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COURS : LA MATIÈRE
Ancient Battles Deluxe
Command Table Die Roll ! @ # + CPs +1
$ % ^ +2 +3
Ranged Combat Result Difference A > D Defender Disordered Otherwise No Effect
1. Defender’s Value = C + (Missile Def.) + (Terrain) 2. Attacker’s Value = C (roll one C for each ¨, use highest) +1 for each supporting unit 3. Compare Values, Apply Result 4. Red Action Marker for Firing Unit(s)
Ancient Battles Deluxe
Command Table Die Roll ! @ # + CPs +1
$ % ^ +2 +3
Ranged Combat Result Difference A > D Defender Disordered Otherwise No Effect
1. Defender’s Value = C + (Missile Def.) + (Terrain) 2. Attacker’s Value = C (roll one C for each ¨, use highest) +1 for each supporting unit 3. Compare Values, Apply Result 4. Red Action Marker for Firing Unit(s)
Melee Combat Strong Side …Is Greater Than DV > 2x AV
Terrain Effects Chart
Rally Table
Result AE
DV > AV and ≤ 2x AV
AD
AV ≥ DV and ≤ 2x DV
EN
AV > 2x DV and ≤ 3x DV
DD
AV > 3x DV
DE
AV = Attacker’s Value DV = Defender’s Value
Die Roll
Result
Terrain
Melee Combat Strong Side …Is Greater Than DV > 2x AV
AE
DV > AV and ≤ 2x AV
AD
AV ≥ DV and ≤ 2x DV
EN
AV > 2x DV and ≤ 3x DV
DD
AV > 3x DV
DE
AV = Attacker’s Value DV = Defender’s Value
1
–
–/–
Rough
2
–
-1 / -1
> Str. Unit Fails to Rally
Woods
1
+1
– / +1
Hill
2
–
+1 / +1
Town
1
+2
– / +3
2
–
-2 / -2
1
-1
-1 / -1
River hexside
N/AB
–
N/A
Stone Bridge
+1
–
-2 / –
River Ford
+2
–
-1 / –
^ Unit Never Rallies Die Roll Modifiers (use only one): -2: If stacked with a friendly Leader -1: If adjacent to a friendly Leader
+ Ratio Advantage +1 (Str. x Multiplier) +1 + (Terrain) +2 + (Attack Vector) +2 +4 = Final Value; 5. Compare Final Values, Apply Result 6. Red Action Marker for All Unit(s)
^ Unit Never Rallies Die Roll Modifiers (use only one): -2: If stacked with a friendly Leader -1: If adjacent to a friendly Leader
+0
1. Designate the Attacking Unit 2. Select the Defending Unit 3. Retreat Before Combat (Good Order only; LI or LA = 1 hex; CAV = 2 hexes ) 4. Calculate Strength Values: C = Base Value;
Melee Atkr / Dfdr
Clear
Rally Table
Result
Missile Defense
! Unit Always Rallies ≤ Str. Unit Rallies
+0
1. Designate the Attacking Unit 2. Select the Defending Unit 3. Retreat Before Combat (Good Order only; LI or LA = 1 hex; CAV = 2 hexes ) 4. Calculate Strength Values: C = Base Value;
MPs
+ Ratio Advantage +1 (Str. x Multiplier) +1 + (Terrain) +2 + (Attack Vector) +2 +4 = Final Value; 5. Compare Final Values, Apply Result 6. Red Action Marker for All Unit(s)