Difference between revisions of "Confrontation Board Game"
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| − | == Measuring Distance == | + | Confrontation universe is based on the Confrontation board game. In the recent years there were several versions : |
| + | *Confrontation 1 | ||
| + | *Confrontation 2 | ||
| + | *Confrontation 3 | ||
| + | *Confrontation 3.5 | ||
| + | *Confrontation 4 | ||
| + | |||
| + | each represented several changes in the universe. The rules have evolved gradually in fonction of the different versions. Here we propose you the rules of the latest version : Confrontation 4. | ||
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| + | ==http://img15.hostingpics.net/pics/133238Titre1.png== | ||
| + | |||
| + | ==Measuring Distance == | ||
Distances (in cm and in range bands) are measured with | Distances (in cm and in range bands) are measured with | ||
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before declaring an action. Th e action is declared fi rst and any | before declaring an action. Th e action is declared fi rst and any | ||
measuring performed afterwards. | measuring performed afterwards. | ||
| + | |||
| + | http://img4.hostingpics.net/pics/929512distance.png | ||
== Units == | == Units == | ||
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and form ranks as equal a possible. Th e fi ghters must remain | and form ranks as equal a possible. Th e fi ghters must remain | ||
in formation during their whole movement. | in formation during their whole movement. | ||
| + | |||
| + | Scattered formation is the default formation. Some nations teach their soldiers to take advantage of fighting in close for- mation, which allows them to benefit from additional tactics (see the respective Army Book). Units composed of only one fighter are always in scattered formation. | ||
| + | A unit in contact with an opponent does not need to stay in formation | ||
| + | |||
| + | http://img4.hostingpics.net/pics/832181unitformation.png | ||
'''Category of troops''' | '''Category of troops''' | ||
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*Specialists: As their name suggests, specialists are fi ghters that have mastered a particular fi eld. In game terms, they trigger special eff ects. | *Specialists: As their name suggests, specialists are fi ghters that have mastered a particular fi eld. In game terms, they trigger special eff ects. | ||
| − | |||
== Moving Miniatures == | == Moving Miniatures == | ||
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move entirely through another unit or an obstacle, the moving | move entirely through another unit or an obstacle, the moving | ||
unit stops 1 cm in front of it. | unit stops 1 cm in front of it. | ||
| + | |||
| + | http://img4.hostingpics.net/pics/429653movingminiatures.png | ||
== Field of vision and line of sigth == | == Field of vision and line of sigth == | ||
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of the target the fi ghter | of the target the fi ghter | ||
has a line of sight. | has a line of sight. | ||
| + | |||
| + | http://img4.hostingpics.net/pics/271008fieldofvision.png | ||
== Cards == | == Cards == | ||
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structure points the war machine or fortifi cation has.'' | structure points the war machine or fortifi cation has.'' | ||
| + | http://img4.hostingpics.net/pics/307017Capturede769cran20130619a768175106.png | ||
== Universal table of resolution == | == Universal table of resolution == | ||
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and all the others are discarded. | and all the others are discarded. | ||
| + | |||
| + | http://img4.hostingpics.net/pics/814964universal.png | ||
== Damage == | == Damage == | ||
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A game round is split into three phases. Each phase is detailed | A game round is split into three phases. Each phase is detailed | ||
in its own chapter hereafter. | in its own chapter hereafter. | ||
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| + | http://img4.hostingpics.net/pics/114272playinggame.png | ||
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*1 – Tactical phase | *1 – Tactical phase | ||
Th e players determine the order in which they will activate | Th e players determine the order in which they will activate | ||
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| − | + | ||
| + | http://img15.hostingpics.net/pics/782004Titre.png | ||
== Ordering the activation sequence == | == Ordering the activation sequence == | ||
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round, so it is useful to remember who it is. | round, so it is useful to remember who it is. | ||
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| + | http://img15.hostingpics.net/pics/467194Titre2.png | ||
During the activation phase players take turns to | During the activation phase players take turns to | ||
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==== Choice of the target and the marksmen ==== | ==== Choice of the target and the marksmen ==== | ||
| − | |||
Th e active player designates an enemy | Th e active player designates an enemy | ||
unit as the unit’s target. It needs | unit as the unit’s target. It needs | ||
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*3/ Strength test | *3/ Strength test | ||
*4/ Removal of the losses | *4/ Removal of the losses | ||
| + | |||
| + | ==== Choice of Weapon ==== | ||
| + | |||
| + | The active player selects a combat: a profile from his active | ||
| + | unit (the attackers) against a profile from the enemy | ||
| + | unit (the defenders). The attackers corresponding to this | ||
| + | profile strike the defenders with whom they are in contact. | ||
| + | |||
| + | Important: ''Any special fighter (leader, standard | ||
| + | bearer, musician, mystic, etc.) is grouped with the troops | ||
| + | of his unit as long as he shares the same characteristics.'' | ||
| + | |||
| + | Each attacker has a number of combat dice printed on his | ||
| + | card. These dice are used for the whole mêlée and need to | ||
| + | be split between the different combats where applicable. | ||
| + | If an attacker is going to be involved in several successive | ||
| + | combats, the player chooses how many dice he attributes to | ||
| + | the current combat. He may decide to not to use any; in this | ||
| + | case the attacker does not participate in this combat. | ||
| + | |||
| + | ==== Hand to hand attack test ==== | ||
| + | |||
| + | The active player rolls the attackers’ combat dice. The action | ||
| + | value is the Attack value of his fighters, the difficulty | ||
| + | is the defenders’ Defense. Each success is a hit. With a little | ||
| + | luck, it is possible to score more hits than combat dice! | ||
| + | |||
| + | ==== Strength Test ==== | ||
| + | |||
| + | The active player rolls one die per hit. The action value | ||
| + | is the attackers’ Strength, the difficulty is the defenders’ | ||
| + | Resilience. Each success inflicts one damage point on the | ||
| + | defenders. It is possible to inflict more damage points than | ||
| + | hits obtained! | ||
| + | |||
| + | ==== Removal of the Losses ==== | ||
| + | |||
| + | The active player attributes the damage points to the | ||
| + | defenders in contact with his attackers, eliminating as | ||
| + | many enemies as possible. The eliminated fighters are removed | ||
| + | from the game. The combat is over. The active player then resolves the | ||
| + | next combat starting from step 1. The unit’s activation is over. | ||
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| + | http://img15.hostingpics.net/pics/193943Titre3.png | ||
| + | |||
| + | During the control phase, each player evaluates the situation | ||
| + | of his company on the battlefi eld. Th e player determines | ||
| + | which objectives he controls and collects the Elixir indispensable | ||
| + | for his Incarnates. He performs the following actions in | ||
| + | the order below: | ||
| + | *1/ Calculation of faith points and mana points | ||
| + | *2/ Maintenance of eff ects | ||
| + | *3/ Collection of Elixir | ||
| + | *4/ Time out | ||
| + | |||
| + | The player who won the Authority opposition resolves the | ||
| + | entire control phase first. | ||
| + | |||
| + | == Maintenance of effects == | ||
| + | |||
| + | Some game eff ects may last from one round to the next. | ||
| + | Starting with the winner of the Authority opposition, the players | ||
| + | manage these eff ects during the control phase, in the following | ||
| + | order: | ||
| + | *Costs: Some effects require the spending of faith points or | ||
| + | mana points to last from one round to the next. | ||
| + | *Negative eff ects: The players resolve the effects that handicap or threaten to eliminate fighters; | ||
| + | *Abilities: The players resolve the effects linked to abilities; | ||
| + | *Resurrection and reinforcements: The players resolve the effects that allow a fighter to come back on to (resurrection), or to | ||
| + | enter (reinforcements),the battlefield. | ||
| + | |||
| + | == Collection of Elixir == | ||
| + | |||
| + | In Confrontation, companies do not fight just to take | ||
| + | control of cities or strategic routes. The Incarnates who | ||
| + | lead them into battle are guided by the gods. These heroes | ||
| + | fight to collect their Elixir, fragments of their soul tying | ||
| + | them to their god, allowing them to wield supernatural | ||
| + | powers and to achieve their fate. | ||
| + | Each battle of Confrontation details the objectives present | ||
| + | on the battlefield. During the collection of the Elixir, | ||
| + | each player determines the objectives he controls. | ||
| + | An objective is controlled by the player who has the | ||
| + | greatest total Power (see p. 81) within 10 cm. Fighters in | ||
| + | rout do not count towards this total. In case of a tie, no one | ||
| + | controls the objective. An objective remains under control | ||
| + | until the next control phase, even when the control conditions | ||
| + | are not fulfilled anymore. | ||
| + | Each player obtains the number of Elixir points corresponding | ||
| + | to the objectives they control (these numbers are | ||
| + | indicated by the war council). The Elixir points are used to | ||
| + | spark the Incarnates’ powers and to win the battle. | ||
| + | Once a player has reached the number of Elixir points | ||
| + | indicated by the war council, he wins the game. | ||
| + | |||
| + | == Time Out == | ||
| + | Th is step simply marks the end of the round and the passage | ||
| + | to the next one. | ||
| + | |||
| + | |||
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| + | http://img15.hostingpics.net/pics/858067Titre4.png | ||
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| + | Strategy alone is not enough to win a battle. Th e bravery of | ||
| + | the fi ghters or their chances of scaring the enemy away are | ||
| + | also crucial. | ||
| + | A unit’s morale is defi ned by one of two states: by default, | ||
| + | fi ghters are valiant. When things turn sour, they are in rout | ||
| + | and tend to run for the hills. Courage tests and Fear tests determine | ||
| + | when and how a unit’s state changes. | ||
| + | To support its soldiers in combat, each company can include | ||
| + | Incarnates and war staff s. Th eir presence helps to keep | ||
| + | the units valiant throughout the battle. | ||
| + | |||
| + | ==Courage and Fear== | ||
| + | |||
| + | Because of their size, their reputation or their supernatural | ||
| + | aspect, some fi ghters can frighten their opponents. Th e presence | ||
| + | of such warriors may aff ect the course of combats and | ||
| + | the outcome of mêlées. | ||
| + | Th is icon indicates Courage. Fighters with this symbol | ||
| + | on their card are said to be courageous. | ||
| + | Th is icon indicates Fear. Fighters with this symbol on | ||
| + | their card are said to be frightening. | ||
| + | Frightening fi ghters use their Fear value to resolve any | ||
| + | Courage tests they may have to make. All the rules that apply | ||
| + | to Courage also apply to Fear. However, frightening fi ghters | ||
| + | can also terrorize their opponents and rout them. | ||
| + | |||
| + | '''Courage Test''' | ||
| + | |||
| + | A valiant unit is forced to take a Courage test in either of the | ||
| + | following circumstances: | ||
| + | |||
| + | *During its activation: If the unit has fallen to below half | ||
| + | the number of members it started with. In this case, the diffi | ||
| + | culty of the test is 1. Incarnates and familiars are members | ||
| + | of a unit. Th e diffi culty may be increased by two aggravating | ||
| + | factors: | ||
| + | |||
| + | + 2 if the unit is engaged with units with a greater Power; | ||
| + | |||
| + | + 2 if the unit is engaged with a frightening unit. | ||
| + | |||
| + | *During an assault involving a frightening unit: Th e diffi | ||
| + | culty is equal to the highest Fear value in the frightening unit. | ||
| + | |||
| + | During an assault involving two frightening units, only the | ||
| + | one with the lowest Fear rolls the Courage test. If it is a tie, no | ||
| + | Courage test is rolled. | ||
| + | |||
| + | Th e action value is the highest Courage. | ||
| + | When a unit fails its Courage test it is in rout. | ||
| + | Units in rout never need to take Courage tests, with the exception | ||
| + | of rallying tests. | ||
| + | |||
| + | '''Rallying''' | ||
| + | |||
| + | At the beginning of its activation, if the unit is in rout, the | ||
| + | players roll a Courage/Fear test (1) . Th is test is made with the | ||
| + | highest Courage/Fear value in the unit as the action value. | ||
| + | Th e diffi culty of this test can be increased by: | ||
| + | |||
| + | + 2 if the unit is engaged with a unit with greater Power; | ||
| + | + 2 if the unit is engaged with a frightening unit. | ||
| + | |||
| + | A unit in rout that successfully passes this test regains their | ||
| + | valiant state. Rallied units are not considered as having resisted | ||
| + | the Fear value that placed them in rout. | ||
| + | |||
| + | Fleeing | ||
| + | |||
| + | When a unit fl ees all of its fi ghters that are in contact with | ||
| + | any enemy fi ghter are eliminated. | ||
| + | A fl eeing unit moves twice its Movement cm towards | ||
| + | the nearest edge of the battlefi eld. It is considered to be in scattered | ||
| + | formation and moves in a straight line, skirting around | ||
| + | terrain and friendly units. | ||
| + | A fl eeing unit is eliminated if: | ||
| + | *At least one of its fi ghters leaves the battlefi eld through one of its edges; | ||
| + | *Its fleeing movement brings the unit in contact with an enemy unit. Th e deserters are intercepted and slaughteredwithout mercy! | ||
| + | |||
| + | == Morale States == | ||
| + | |||
| + | '''Vallant Unit''' | ||
| + | A valiant unit is ready for battle and acts normally. It is determined | ||
| + | to defeat the enemy, even if it means putting their | ||
| + | own lives in jeopardy. | ||
| + | |||
| + | '''Unit in rout''' | ||
| + | A unit in rout no longer believes victory is possible. | ||
| + | It tries to leave the battlefi eld as quickly as it can. | ||
| + | A unit in rout is subject to the following eff ects: | ||
| + | *The Authority and Attack of its members are equal to 0; | ||
| + | *When the unit is activated it fl ees. It disengages if necessary; | ||
| + | *It cannot use any tactics. | ||
| + | *It cannot shoot or use any mystic eff ects. | ||
| + | However, it recovers its mystic resources as usual. | ||
| + | *It does not count towards the control of objectives. | ||
| + | |||
| + | '''Immune to Fear''' | ||
| + | During an assault a unit automatically succeeds any Courage | ||
| + | test whose diffi culty is lower than or equal to a Fear value | ||
| + | it has already resisted. | ||
| + | |||
| + | ==War Staffs == | ||
| + | |||
| + | A war staff is composed of an Incarnate | ||
| + | accompanied by a standard bearer and/or a | ||
| + | musician. Th e standard bearer and the musician | ||
| + | are identifi ed thanks to their equipment | ||
| + | (standard or musical instrument). A | ||
| + | unit can include only one standard bearer | ||
| + | and one musician. | ||
| + | A war staff including an Incarnate, a musician | ||
| + | and a standard bearer is considered | ||
| + | complete. | ||
| + | |||
| + | '''Effect of a war Staff''' | ||
| + | |||
| + | Units in the same company gain advantages | ||
| + | in presence of a war staff : | ||
| + | *War staff including a standard | ||
| + | bearer: Th e units that can see the standard | ||
| + | can use the Courage, Fear and Authority | ||
| + | values of a war staff to resolve their own | ||
| + | Courage or Authority tests; | ||
| + | *War staff including a musician: Th e | ||
| + | units that are within 30 cm of the musician | ||
| + | can use his tactic; | ||
| + | *Complete war staff : Both eff ects are | ||
| + | cumulated. | ||
| + | |||
| + | A unit can only benefit from the eff ects of a single war staff . If a unit is in a position where it could use | ||
| + | more than one war staff , the player chooses which one to use. | ||
| + | The values shared by the war staff are those the Incarnate | ||
| + | would use if he had to take the test himself – even if these values | ||
| + | are those from the Incarnate of yet another war staff ! | ||
| + | Some complete war staff s also give specifi c tactical bonuses | ||
| + | to their unit; these are described in the relevant Army Books. | ||
| + | War staff s that are in rout no longer share Courage, Fear | ||
| + | and Authority values, and none of their possible tactical bonuses | ||
| + | can be used. | ||
| + | |||
| + | '''Commander''' | ||
| + | |||
| + | The companies of the Rag’narok are not led by some chaotic | ||
| + | bunch of Incarnates. Th ey all obey the orders of one individual: | ||
| + | the Commander. He is the Incarnate with the greatest | ||
| + | Authority in the whole company. If there are several possible | ||
| + | Commanders the player may choose which one is the Commander. | ||
| + | Th e Commander gains a special privilege: his unit rolls two | ||
| + | dice to resolve Courage tests. | ||
| + | Th e Authority opposition of the tactical phase is always resolved | ||
| + | using the Authority of the Commander. If his unit is in | ||
| + | rout, his Authority is equal to 0. | ||
| + | When the Commander of a company is eliminated, the | ||
| + | player immediately designates a new Commander (selected in | ||
| + | the same way as the previous one). | ||