The following paragraphs describe combat resolution for unit against unit combat in tactical turns. Siege engine deployment uses more or less the same rules. Raid resolution (during strategic turns) on the other hand has an entirely different resolution mechanism.
All units have multiple steps and therefore can take a specific number of hits. When all steps of a unit are lost, the unit is eliminated and removed from play. As long as a unit still has steps, it will fight at full strength. Steps cannot be recovered unless by magic.
The combat system has the following phases:
All combat resolution with weapons (ranged, melee attack and melee defend) are based on a single modified D6 die role. Thus, the result of this die role is based on:
To give the combat result, all three are added.
The result of the role determines the number of hits taken by the attacked unit:
Each unit in the game is represented by a counter that looks like:
The above unit is a typical example of an Urr Wall militia unit. The background color of each counter indicates the affiliation of the counter. Special units that are used for raids or that use magic in combat have stars for their ranged and melee scores.
A unit consisting of humans, elves or undead typically has 100 men. A Dwarven/Gnomish unit usually counts 70 men to offset the fact that they are hardier and stronger then most men. Moreover Dwarvish/Gnomish units always have good weapons and armour.
The following table gives an idea of the typical units in units against units combat:
All Dwarven units and the baggage train of the invaders can serve as an Engineer Corps. It takes an Engineer Corps 1 strategic turn to do any project. A Dwarven unit can take only 1 project at a time, the Prince of Darkness's baggage train can do up to 2 simultaneously. A typical project may be one of the following actions:
Not all weapons and not all armour are of the same quality.
Good weapons give a +1 attack modifier. Good armour worn by a defending unit gives an additional step. Good melee weapons and good armour can be bought from the Redbeards and from the Longbeards. Excellent weapons even give a +2 attack modifier while excellent armour worn by a defending unit gives two extra steps. The secret of crafting excellent weapons and armour is only known by the Longbeards. Whether they are willing to sell excellent melee weapons and excellent armour, must be negotiated.
These additional weapon and armour modifiers will be indicated by special +1 and +2 markers.
The Dwarven/Gnomish units always wear good armour and have good weapons. This has already been added to their base scores and steps. This is to reflect the fact that Dwarven/Gnomish units count only 70 warriors, while human units typically have 100 men. The Elves are known to have excellent bows. This has already been added to their ranging base score.
|From wall||+#wall strength|
|To wall||-#wall strength|
|Shooting at Undead||-1|
|Shooting with excellent bows||+2|
|Attacking with good melee weapon||+1|
|Attacking with excellent melee weapon||+2|
|Defending with good melee weapon||+1|
|Defending with excellent melee weapon||+2|
Walls effect the resolution of melee and ranged combat. Urr has an outer wall and an inner wall. The outer wall has 8 sections (See city map), while the inner wall has 4 sections. As the inner wall was built earlier (by some centuries), it encompasses the actual citadel of the city and is a bit weaker than the outer wall. For both the inner and the outer wall separate boxes are on the map indicating their current strength.
The outer wall
The inner wall
Walls can be damaged by:
Trebuchet bombardment, dragons and the Colossus hammering at a wall section are resolved in the same way as unit against unit combat. A trebuchet, dragon and the Colossus have a certain base score. Raids against a trebuchet can result in some damage to a trebuchet and may result in a modifier for the trebuchet. If this happened, the map umpire will know.
Like for a normal combat, a D6 die roll is cast to which modifier and base score are added, resulting in a combat result. Since a stone typically hammers at one particular section in the wall, any total result of 3 or higher gives a wall section hit. This hit is then taken by crossing it off on the appropriate wall section box. Wall sections must be reduced from top to bottom, so evenly from higher strength level to lower. Sapping works completely differently and is discussed elsewhere.
A strength level of 1 for a wall can no longer be reduced. A wall of strength 1 indicates that there are wide enough holes in the wall that will allow a unit to pass through them (but only one per combat round) but some/most parts of it are still standing. There will also be a lot of debris in these holes. Units will have to walk carefully through these holes and and they will also be vulnerable while walking through them.
We have a wall section which is damaged to level two. On the wall we have a defending Wall militia unit and a normal melee unit. This section is attacked by three melee units and an archer unit. They will fight for three combat rounds.
The wall defense unit with a ranged score of 2 and a wall modifier of 2 throws a 1. The result is a 5, so no hit. The attacking archer shoots with a ranged score of 4 and a wall modifier of -2 and throws a 4. The result is a 6, so one hit.
The wall defense unit will defend with a score of 2 and a wall modifier of 2 and throws a 5. The result is a 9 so one hit. The defending melee unit will defend with a score of 4 and a wall modifier of 2 and throws a 6. The result is a 12, so two hits.
The three melee units of the dark prince have a score of 4 with a wall modifier of -2. The results:
Urr troops have taken 3 hits and the prince of darknice 2
The results of three rounds of combat in a table.
|Round||Urr||Prince of darkness|
In the above table, you should read the numbers in the H column as remaining steps, R as the modifier + die roll and R as final result/afflicted hits. For instance: the unit M2 threw a 4 in the last round and did one hit damage. With a role of 3 or lower no damage would have been done and the defender would have survived the attack, albeit with only one melee unit on its last feet.
Instead of shooting at the wall, trebuchets can also be used to vault stuff over the wall. Doing this also initiates a Tactical Turn. It works best if done as part of a broader attack.