Determine the Winner

(Rule)
Description: h2 class='ruleTitle'>Final Combat Score
Once all Agility Steps have passed, i.e. all models have had a chance to attack, the winner of this Round of Combat is determined. This is done by adding the casualty-based Combat Score bonuses to the previously determined static Combat Score bonuses (see step 3 of the Round of Combat sequence).

The casualty-based Combat Score bonuses are:

  • Health Point losses caused on enemy units: +1 / Health Point

Add up the number of Health Points lost by your opponent's units during the Round of Combat.

  • Wiped enemy unit: +1 / Unit

Add +1 for each enemy unit where all the unit's models were removed as casualties. This includes Shaken units that were removed at the start of the Round of Combat. Such units only contribute with +1 for being wiped, no Health Point losses occurred.

The side with the higher Combat Score wins, while the side with the lower Combat Score loses. In case of a tie, both sides are considered winners.

A unit that is no longer in contact with any enemy units always counts as the winner.
h2 class='ruleTitle'>Combat Formation
Steady

Units that have more Proper Ranks than each of the enemy units engaged in contact with it, are Steady. Apply the following rule for such units:

  • When losing a Round of Combat and rolling Break tests, modifiers to the Courage from the Combat Score difference are set to a minimum of -2 (i.e. cannot be a smaller number than -2).

Solid
Units with X or more Proper Ranks are considered Solid.

  • X is 3 for units of Height 0 - 2.

  • X is 2 for units of Height 3 - 5.

Steady and Solid

Units that are both Steady and Solid (see Definitions and Terminology chapter):

  •

  •

  • When losing a Round of Combat and rolling Break Tests; modifiers to the unit's Cou from the Combat Score difference are ignored.

  •

  • At the start of a Round of Combat, the unit gains Advantaged Position (+1 to wound max 3+) until the end of the Round of Combat.

Note that units that are Steady and Solid are also Steady. Apply the rules for Steady as well.

-1

Surrounded

A unit is considered Surrounded when it has enemies engaged with either its Flank and/or Rear Facing. A Surrounded unit counts as having X fewer Proper Ranks, where X is the combined number of Proper Ranks of the enemy units in its Flank and/or Rear.

If multiple units in the same Combat are Surrounded, first apply Surrounded from units that themselves are not Surrounded. Then apply Surrounded from units that are Surrounded. Active Player chooses the order in each of these steps.

The primary effects of this are on the amount of Combat Score the unit will get for Proper Ranks and whether the unit and its enemies are Steady or Solid. Note that a unit that has 0 Proper Ranks would be unaffected by this reduction.
h2 class='ruleTitle'>Take Break Test
After a Round of Combat, each unit on the side that lost the Combat must take a Break Test, in an order chosen by the player who lost the Combat. A Break Test is a Courage Test with a negative modifier equal to the difference in Combat Scores. For example, if the Combat Score was 6 to 3, the units on the losing side take Break Tests with a -3 modifier.

  • If the Break Test is passed, the unit remains engaged in the Combat.

  • If the Break Test is failed, the unit is considered Broken and Shaken, and will attempt to flee from the Combat.

Remember that modifiers are limited for units that are Steady or Steady and Solid. Determine this again before rolling Break Tests.
/subsection{take_break_test}/subsection{determine_who_breaks_or_pursues}/subsection{unfreeze_unit_boundaries}/subsection{move_broken_units}/subsection{pursue_moves}