Once all the models engaged in the combat have fought, this concludes what we call a 'combat round' or 'round of melee combat'.
Now you must determine which side has won. Inflicting casualties plays a huge part in seizing victory, but other factors, such as the sheer mass of a unit, the momentum of a charge and fighting downhill, can also prove to be telling.
To calculate which side has won the combat, we first need to work out each side's
Combat Result score. We determine
Combat Result score by adding up the following bonuses:
1. Wounds Inflicted
+1 Combat Result for each wound inflicted.
Inflicting wounds on the foe is an important factor when determining the
Combat Result – perhaps the most important. Each side's basic
Combat Result is equal to the
unsaved wounds caused in the combat. It's important to tally up the number of wounds, rather than the number of casualties – most characters and monsters have more than one wound and it can take several rounds of combat to slay them. But also, if your armor keeps you from being wounded, that isn't a wound inflicted upon you (you are still standing, right?) and so would not be counted.
Attacks that kill a model outright (made with a
Killing Blow, say – see
Special Rules) score the same amount of
Wounds as the slain model has on its profile.
Note that models with multiple
Wounds on their profile (like an Ogre with W3 or a hero) that have taken damage in a previous phase or turn only count for the number of wounds inflicted during this phase for the purposes of determining the
Combat Result.
2. Charge!
+1 Combat Result if the unit charged.
The momentum of a charge can give your unit a much-needed boost when breaking the spirit of your enemy. If your unit charged this turn, it receives +1
Combat Result.
3. Ranks
+1 Combat Result for each extra rank with at least five models (beyond the front rank), to a maximum of +3.
The extra ranks of a unit's formation are not solely there to provide replacements to the fighting rank – they push the front rank forward and this momentum can swing a fight all by itself.
If your unit's formation is at least five models wide, you can claim a bonus of +1
Combat Result for each extra rank of five or more models behind the fighting rank, at the end of the fight, up to a maximum of +3.
Note that this bonus can be claimed for an incomplete rear rank, as long as there are five models in it.
3.5 Disruption
A unit does not receive
Combat Result points for extra ranks as long as it is disrupted. A unit is disrupted if an enemy is attacking it in the flank or rear, and that enemy unit has two or more ranks of at least five models (including the front rank) or the total
Unit Strength of the enemy unit is 10 or higher. Smaller units are assumed to have insufficient mass to cause disruption.
Sometimes, an enemy unit will begin the round of melee combat with enough ranks or US to cause disruption, but takes enough casualties so that it no longer has two or more ranks of five or more models or a total unit strength of less than 10. In this case, it can no longer disrupt the unit it is fighting and the extra ranks are counted as normal.
If, after a round of combat, your unit reforms to face the enemy in your flank or rear, you are no longer disrupted unless charged by a new unit.
4. Banners
+1 Combat Result for a standard bearer.
Most troops fight all the harder beneath the colours or symbols of their city, nation, tribe or god. If your unit includes a standard bearer, it receives +1
Combat Result.
4.5 Battle Standard Bearer
+1 Combat Result if the unit includes your army's Battle Standard Bearer.
Troops fight harder under the personal banner of their lord or general. Therefore, if your unit includes a battle standard, it receives +1
Combat Result, cumulative with any bonus for a 'normal' standard. See the
Characters section for more about battle standards.
5. Flank & Rear Attacks
+1 Combat Result if your unit is fighting the enemy unit's flank. +2 Combat Result if your unit is fighting the enemy unit's rear.
Fighting a foe in the flank or rear is a great advantage. Your enemy has been caught off guard by the sudden appearance of your forces, or is surrounded and pressed on multiple sides. The enemy warriors struggle to turn to combat their attackers. All of this takes a psychological toll on the unit involved. Therefore, if your unit is fighting the enemy in the flank, it receives +1
Combat Result. Even more demoralizing to be caught from behind, if your unit is fighting the enemy in the rear, it receives +2
Combat Result. Remember that if your unit has two or more ranks of at least five models, it's likely to disrupt the enemy formation as well (see
Disruption, above).
6. The High Ground
+1 Combat Result if the unit charged downhill.
The added momentum gained when charging downhill puts even more pressure on your enemy and is a significant advantage. Therefore, if your unit charged and the majority of the models in your unit began the turn higher up than the enemy unit that was charged, you receive +1
Combat Result.
7. Overkill In A Challenge
+1 Combat Result per excess wound caused in a challenge, to a maximum of +5.
When a unit sees their enemy's best fighter cut to ribbons, the carnage most definitely influences their will to fight. If a character fighting in a challenge kills his opponent and scores more wounds than his enemy has remaining, then each excess wound scores +1
Combat Result, up to a maximum of +5.
Challenges are a special type of melee combat performed only by characters and unit champions, and are covered in more detail in the
Characters section.
Determine The Winner
Once both sides have calculated their Combat Result, compare scores. The player with the higher score wins. If both sides have the same score, it could be a tie. In case of a tie, the most common tie-breaker are unit
Musicians. If your side has one or more
Musicians, you get +1
Combat Result. If your opponent also has one or more
Musicians, they also get +1 and thus cancel each other out.
Musicians, like
Standard Bearers, are discussed further in the
Unit Rules section.
Massacre!
Of course, if one side has been completely wiped out in the fight, the other side is automatically the winner. Unlike when your opponent breaks and retreats, when you completely wipe out the enemy unit you automatically pass your test to restrain from pursuit and you may reform. If you charged this turn, you can choose to Overrun. Both of these are described in the
Flee & Pursue section.
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