Small General manual : Combat

The Basic Principle

The attacker throws three dice (3d6) and adds or subtracts any modifiers and looks up the resulting value on the combat table. If the attacker faces multiple enemy units in a hex the defender will fight with the unit that has the best chance to stand up to the attacker.

Combat table



3d6 Roll +- modifiers Combat Result
3ATT Destroyed
4ATT Loss + Panick
5ATT Loss
6ATT Panick
7ATTLoss
8ATT Shocked
9ATT Disrupted
10no result
11no result
12DEF Disrupted
13DEF Shocked
14DEF Loss
15DEF Retreat + Panick
16DEF Retreat + Loss
17DEF Retreat + Panick + Loss
18DEF Destroyed

Detailed Rules

Artillery Special Rule
The worst dammage artillery can do is giving its target a combat state. Artillery can never cause a loss or destroy result. It can cause retreats, panick, shocked and disrupted results. Furthermore artillery when attacking will never itself suffer any losses. Keep in mind that artillery is vulnerable to attack itself with its defense value of 0.
Retreat Results
Retreats are done in a random direction, but can only be made into a friendly hex. If no friendly hexes are available the unit is destroyed instead.
Experience Growth
Causing disruption give 1 experience point. Causing shocked gives 2 experience points. Causing panick gives +3 experience points. Causing a loss gives +4 experience points. Causing a kill gives +5 experience points. When a unit reaches 5 experience points it gets its first experience level. When a unit reaches 12 experience points it gets its second experience level. When a unit reaches 20 experience points it gets its third experience level. When a unit reaches 30 experience points it gets its fourth and final experience level.

Modifiers and such

Landscape
Attacking units with foot movement in forest gives attack a -1 modifier. Attacking units with foot movement in town gives attack a -2 modifier.
Supply State
If attacker has a supply problem it gives attack a -4 modifier. If defender has a supply proble it gives attack a +2 modifier. If defender is out of supply it gives attack a +6 modifier.
Experience
For level 1 experience the unit gets a +1 modifier in attack. For level 2 experience the unit also gets a -1 modifier in defense. For level 3 experience the unit gets a +2 modifier in attack, and -1 in defense. For level 4 experience the unit gets a +2 modifier on attack and gives a -2 modifier if in defense.
Combat State
If attacker is disrupted it gives attack a -1 modifier. If defender is disrupted it gives attack a +1 modifier. If defender is shocked it gives attack a +2 modifier. If defender is panicked it gives attack a +4 modifier.
Simultaneous Attack
For all attacks so far including this one the hex side is noted down. The more different hex sides are used the better. 2 different hex sides gives +1 modifier to the attack. 3 hex sides +2, etc.. up to 6 hex sides which gives a +5 modifier.
Artillery versus Mechanized
If you attack a unit with mechanized move with artillery it will give a -2 modifier on the attack.
After combat
If no enemy units are left in the hex your unit will automaticly move in. After a unit has participated in combat it will lose all remaining move points.

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