they inflicted more hits than they received.

The next combat area is Urien’s Companions and two Noble Rider units against one luckless Northumbrian Shieldwall. Both sides have declared that they will be using LPs, so indicate how they will use them before any dice are rolled. Urien must decide which unit is his main attacker and which units will support; he chooses his Companions as the main attacker, using their Aggression of 5, +1 for moving into contact this turn, + 1 for each of the supporting units. Urien also uses his 3 LPs allocated to this group to boost his Aggression, so rolls a whopping 11 dice. The Northumbrian Shieldwall only has an Aggression of 3, and splits its LPs for +1 Aggression and keeps 2 back to steady the troops and cancel out potential hits; the Shieldwall will roll 4 dice, and targets one of the two Noble Riders with this attack. The Noble Riders have a Protection of 5 (clever Shieldwall – the Companions have a Protection of 6 so would be a tougher target), and the Shieldwall shelters behind its large shields for a Protection of 6. Rheged rolls . . . 1, 1, 1, 1, 2, 2, 3, 4, 5, 5, 6. Registering just one hit, the author must be rolling Urien’s dice! Northumbria rolls . . . 3, 5, 5, 5. Much better, three hits! The Shieldwall has set aside 2 LPs to cancel out hit, so blocks the one successful attack and keeps the remaining LP for later in the turn, should there be any need to use it. The targeted Rheged Nobles take three hits, so reduce their Cohesion from 5 down to 2; they must also retreat, but the Companions and other Noble Riders are unaffected and remain in contact for the start of the following turn.

Finally, the two Rheged Warriors fight the Northumbrian Foot Skirmisher. Rheged rolls 7 dice (5 for the Main Attacker’s Aggression, +1 for moving into contact, +1 for the supporting unit), and Northumbria’s weak Skirmishers roll just 1 die for Aggression. The Skirmishers’ Protection is 4 and the Warriors’ is 5. Rheged rolls . . . 1, 3, 4, 5, 5, 5, 6 and Northumbria rolls . . . erm 1. Five hits are taken from the Skirmishers measly Cohesion of 2, routing them immediately. That concludes the close combat for this turn.

Next up, it's the...

END OF THE TURN