Difference between revisions of "Rules: Mass Combat"

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(Created page with "Notes taken from "BattleSystem Fantasy Combat Supplement" # Sequence of Play ## Initiative Phase ## Initial Missile Phase ## Movement Phase ## Missile and Magic Phase ### Mag...")
 
 
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Notes taken from "BattleSystem Fantasy Combat Supplement"
 
Notes taken from "BattleSystem Fantasy Combat Supplement"
  
# Sequence of Play
+
#Sequence of Play
 
## Initiative Phase
 
## Initiative Phase
 
## Initial Missile Phase
 
## Initial Missile Phase
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### Individual Combat, Unit Combat
 
### Individual Combat, Unit Combat
 
## End of Round Phase
 
## End of Round Phase
# Counters, Scale and Unit Organization
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#* Counters, Scale and Unit Organization
## Types of Units
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#** Types of Units - Individuals, Regular Units, Skirmishers, Mobs, Special
### Individuals, Regular Units, Skirmishers, Mobs, Special
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#* Army Roster Sheets
#Cases
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#** Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities
## Army Roster Sheets
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#*Morale
### Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities
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#** Check Morale immediately when:  25% losses, 50% losses, any losses after suffering 50% losses, losses due to magic, commander loss, contact with Awesome foe, skirmish unit in melee, other
#Morale
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#*** Success - no adverse effect.  Failure - Closed Formation = Break unit into open formation.  Open, Skirmish or Mob Formation = Rout
## Check Morale immediately when:  25% losses, 50% losses, any losses after suffering 50% losses, losses due to magic, commander loss, contact with Awesome foe, skirmish unit in melee, other
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#* Discipline
### Success - no adverse effect.  Failure - Closed Formation = Break unit into open formation.  Open, Skirmish or Mob Formation = Rout
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#* Command
## Discipline
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#** Command Radius, Must have Commander in Command Radius to use Closed Formation, Command can rally Routed units
## Command
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### Command Radius, Must have Commander in Command Radius to use Closed Formation, Command can rally Routed units
 
 
# Initiative Phase
 
# Initiative Phase
 
# Rally Phase
 
# Rally Phase

Latest revision as of 15:48, 19 April 2019

Notes taken from "BattleSystem Fantasy Combat Supplement"

  1. Sequence of Play
    1. Initiative Phase
    2. Initial Missile Phase
    3. Movement Phase
    4. Missile and Magic Phase
      1. Magic, Missile, Artillery
    5. Melee Phase
      1. Individual Combat, Unit Combat
    6. End of Round Phase
    • Counters, Scale and Unit Organization
      • Types of Units - Individuals, Regular Units, Skirmishers, Mobs, Special
    • Army Roster Sheets
      • Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities
    • Morale
      • Check Morale immediately when: 25% losses, 50% losses, any losses after suffering 50% losses, losses due to magic, commander loss, contact with Awesome foe, skirmish unit in melee, other
        • Success - no adverse effect. Failure - Closed Formation = Break unit into open formation. Open, Skirmish or Mob Formation = Rout
    • Discipline
    • Command
      • Command Radius, Must have Commander in Command Radius to use Closed Formation, Command can rally Routed units
  1. Initiative Phase
  2. Rally Phase
    1. Limited options first part of Rally, Failure to Rally, unit continue to route.
  3. Movement Phase
    1. Formations - Closed, Open, Skirmish, Mob
      1. Closed - Base to Base, Open - Spaced apart, Mob - Circular/Square mass
      2. Movement - Change Direction (Skirmish units can change direction as part of movement, other units pay a movement cost based on amount of direction change)
      3. Fighting Withdrawal
      4. Forced March
      5. Charge
      6. Routing
  4. Melee Phase