Perform Melee Attacks

(Rule)
Description: h2 class='ruleTitle'>Set Agility Order
The order in which Melee Attacks are performed is determined before any attacks take place. This order is known as the Agility Order and is based on the Agility of the attacking models. The highest Agility attacks are resolved first, followed by lower Agility attacks.

Once the Agility Order is set, it remains unchanged for the entire Round of Combat.

Charging Momentum

Charging models gain +1 Agility.
h2 class='ruleTitle'>Resolve Attacks
Resolve Melee Attacks from models in the Combat, in descending Agility order. For each attack, follow the Attack Sequence as defined in the Attacks chapter. This includes models from both sides involved in the Combat.

h2 class='ruleTitle'>Which Models can Attack
During the Melee Phase, models that are in contact with an enemy Unit Boundary when their designated Agility Step is reached must attack, as long as they are still on the Battlefield.

Restricted Attacks

The rules for Restricted attack are used for Standard Melee Attacks in two circumstances:

  • Supporting Attacks: Models in the second rank can use Standard Melee Attacks against enemies across models in the first rank, directly in front of them, i.e. only against models engaged with the front facing of their unit.

  • Flank and Rear: Restricted Attacks are used if a model allocated Standard Melee Attacks against an enemy that is engaged with its Flank or Rear Facing.

When a model intends to allocate any of its Standard Melee Attacks as Restricted Attacks, then the maximum number of Standard Melee Attacks it (all its model parts together) can make is always set to a maximum equal to its Height.

If the model has multiple model parts (see Models and Units in the Definitions and Terminology chapter), its owner may decide which attacks from what model part or parts are used, as long as the total number of attacks for the combined model does not exceed its Height.

For example, a Height 2 model consisting of a knight (Att 2) on a horse (Att 1) is making Supporting Attacks. This model can only perform 2 Standard Melee Attacks, and choses to first perform one attack with the knight, and then at a lower agility step one attack with the horse.

Fighting over gaps

Models are considered to be in contact with each other across gaps in either their formation or due to units not perfectly aligned with each other while Engaged in Combat.

To see if they are in contact, extend their bases in the direction of the facing the unit is Engaged in. If this contacts an enemy model, in the Facing it is engaged with, both models are considered to be in contact with each other. The base cannot be extended past Impassable Terrain or a Unit Boundary belonging to a different unit.

See images below for examples.

\ Fighting over Gaps. - Left panel: Gaps in the unit formation. Models from the blue and red units are considered to be in contact over the gap indicated by the arrows a, b, and c.\
- Right panel: Imperfectly aligned units. Units not perfectly aligned, but still blue and red units are considered to be in contact over the gap indicated by the arrows d and e.
h2 class='ruleTitle'>Allocating Attacks
When Allocating Melee Attacks, each attack must choose a target. All attacks of the given Agility Step should be allocated before determining the number of hits.

Viable targets are:

  • Rank-and-File models in any Unit Boundary (see Models and Units in the Definitions and Terminology chapter) that the attacker is in contact with.

  • Any Attachable Model that the attacker is in contact with.

If a model is making Supporting Attacks, it can allocate its attacks as if it was in the first rank of the unit, in the same file.

h2 class='ruleTitle'>Standard Melee Attacks
Standard Melee Attacks

The most common type of attack in the Melee Phase is the Standard Melee Attack, which all models can perform provided they have an Attack Value on their profile (see Characteristic Profiles in the Definitions and Terminology chapter). To resolve these attacks, roll a number of D6 equal to the Attack Value of the attacking model part. This roll is called a to-hit roll.

Compare the attacking model part's Offensive Skill with the target model's Defensive Skill and consult the table below for the needed dice roll to score a successful hit. A natural roll of ‘1’ is always a failure, and a natural roll of ‘6’ is always a success. Both tables present the same relation, visualised in different ways.

Offensive Skill -
Defensive Skill
Needed roll to hit
4 or more 2+
1 to 3 3+
-3 to 0 4+
-4 or less 5+


Once you have determined the number of hits, follow the Attack Sequence, using the Strength, Armour Penetration, and on the profile of the attacking model part, potentially modified by things like Weapon, Spells and Model Rules.

Non-Standard Melee Attacks

Attacks that do not fall under the category of Standard Melee Attacks, have their own specific rules for determining the number of hits, as well as the Strength, Armour Penetration, and additional rules to use.

Off 1 Off 2 Off 3 Off 4 Off 5 Off 6 Off 7 Off 8 Off 9 Off 10
Def 1 4+ 3+ 3+ 3+ 2+ 2+ 2+ 2+ 2+ 2+
Def 2 4+ 4+ 3+ 3+ 3+ 2+ 2+ 2+ 2+ 2+
Def 3 4+ 4+ 4+ 3+ 3+ 3+ 2+ 2+ 2+ 2+
Def 4 4+ 4+ 4+ 4+ 3+ 3+ 3+ 2+ 2+ 2+
Def 5 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 2+ 2+
Def 6 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 2+
Def 7 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+
Def 8 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+
Def 9 5+ 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+
Def 10 5+ 5+ 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+


In the attack sequence, the first step is to determine the target. This involves selecting the unit to attack, and which models in the unit to target. This works slightly differently for Ranged Attacks than for Melee Attacks.

For Melee Attacks, if several attacks (such as from models in the same unit) attack simultaneously, each attack may be Allocated towards a different target. When targeting specific models inside a unit, the following restrictions apply:

  • The Rank-and-file models in the unit can always be chosen as the target.

If there are no Rank-and-file models in the unit, then any model may be chosen as the target.

  • Melee Attacks can select Attachable Models joined to the unit as the target if they are in contact with the attacker, including Support Attacks. See Melee Phase for details.

For Ranged Attacks , all simultaneous attacks from the same unit must select the same unit as their target, but may allocate Attacks towards different Health Pools within the unit under certain circumstances:


  • The Rank-and-File models in the unit can always be chosen as the target. If there are no Rank-and-File models in the unit, then any model may be chosen as the target.

  • Ranged Attacks can target Attachable Models joined to a unit as the target if they are either:

  • A different Height than the Rank-and-File models in the unit.

  • In a unit with fewer than 5 Rank-and-File models in the unit (or 3 if they are of Height 3 or above).

In cases where not all models of a Health Pool have the same relevant Characteristics or rules (such as different Resilience values or different saves), use the value or rules of the largest fraction of the Health Pool's models, and apply them to all rolls (to-hit, to-wound, saves). In case of a tie, the attacker chooses which fraction to use.

In cases where a single attack or effect is multiplied into several hits, repeat the attack allocation step once it has been established how many hits are scored. At least one hit must still be allocated towards the original target. For example, you cast a spell that causes D6 hits, targeting an enemy unit. When resolving the spell effect you roll a '4' on the number of hits. These hits are now Allocated to the Health Pools in the unit, either the Rank-and-File models, or Attachable Models meeting the criteria listed above.