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    Combat between armies

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    Join date : 2018-09-12

    Combat between armies Empty Combat between armies

    Post by Admin Fri Mar 29, 2019 12:36 pm

    When two armies are in the same province a battle ensues, every battle takes place on a 3x5
    space each tile holding up to 10 groups for each side. Behind both long sides(5s) is the reserve zone, new units emerge from here and it cannot be entered by the enemy.

    Movement
    At the tactical level, the move rating of an army unit determines the number of areas that can be moved on the battle map per tactical battle round. If a unit have 1 move it is able to move 1 tile during combat.


    Combat
    When two melee units engage in combat both units roll d20+att , at the same time both units roll d20+def.

    The Attack rolls are applied to the opposite defense roll, if the number is positive, that is the number of casualties the defender takes.
    As combat happens simultaneously it is completely possible for two melee units to competently wipe each other out in the same turn.

    Being attacked with a ranged weapon means you only roll defense and the attacker only rolls attack.


    Morale and saving throws
    When a unit is reduced to 50%(50 men) of it's original fighting force it must make a morale save, for every bracket of 10(50=1, 49=2, 39=3, 29=4, 19=5, 9=6) the moral save is reduced by said number. Checks only happen when said low-troop unit ends a round of combat.

    A morale save is a d20 + the unit's morale rating - causalities

    If a unit rolls a 10 or lower they route.

    Routed units

    While these units don't flee the battle they do automatically retreat from a fight when confronted by an enemy unit, if this is impossible they have a -4 to their attack rating. It is recommenced you move them back to the reserve zone.

    To recover a routed unit it must roll a 15 or higher on its next morale check.

    The Battle
    After the battlefield is setup, the battle begins.  Like character combat, tactical combat is cyclical. Each side acts in turn in round.  Each tactical round consists of the following phases:

    Sequence of army army battle
    A. Movement phase
    -1. Tactical initiative is determined
    -2. First side moves all unengaged units
    -3. Second side moves all unengaged units
    -4. Ritual declared  
    -5. Routed units attempt to recover morale
    -6. Units attempt to evade or retreat
    -7. Surrender or withdrawal

    B. Attack Phase
    -1. Resolve stationary missile attacks
    -2. Resolve charge attacks
    -3. Resolve melee attacks
    -4. Resolve moving missile attacks

    Movement Phase
    Initiative:
    Unlike character combat, tactical initiative is not guaranteed to be in the same order each round. Every tactical round the generals of each army must make an opposed Command check. The winner of the check decides which player moves first.

    Unit movement:
    As said before each unit has a move rating. All units can move forward, backward, or sideways (but not diagonally) a number of areas equal to its move rating.

    A unit may pass through areas that contain unengaged friendly units. If a unit enters an area with a hostile unit, the units become engaged. Engaged units are locked in battle and neither side can move from the area until one side evades, retreats, or is destroyed.

    Ritual magic declared: Any spellcasters capable of battle magic declares any special bonuses/penalties for the tactical round.

    Recover from route: All units that are currently routed may attempt to recover their discipline. Routed units can rally with a successful morale save against DC 15. Routed units receive a +2 circumstance bonus to this check in their reserve.

    Retreat: Instead of attacking, an engaged unit may attempt to disengage from combat and retreat. A unit that retreats is immediately subject to an attack of opportunity (melee or missile) from the hostile unit. A unit that retreats is not allowed to make any attacks in the attack phase of the war round.

    Retreating does not allow a unit to exceed its normal movement for the war turn; thus, units that have already moved their maximum move cannot retreat.

    Surrender or withdrawal: Either side may surrender his army (terms are negotiable) or attempt to withdrawal from the field. An army with no units on the battlefield must immediately withdraw.

    Attack Phase
    After all units have been moved, each engagement and missile volley is resolved in order. The steps of this phase are resolved in order, so a charging cavalry may route or destroy an infantry unit before the infantry takes its melee attack, and so on. Attacks within each step are simultaneous, so two units charging each other can kill each other in the same step.

    Stationary Missile Attack: A unit with missile capability that did not begin the round engaged and did not move during the current round qualifies for stationary missile fire. The unit may use its missile rating to attack any unit(s) in an adjacent (non-diagonal) area. The unit may also use its missile rating to attack a hostile unit during the first round of an engagement (effectively giving the missile unit a “last missile attack” before they draw their weapons and engage in melee battle). If missile fire is directed against an area in which forces are engaged then two attacks must be resolved; one against each unit (friendly and enemy alike), but at a –2 penalty to each

    Charge Attack: Any unit that begins the round unengaged and ends the round engaged and with at least one area worth of movement left may use its charge/ram bonus to its melee attack. Thus, a unit that moves its full movement rate across the battlefield to engage an opponent cannot also make a charge. It is possible (likely, in fact) that two units of knights (move 2) that begin a battle across the battle board from each other will both move to the center of the board in order to charge each other. Routed units may not charge. Pike units attack damage during this phase for the first round of any engagement only. This attack inflicts double damage against charging units.

    Melee Attack: All engaged units can make a melee attack unless they have already acted in this attack phase.

    Moving Missile Attack: Units with missile capability that have moved, but that
    (1) not currently engaged, and
    (2) have at least one area of movement unused, may make a missile attack against units in adjacent areas.
    If missile fire is directed against an area in which forces are engaged then both units (friendly and enemy alike) must resolve an attack against the incoming missile fire.

      Current date/time is Thu Mar 28, 2024 10:12 am