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ur:game [2015/06/24 13:54]
marcs
ur:game [2015/07/08 13:35] (current)
marcs
Line 50: Line 50:
  
 **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**\\
Line 71: Line 71:
 |  AV  | Outright Attacker Victory  | Attacker loses 10% of defender's strength, Defender loses 50% of attacker's strength  | |  AV  | Outright Attacker Victory  | Attacker loses 10% of defender's strength, Defender loses 50% of attacker's strength  |
  
-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:+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:\\ 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.+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:\\ Question:\\
 Do we need difficult terrain modifiers such as fighting in city squares? 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.
ur/game.1435154051.txt.gz ยท Last modified: 2015/06/24 13:54 by marcs