Round of Combat Sequence

(Rule)
Description: Each Round of Combat is divided into the following steps:

1 - Start of the Round of Combat

2 - Choose a weapon
(see Close Combat Weapons)

3 - Make Way (see Characters)

4 - Issue and accept Duels (see )

5 - Determine the Initiative Order

6 - Roll Melee Attacks, starting with the first Initiative Step:

• Allocate attacks

• Roll to hit, to wound, saves, and remove casualties

• Repeat 1. and 2. for the next Initiative Step



7 - Calculate which side wins the Round of Combat. Losers roll Break Tests

8 - Roll Panic Tests for units within 6" of friendly Broken units

9 - Decide to Restrain or to Pursue

10 - Roll Flee Distances

11 - Roll Pursuit Distances

12 - Move Fleeing units

13 - Move Pursuing units

14 - Post-Combat Pivots and Post-Combat Reforms

15 - Combat Reforms

16 - End of the Round of Combat. Proceed to the next combat

Initiative Order

Melee Attacks are performed in Rounds of Combat during the Melee Phase. All Melee Attacks have a specific Agility value that corresponds to the Agility of their model part, unless specifically stated otherwise (such as Impact Hits or Crush Attacks).
Each Round of Combat is fought in a strict striking order, referred to as Initiative Order. The Initiative Order in a combat is determined immediately before any attacks are made. Take into account all modifiers that affect the Agility of attacks that may be performed in this Round of Combat. Once the Initiative Order has been determined for a Round of Combat, it cannot be changed by effects that alter the Agility of attacks during that Round of Combat. The order starts at Initiative Step 10 with all attacks with Agility 10, and is resolved downwards to Initiative Step 0 with all attacks with Agility 0 or less.
At each Initiative Step, all attacks from this step that meet the necessary requirements (see which_models_can_attack, below) strike simultaneously.

Charging Momentum

Charging models gain +1 Agility.

Which Models can Attack

Models in base contact with an enemy attack during their Initiative Step (remember that models are considered to be in base contact across gaps: see ). Models from both sides attack in each player's Melee Phase.

Supporting Attacks

Models in the second rank and not in base contact with any enemy models can perform Close Combat Attacks across models in the first rank directly in front of them. These Close Combat Attacks are called Supporting Attacks. A model part that performs Supporting Attacks always has a maximum Attack Value of X, where X is defined by the Height of the model (see ).


0.76
../pics/empty_gaps.pdf_tex
Which models can attack?Models colour-coded with a darker shade can all strike. Models with a bold frame count as being in base contact with an enemy; note that models are considered to be in base contact across gaps. Models colour-coded with a lighter shade cannot make Supporting Attacks.
Unit C is in Line Formation and thus both the second and third rank can make Supporting Attacks. Unit B is not Engaged in its Front Facing; its models cannot make Supporting Attacks to their Flank or Rear; they could only strike across the first rank.

Allocating Attacks

At each Initiative Step, before any attacks are rolled, Close Combat Attacks must first be allocated towards enemy models. If a model is in base contact with more than one enemy model, it can choose which model to attack. Attacks can be allocated towards models with different Health Pools, i.e. R&F models, Champions, and Characters (see ). The number of Close Combat Attacks a model can make is equal to its Attack Value, which can be modified by equipment, Attack Attributes, spells, etc. If a model has an Attack Value above 1, it can allocate its Close Combat Attacks towards different enemy models in base contact. 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). Allocate all attacks at each Initiative Step before making any to-hit rolls.

Swirling Melee

R&F models Engaged in Combat may be in positions in the unit where, based on the general rules for allocating attacks, they can either:

• Allocate attacks (including Supporting Attacks) only towards enemy Characters or Champions

• Not allocate any attacks at all due to enemy models fighting a Duel

Such models may elect to allocate their Close Combat Attacks towards non-Champion R&F models of the same unit instead, exactly as if these R&F models were in the position of the enemy Character or Champion. Note that Swirling Melee cannot be used by Characters.

Figure figure/allocate_attacks illustrates how attacks can be allocated in a complex case.

0.95
../pics/allocate_attacks.pdf_tex
Example for allocating attacks.The Champion of unit B (Ch) and Character C_2 are locked in a Duel (indicated by the chess pattern). This means that they can only allocate attacks towards each other. The magenta and green models can allocate attacks towards the R&F models of the other unit. The models with a bold frame can allocate attacks towards Characters/Champions. The models in fainter colours with dashed frames cannot attack at all. Character C_1 cannot attack because the only model it is in base contact with is a Champion that is locked in a Duel. If C_1 was a R&F model, it could allocate attacks towards the magenta R&F models.

Rolling to Hit

tocsectionRolling to Hitpage

Roll a D6 for each Close Combat Attack, referred to as to-hit rolls. The needed roll to hit the target is determined by the difference between the Offensive Skill of the attacking model part and the Defensive Skill of the model the attack was allocated towards. See table table/close_combat_to_hit_table below.
To-hit modifiers can alter this to-hit roll. Close Combat to-hit rolls that are modified to hit on better than 2+ always fail on a natural roll of ‘1’, while they are always successful on a natural roll of ‘6’ even if they are modified beyond 6+.
Example: a model has Offensive Skill 3, Attack Value 2, and is equipped with Paired Weapons, which gives it a total of 3 attacks. The model may allocate two attacks towards a model with Defensive Skill 2, which hit on 3+, and one towards a model with Defensive Skill 8, which hits on 5+.

Once you have determined the number of hits, follow the Attack Sequence rules (page attack_sequence).


Offensive Skill
minus
Defensive Skill
: Needed roll
to hit

4 or more : 2+
1 to 3 : 3+
0 to −3 : 4+
−4 to −7 : 5+
−8 or less : 6+


Close combat to-hit table.

Losing Base Contact

Removing casualties may cause units to lose base contact with their foe. When this happens, units are nudged back into combat after removing all casualties caused by simultaneous attacks using the following procedure:


• The unit that is going to lose base contact while not suffering casualties is moved the minimum amount needed to keep it in base contact. If there is no such unit, the Active Player's unit counts as such for this purpose.

• If this will not bring the units back into contact, move the unit suffering casualties the minimum amount needed to keep it in base contact instead.

A nudged unit can only be moved in a straight line forwards, backwards, to either side, or a combination of two of these directions (first one, then the other). Units that are in base contact with other enemy units can never be nudged in this way. Nudged units cannot move through the Unit Boundary of other units or Impassable Terrain. They also cannot move into base contact with enemy units that they were not in base contact with before the nudge move, but they are allowed to move within 1" of the Unit Boundary of other units Engaged in the same Combat. Nudge moves cannot be used to change the Facing in which any unit is fighting (which means that if the unit was Engaged in the Flank before the nudge move, this must still be true after the nudge move). If several friendly units lose base contact at the same time, move them in the order that allows the maximum number of units to stay in combat. If this number is equal, the Active Player decides the order. Note that either unit still can only be moved the minimum amount needed to keep it in contact, even if this prevents another unit from being nudged back into combat.If nudging either unit does not manage to bring the units back into contact with each other, the unit Drops out of Combat. Any units that are no longer Engaged in Combat follow the rules given under .