Introduction to Warpspawn Games



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ATTACK PHASE


You may make up to as many attacks per turn, as the command rating of your army commander.

You may chose to fire attack or melee attack. The respective values are used.

Your battalions are the attackers.

Your opponent's battalions are the defenders.

To attack, flip the top card of one of your stacks face up.

Your opponent flips the card in his line opposite to it over.

Both players roll two ten-sided dice. These are called the Attack rolls.

Add combat modifier (fire or melee) to die roll and compare the

difference between the 2 rolls.

Apply the result as follows:

(Attacker to Defender)

Difference: Result:

+11 or greater Defender eliminated, morale check for other battalions in stack

+6 Defender Routs

+3 Defender Shaken

0 Both Battalion cards take immediate morale check.

Battalion Shaken if test failed

-3 Attacker Shaken

-6 Attacker Routs

-11 or worse Attacker eliminated, morale check for other battalions in stack

In fire attacks, attacker takes no negative effects, if defenders fire value = 0.

NOTES


Card eliminated - remove card from play

Card Routs - place card in discard pile

Card Shaken - turn card through 900 Card now fights with -3 modifier.

SUPPORT


One battalion in the same stack as the attacker/defender can provide support to

the battling card. Add +3 to the respective die roll. If the supported card

is eliminated, the supporter routs. If the supported card is routed, the supporter

is shaken. A Shaken card cannot offer support and fights with -3.


INFANTRY VS CAVALRY


Infantry cannot melee-attack cavalry. Both cards are placed at the bottom of their stacks,

and the attack counts against the number of attacks that turn.

When infantry fire-attacks cavalry, the cavalry can avoid the attack by rolling equal or

less then their training value. If they pass, they ride away (move to an adjacent stack),

If they fail, they are blown.

Alternatively Cavalry can try to melee-attack the infantry by rolling equal or

less than their moral value. If they pass, its a melee with the cavalry as attacker.

If they fail, they are shaken and fire-fight with the negative modifier.


FORMING SQUARE


When cavalry attack infantry, before the combat is resolved, the infantry must attempt

to form square. This is accomplished by the infantry rolling equal or

less than their training

value with 2D6 (e.g. for a French line infantry card to form

square, it must roll a 7 or less.).

If the infantry form square, they fight the combat at +6. If they fail to form

square, the cavalry fight the combat at +6.

The cavalry have a chance to abort the attack if the infantry form square by rolling

less than their training value with 2D6 (e.g. for a French Hussar Regiment to

abort an attack on a square, it must roll a 7 or less).

If this roll is achieved, they can “ride around”

the square and not attack it. This counts against the number of attacks that can be

made that turn. If the cavalry fail this roll, they must attack the square.

CAVALRY


Cavalry are considered Blown following an attack, or after defense against

opposing Cavalry. Place a Blown marker on the card. The Blown status

remains until removed by a successful Training Check. The first opportunity for a

Training Check to remove Blown status is the Morale Phase in your next turn, i.e.

not your current turn. Blown cavalry may not move, attack or support, when

attacked they fight with -5.


ARTILLERY


When Artillery attacks, the opposing fire value =0.

Artillery cannot be eliminated, routed, or shaken when Fire-ATTACKING Infantry and

Cavalry, ie, ignore all -ve combat results.

Arty can not melee-attack.

Arty can not attack, when just moved.

HORSE ARTILLERY


As artillery EXCEPT they can attack the turn they moved.

NOTES


Destroyed battalions are removed from play.

Surviving battalions are placed face down on the bottom of their stack.

Tactics cards that modify the Attack roll are played before the roll is made.

Tactics cards are discarded immediately when played (to the discard pile).


FLANK ATTACKS


If you destroy all the cards in one of your opponents stacks, the battalions in

your stack facing the empty stack get to flank attack the enemy stacks adjacent

to the empty stack.

Battalions making Flank attacks are +4 to their Attack roll, but may not attack

the enemy reserve stack.

Cavalry regiments making Flank attacks are +7 to their

Attack roll (melee-attacks only) and may attack any enemy stack.

Artillery cards do not gain the bonus, although they may Flank Attack.


MORALE PHASE


(Simultaneous)

Every time you destroy an opposing battalion all other units in the

stack must take a morale check by rolling 1D10.

To pass a moral check, the player must roll the units moral value or less.

Any card that routs is placed in

the Discard Pile. Any card that routs as a consequence of a failed moral check results

in a further +1 to the moral check of any remaining cards in the stack who have yet

to test. This modifier is cumulative.

Morale checks are done in stack order, ie top card first, then next down, etc, etc.

If a Guard unit (GI, GLI, GC or GLC) is eliminated, any adjacent stack

(in addition to the normal moral check for the elimination of a unit), must take a

morale check. If the Guard are routed, the stack from which they routed must

take a morale check.

Shaken cards can be “revived” by a successful morale check

(turn them back through 900). All shaken cards can test in this phase.

If a Shaken card is to be “revived” in the presence of a Commander card,

the commander adds his command rating to the moral value of the unit.

A General can add this rating only once per turn.




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