Before the Battle
One Army will be considered the Attacker, as described in Settlement Conquest.
There are two types of Battle: Settlement Attacks and Field Attacks.
When referring to Leadership, this is the Leadership of the character leading the Army.
When referring to Supply Value, this is 1 per 1000 points in the Army, -100 points per unit of Skirmishers (to a minimum of 1000).
Advantages, Threats, Triumphs, Despairs
a/h: one Unit in the Enemy Army chosen by the opponent is destroyed - roll on the table under Recovery after the battle.
aa/hh: one Unit in the Enemy Army chosen by the player is destroyed - roll on the table under Recovery after the battle.
aaa/hhh: one Character in the Enemy Army chosen by the opponent is a casualty - roll on the table under Recovery after the battle.
t/d: one Character in the Enemy Army chosen by the player is a casualty - roll on the table under Recovery after the battle.
Settlement Attacks
Phase 1 - Scouting
If the Defender had a higher Strategy Value than the Attacker
They roll a Leadership test, modified as follows:
Upgraded once if they have more Units of Skirmishers than the Attacker;
Upgraded a second time if they have twice as many Units of Skirmishers as the Attacker;
Automatically succeeding if they have three times as many Units of Skirmishers as the Attacker, more Units of Skirmishers than the Attacker has Units in their Army, or if the Attacker has no Skirmishers.
the Difficulty is the Leadership of the enemy Army.
If the Defender succeeds they may choose to meet the Enemy Army in the Field, in which case this becomes a Field Attack with the Defenders becoming the Attacker, beginning from the First Engagement Phase with them having won the Scouting Phase. If they do not, for each s or aa, they can choose one Siege Engine or Formation in the Enemy Army to be excluded from the calculation in Phase 2.
If the Attacker had a higher or equal Strategy Value,
They roll a Leadership test, modified as follows:
Upgraded once if they have more Units of Skirmishers than the Defender or than the highest rated Defence Development in the Settlement;
Upgraded a second time if they have twice as many Units of Skirmishers as the Defender or than the highest rated Defence Development in the Settlement;
Automatically succeeding if they have three times as many Units of Skirmishers as the Defender or than the highest rated Defence Development in the Settlement;
The Difficulty is the Leadership of the enemy Army, or the highest rated Defence Development in the Settlement, whichever is higher.
If Attacker succeeds, for each s or aa, they can choose one Development in the settlement to be disabled.
Phase 2 - Initial Assault
The Attacker rolls a Leadership test, modified as follows:
Upgraded once if they have more Siege Engines than the Defender (including Fortifications
Upgraded a second time if twice as many Siege Engines as the Defender (including Fortifications
Upgraded once if they have more Ranged Units than the Defender;
Upgraded a second time if they have twice as many Ranged Units as the Defender;
The Difficulty is the Leadership of the enemy Army, or the highest rated Defence Development in the Settlement.
If the Attacker wins this roll, they continue to Phase 3, otherwise their attack fails and the battle ends.
Phase 3 - Storming the Walls
The Attacker rolls a Leadership test, modified as follows:
Upgraded once for each of the following where they have more than the Defender:
Total Units
Total Formations
Household Knights
Heavy Infantry
Terror
Bodyguard
Elite
Shock
Characters
Upgraded once for each additional s generated in Phase 2.
The Difficulty is the Leadership of the enemy Army, or the highest rated Order Development in the Settlement.
If the Attacker wins this roll, they have siezed control of the settlement, otherwise their attacks fails. Proceed to Phase 4.
Phase 4 - Retreat
The Victor of the previous Phase can choose to Regroup or Pursue. If they Regroup, they add an additional +1 to their Recovery rolls and this Phase ends. Otherwise, they make a Leadership test, modified as follows:
Upgraded once for each additional s or f generated in Phase 3.
For each s or aa they inflict an additional casualty of their choice on the fleeing Army.
Field Attacks
Phase 1 - Scouting
Each player rolls a Leadership test, modified as follows:
Upgraded once if they have more Units of Skirmishers than the Defender;
Upgraded a second time if they have twice as many Units of Skirmishers as the Defender;
The Difficulty is the Leadership of the enemy Army;
If they succeed, for each s or aa, they can choose one Formation in the Enemy Army to be excluded from the next Phase.
Phase 2 - Initial Engagement
Whichever Army rolled highest in the previous Phase rolls a Leadership test, modified as follows:
Upgraded once if they have more Ranged Units than the Defender;
Upgraded a second time if they have twice as many Ranged Units as the Defender;
Upgraded once if they have more Cavalry Units than the Defender;
Upgraded a second time if they have twice as many Cavalry Units as the Defender;
The Difficulty is the Leadership of the enemy Army;
Phase 3 - Full Engagement
Whichever Army rolled highest in the previous Phase rolls a Leadership test, modified as follows:
Upgraded once for each of the following where they have more than the Enemy Army:
Total Units
Total Formations
Household Knights
Heavy Cavalry
Heavy Infantry
Phalanx
Terror
Bodyguard
Elite
Shock
Characters
Upgraded once for each additional s generated in Phase 2.
The Difficulty is the Leadership of the enemy Army.
Phase 4 - Retreat
The Victor of the previous Phase can choose to Regroup or Pursue. If they Regroup, they add an additional +1 to their Recovery rolls and this Phase ends. Otherwise, they make a Leadership test, modified as follows:
Upgraded once for each additional s or f generated in Phase 3.
For each s or aa they inflict an additional casualty of their choice on the fleeing Army.
Comments