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. | ||
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| + | 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. | ||
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== 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. | ||
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| + | 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. | ||
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| + | 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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next combat starting from step 1. The unit’s activation is over. | 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 | During the control phase, each player evaluates the situation | ||
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to the next one. | to the next one. | ||
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| + | http://img15.hostingpics.net/pics/858067Titre4.png | ||
Strategy alone is not enough to win a battle. Th e bravery of | Strategy alone is not enough to win a battle. Th e bravery of | ||
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Units in rout never need to take Courage tests, with the exception | Units in rout never need to take Courage tests, with the exception | ||
of rallying tests. | 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). | ||