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Any combats that the players feel would be interesting games can be played out as WH40K games. Any others can be settled with the following system:
- Each player rolls one die for each platoon they have in combat and declares if they are rolling for attack or defense.
(Artillery gets +2 to all combat rolls unless combat is in forest, in which case it's -1)
(Cavalry gets +1 to attack rolls)
(Defending armies add +1 to their defense rolls)
(Fortified armies add +1 to defense rolls)
(Armies in a mountain hex gain +1 on defense rolls)
(Damaged platoons subtract –1 from their rolls)
(FUBAR platoons automatically roll 1’s)
(Cavalry may not roll combat dice in Mountains & Woods)
(Platoons that are out of supply subtract –1 from all rolls)
- add up each side’s total attack and defense values; subtract one player’s attack from the other’s defense. This is the Battle Damage number.
- Divide the Battle Damage number by six, rounding down. This is the number of hits that need to be distributed amoung the participating platoons. A hit moves a platoon one notch down the damage scale. A hit on a unit that is FUBAR forces it to withdraw immediately.
Players distribute hits onto their own forces as they see fit. If a player is unable to assign all the hits, then all platoons make an additional withdraw move immediately, and move the victorious player’s armies forward following their vanquished enemy.
If neither side has completely fallen back, determine victory as follows; Once all hits have been distributed determine the victor of the battle by comparing the number of units that have withdrawn on either side. The side that had had the most units fall back must make a leadership check or else withdraw.
If neither side has had more units fall back then victory goes to the side with the greatest Battle Damage number. Loser rolls leadership or withdraws.
Once a victor has been determined, either side may voluntarily withdraw.
Seige
When a garrison is defeated, it will not roll leadership to test for surrender unless all of its units are FUBAR. If the location that is garrisoned has a supply value, it can save up its supply points turn after turn and use them to repair its platoons.
Mission HQ
A player should not usually move its Mission HQ, but if an enemy comes into its hex it may have to fight combat. In this case, treat it as 2 Command Platoons. If the Mission HQ has to move or fight a combat, treat the entire army as being out-of-supply until the Mission HQ spends an entire turn without movement or combat.
If the Mission HQ is forced to surrender, the losing player may concede the game if they wish, or fight on without a chain of supply. See notes at end for details.
by Dylan - October 29, 2001
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