Difference between revisions of "Rules: Mass Combat"
Jump to navigation
Jump to search
Line 11: | Line 11: | ||
## End of Round Phase | ## End of Round Phase | ||
#* Counters, Scale and Unit Organization | #* Counters, Scale and Unit Organization | ||
− | # | + | #** Types of Units |
− | # | + | #*** Individuals, Regular Units, Skirmishers, Mobs, Special |
#* Cases | #* Cases | ||
#** Army Roster Sheets | #** Army Roster Sheets | ||
#*** Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities | #*** Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities | ||
#*Morale | #*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 |
# Initiative Phase | # Initiative Phase | ||
# Rally Phase | # Rally Phase |
Revision as of 15:45, 19 April 2019
Notes taken from "BattleSystem Fantasy Combat Supplement"
- Sequence of Play
- Initiative Phase
- Initial Missile Phase
- Movement Phase
- Missile and Magic Phase
- Magic, Missile, Artillery
- Melee Phase
- Individual Combat, Unit Combat
- End of Round Phase
- Counters, Scale and Unit Organization
- Types of Units
- Individuals, Regular Units, Skirmishers, Mobs, Special
- Types of Units
- Cases
- Army Roster Sheets
- Unit Name, Unit Type, AC, HD, Movement, Attack Rating, Morale Base, Discipline, Saving Throws, Weapons (type and damage), Special Abilities
- Army Roster Sheets
- 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
- 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
- Discipline
- Command
- Command Radius, Must have Commander in Command Radius to use Closed Formation, Command can rally Routed units
- Initiative Phase
- Rally Phase
- Limited options first part of Rally, Failure to Rally, unit continue to route.
- Movement Phase
- Formations - Closed, Open, Skirmish, Mob
- Closed - Base to Base, Open - Spaced apart, Mob - Circular/Square mass
- Movement - Change Direction (Skirmish units can change direction as part of movement, other units pay a movement cost based on amount of direction change)
- Fighting Withdrawal
- Forced March
- Charge
- Routing
- Formations - Closed, Open, Skirmish, Mob
- Melee Phase