Rules: Mass Combat
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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
- 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
- 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