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ur:game [2015/06/24 13:30] marcs |
ur:game [2015/07/08 13:35] (current) marcs |
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== Combat System == | == Combat System == | ||
- | A unit can have one or two steps maximum. The amount of troops that a unit represents differs from species to species. Thus one unit of humans is about 100 men while one unit of dwarfs represents 70 dwarves. Since a square on the City table represents 50 x 50 meter, we have set the stacking limit at maximum 4 units per square. Each unit has 3 scores namely Combat, Move and Retreat. Whether we are going to need the Move score is a bit doubtful. As the city is only 1 x 1 km large, an infantry unit can easily walk around the city within one round of combat (2 hours). The Retreat score is the number of squares to move after breaking off or losing combat. | + | A unit can have one or two steps maximum. The amount of troops that a unit represents differs from species to species. Thus one unit of humans is about 100 men while one unit of dwarfs represents 70 dwarves. Since a square on the City table represents 50 x 50 meter, we have set the stacking limit at maximum 4 units per square. |
+ | |||
+ | Each unit has 3 scores namely Combat, Move and Retreat. Whether we are going to need the Move score is a bit doubtful. As the city is only 1 x 1 km large, an infantry unit can easily walk around the city within one round of combat (2 hours). The Retreat score is the number of squares to move after breaking off or losing combat. | ||
Each round of combat can be split in the following phases: | Each round of combat can be split in the following phases: | ||
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**Move**\\ | **Move**\\ | ||
- | Players indicate where they want to move their troops to. The map umpires must decide whether these moves are allowed. | + | Players indicate where they want to move their troops to. The map umpires must decide whether these moves are allowed. Sorties are only possible if the square adjacent to a gate is free. |
**Missile attack**\\ | **Missile attack**\\ | ||
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**Genie attack**\\ | **Genie attack**\\ | ||
- | The city has 1 unit of genie troops on the wall. Throw 1D6. On a 4-6, it kills one step from a stack directly below and adjacent to the section of the wall the troops are on (i.e. boiling oil attack etc.). | + | The city has 1 unit of genie troops on the wall. Throw 1D6. On a 4-6, it kills one step from a stack directly below and adjacent to the section of the wall the troops are on (i.e. boiling oil attack etc.). They may also use a successful die roll to fix one part of the wall and remove one success marker from a damaged wall section. |
**Melee attack**\\ | **Melee attack**\\ | ||
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| 6 | D | | 6 | D | ||
- | Apply an appropriate column shift if one side has more cavalry than the other. Apply 3 column shifts if one side has overwhelmingly more cavalry than the other (Excess of 3:1 or more) | + | Apply an appropriate column shift if one side has more cavalry than the other. Apply 3 column shifts if one side has overwhelmingly more cavalry than the other (Excess of 3:1 or more). |
+ | |||
+ | | DV | Outright Defender Victory | ||
+ | | D | Defender Victory | ||
+ | | X | Exchange | ||
+ | | A | Attacker Victory | ||
+ | | AV | Outright Attacker Victory | ||
+ | |||
+ | Losses are taken as a ratio of the **opponent** strength in **steps**, rounded. In case of a loss or exchange, one step loss is always taken. When a unit has lost one step of two, its combat value may be reduced. | ||
+ | |||
+ | Example: | ||
+ | 4 units of Dwarf Heavy Infantery (Combat 3, 8 steps) attack 3 units of Mercenary Light Infantery (Combat 2, 6 steps). The ratio of combat strength is 2:1. Neither side has cavalry. On a 4-6 roll, the dwarves win, resulting in 2 step losses for the mercenaries and 1 step loss for the Dwarves. On a 1-3 roll, there is only an exchange (resulting in the same losses because of the rounding). | ||
+ | Question:\\ | ||
+ | Do we need difficult terrain modifiers such as fighting in city squares? | ||
+ | **Siege units**\\ | ||
+ | A siege unit has a certain demolition strength (Trebuchet 4), Combat 0, Move 3 and Retreat none and must be located in a square adjacent to a city wall section. Upon firing, throw 1D6, add the demolition strength. If the result is at least 9 for the outer wall and 8 for the inner wall, a success is scored and marker on the wall section. Upon 3 successes, the wall is breached at this point. If two adjacent wall sections are breached, troops can pass through the wall. Siege units must always be guarded, as an unguarded siege unit under attack is always destroyed (although this takes one combat round). A siege unit is always the lowest unit in a stack. |