| Windspirit |
I#m not very clear on how this all is working.
let's assume you have one armie each side on the battle board. When does the range attach come in?
Lets say both armies have speed 1, but only one has ranged. It would be possible for the army with range to avoid melee and take out the other one just by using ranged combat, right?
Also what about range? Flying armies vs. ground armies?
Maybe I'm thinking to much in regards of table-top here, but how would a typical mass combat work out on a turn -by-turn base.
Can someone post an example pls.
| Maester Jun Ixnar |
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I've got some experience with this in a campaign I'm playing in at the moment, so I will try to elaborate.
The Army rules make a few assumptions.
1) They assume, first off, that you are using the Kingdom Building rules in Ultimate Campaign. So, speed is measured in kingdom hexes, or 12 miles a day, assuming 30 feet traveled per round. See the Core Rulebook for overland travel; that's where the movement speeds are derived.
2) Each Army consists of many individual characters; for the sake of brevity, it is assumed they are all the same race & class, have the same equipment, etc.
3) When two armies fight, it can be surmised that they meet on a field of battle somewhere inside a kingdom hex or on the border between two hexes. Where they actually fight is relevant because there are some situational modifiers that can be applied.
Ranged armies can attack during once during a ranged phase, which occurs before the repeated grind-the-other-guy-to-death melee phases. I'll make this more clear in the example you asked for below.
So, here's an example of how ranged phases work.
The 1st Infantry and 1st Long-guns Armies are fighting against a much larger skeleton Army. 1st Infantry is a Medium Army of level 1 human fighters, and they have no ranged capability to speak of. (OM +0, DV 10, Morale +2, HP 2.) 1st Long-guns is a Medium Army made up of level 2 elven gunslingers with rifles. (OM +1, DV 13, Morale +4, HP 5, ranged.) The skeletons are a Huge Army of typical human skeletons. (OM +3, DV 13, HP 13, mindless.)
The first phase is tactics. The skeletons are mindless, so all they can use is standard tactics. Their OM and DV remains the same. 1st Long-guns decides to start with the Sniper Support tactic, which gives an extra 2 points of damage during a successful Melee phase. The 1st Infantry realizes they are heavily outclassed and opt for Full Defense tactics. Their stats are now OM -4, DV 14, HP 2.
Now comes the ranged phase. The skeletons and 1st Infantry have no ranged capability, so they can't do anything right now. The 1st Long-guns, however, have rifles and the skills to use them. The 1st Long-guns roll 1d20 + their OM and get a 17. 17 - the skeleton army's DV (17 - 13) is 4. The skeleton Army takes 4 points of damage.
Everyone gets to attack on the melee phase, and all of the armies elect a standard strategy, so there are no additional modifiers. The 1st Long-guns opts to stay in melee range, while the skeletons - being mindless - decide to attack the ones who hurt them the most, the 1st Long-guns.
The 1st Infantry decides to switch to the Expert Flankers tactic before attacking. This requires a DC15 Morale check, which the player easily makes. The 1st Infantry now has the following stats: OM +2, DV 8, Morale +4, HP 2.
Now everyone attacks at the same time. 1st Infantry rolls a 12 on his attack, not enough to damage the skeleton Army. The 1st Long-guns rolls well again and gets a 20 on the attack roll. The Skeleton Army takes 7 damage, plus 2 for the sniper support tactic, for a total of 9 damage.
The Skeleton Army now has zero HP. However, since all attacks during a phase happen simultaneously, the Skeleton Army gets a parting shot at the pesky elves. The Skeleton Army rolls a 14 on their attack; the 1st Long-guns take 1 point of damage.
If the 1st Long-guns had opted to withdraw and made the opposed Morale check to do so, it could take a ranged attack, and the skeletons would not be able to retaliate in kind. If the opposed Morale check had failed, the skeletons would get a free attack against the 1st Long-guns. To make it worse. the 1st Long-guns have a -2 penalty to OM and DV for this phase.
If the 1st Long-guns had flight capability in the previous example, the skeletons would still be able to attack during the first melee phase when the 1st Long-guns attacked them. However, if the 1st Long-guns decided to not attack during the second melee phase, the skeletons would not be able to attack the 1st Long-guns in a melee phase unless they could fly as well. Even ranged weapons would not help.
Does that help?