Hey, Old World enthusiasts! We’re diving into the nitty-gritty of combat, and it’s about to get grim – swords clashing, pikes shouldering, and all that jazz. Get ready for the Combat phase breakdown!
First off, you choose your combat – it’s like picking your battlefield dance floor. The engaged units duke it out in ranks, but here’s the twist – wider ranks mean more attacks. It’s like a medieval mosh pit, and you want your troops up front and center.
Initiative is the name of the game – who strikes first? It’s like a dance-off where the one with the slickest moves goes first. Charging and flanking get you bonus points. But hold up, Weapon Skill is back! Higher WS means better chances to hit, and we’ve got the classic To Hit Chart making a comeback. Goblins, beware – that Bretonnian Duke is coming for you.
Roll those dice for attacks, wound rolls, and armor saves. Casualties drop from the back ranks like they’re stepping up to the frontlines. Calculate the Combat Result – it’s not just about body count; you get bonuses for high ground, standard bearers, and flanking. Who’s the real MVP now?
If it’s a draw, the combat continues, but if someone takes a beating, it’s Break Test time. It’s not just about Leadership; you calculate the Combat Result to see who’s victorious. Break, Fall Back, or Give Ground – tough choices, my friend.
And hold onto your swords because when you win, there are choices – Restrain, Follow Up, Pursue, or go full throttle with Overrun. The tactics are endless, especially with heavy cavalry licking their lips at the prospect of a fresh charge.
Wizards get in on the action with Assailment spells, and barricades give extra protection. Morale and Psychology are up next – Fear, Terror, and all that juicy stuff.
In the Old World, combat isn’t just swinging blades; it’s a strategic dance where every move counts. So, who’s ready to lead their troops to victory? The battlefield awaits, and it’s about to get legendary!
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