Difference between revisions of "Confrontation Board Game"

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(Drawing the Cards)
(Playing a 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.
 +
 
 +
 
 +
 
 +
 
 +
==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
Line 16: Line 30:
 
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 ==
Line 51: Line 67:
 
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'''
Line 85: Line 106:
  
 
*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 ==
Line 104: Line 124:
 
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 ==
Line 134: Line 156:
 
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 ==
Line 150: Line 174:
 
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 ==
Line 187: Line 212:
 
and all the others are discarded.
 
and all the others are discarded.
  
 +
 +
http://img4.hostingpics.net/pics/814964universal.png
  
 
== Damage ==
 
== Damage ==
Line 222: Line 249:
 
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.
 +
 +
 +
http://img4.hostingpics.net/pics/114272playinggame.png
 +
 +
 
*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
Line 237: Line 269:
  
  
=== Tactical Phase ===
+
 
 +
http://img15.hostingpics.net/pics/782004Titre.png
  
 
== Ordering the activation sequence ==
 
== Ordering the activation sequence ==
Line 285: Line 318:
 
round, so it is useful to remember who it is.
 
round, so it is useful to remember who it is.
  
=== Activation Phase ===
+
 
 +
 
 +
 
 +
 
 +
http://img15.hostingpics.net/pics/467194Titre2.png
  
 
During the activation phase players take turns to
 
During the activation phase players take turns to
Line 331: Line 368:
 
*He chooses to put the fi rst card of his activation sequence in reserve. Th is can be done only once per round per player. The card is not revealed, it is put aside and the player passes;
 
*He chooses to put the fi rst card of his activation sequence in reserve. Th is can be done only once per round per player. The card is not revealed, it is put aside and the player passes;
 
*He plays his reserve card. Th is card is revealed instead of the fi rst card in his sequence. Th e corresponding unit is activated and the player goes on to the next step “Activating a unit”.
 
*He plays his reserve card. Th is card is revealed instead of the fi rst card in his sequence. Th e corresponding unit is activated and the player goes on to the next step “Activating a unit”.
 +
 +
== Activating Unit ==
 +
 +
When it is activated a unit can perform one of the following
 +
actions. Th e player must announce the action before measuring
 +
distances.
 +
*Walk;
 +
*Walk and/or ranged attack and/or mystic action (in any order chosen by the player);
 +
*Run and/or mystic action (in any order chosen by the player)
 +
*Assault and/or mystic action (in any order chosen by the player).
 +
It is possible to decide not to do anything. Th e unit is still
 +
considered activated.
 +
Once the action chosen has been resolved the fi rst player
 +
hands the lead to the player to his left, who becomes the active
 +
player. Th e activation phase ends once each player has revealed
 +
his entire activation sequence.
 +
In Marauder mode, the active player is the player whose
 +
card has just been revealed. Th e activation phase ends when
 +
the deck is empty and when all the reserve cards have been
 +
played.
 +
 +
== Moving a Unit ==
 +
 +
A movement (walk, run or assault) depends on the action
 +
chosen and the Movement value of the unit’s fi ghters. A
 +
unit’s Movement value is equal to that of its slowest
 +
member. Fighters take the most direct route when they move.
 +
Th e maximum distance (in cm) depends on the type of movement
 +
chosen:
 +
• Walk: Th e unit can move in any direction. Th e maximum
 +
distance is equal to the unit’s Movement . Walking does
 +
not allow the unit to engage an enemy unit.
 +
• Run: Similar to Walk, but the maximum distance is equal
 +
to twice the unit’s Movement .
 +
• Assault: Th e unit moves towards the enemy unit designated
 +
by the player. Th e maximum distance of this movement
 +
is equal to twice the unit’s Movement . An assault allows
 +
the unit to engage a single enemy unit.
 +
 +
'''Obstacles'''
 +
 +
A unit skirts around obstacles when it moves; impassable
 +
terrain elements or units are obstacles. Infantry and cavalry
 +
units on the same side and in scattered formation do not hinder
 +
each other’s movement. However, they cannot fi nish their
 +
movement inside one another’s formation. A unit that does
 +
not have enough movement to move entirely through an obstacle
 +
stops 1 cm in front of it.
 +
 +
*If the unit is in close formation, all of its fi ghters must stay in base to base contact during the whole movement.However, the number of ranks and the position of each fighter may change during and after the unit’s movement.
 +
 +
'''Assault'''
 +
 +
An assault is a movement that allows a unit to engage the
 +
enemy in mêlée.
 +
*A free unit can assault an enemy unit;
 +
*An engaged unit can assault an enemy unit it is in contact with. In this case only the free fi ghters of the unit can move to engage enemies, but all the fi ghters in contact after the movement can attack – even those who have not moved! The player measures the distance (skirting round obstacles)
 +
separating the assaulting unit from the designated enemy unit.
 +
*If this distance is greater than twice the unit’s Movement, the assault fails. Th e unit moves as close as possible to the designated unit and remains in formation.
 +
*If the distance is less than or equal to twice the unit’s Movement, the unit goes into scattered formation. Th e assault succeeds
 +
and both units are engaged.
 +
 +
All of the assaulting fi ghters are moved in the
 +
order chosen by the player. If possible, each of
 +
them who has enough movement is placed in
 +
contact with an assaulted fi ghter, If their base
 +
allows them to, and if the player wants to, he
 +
can engage several fi ghters at once.
 +
The assaulting fi ghters out of reach are
 +
moved in as close as possible, respecting the
 +
formation rules. Th is is war!
 +
 +
*If the unit succeeds at the test, the assault takes place normally;
 +
*If the unit fails the test and is the active unit, it is in rout and its activation ends, but it remains where it is.
 +
*If the unit fails the test and it is not the active unit, it is in rout and it is subjected to Morale rules.
 +
 +
== Unit Ranged Attack ==
 +
 +
A unit can attack from range if at least one of its fi ghters
 +
fulfi lls the following conditions:
 +
*He has ranged combat characteristics;
 +
*His unit is free.
 +
Ranged attacks are resolved either before or after the unit’s movement. All the marksmen of the unit who have the same profile shoot at the same target simultaneously; marksmen who have diff erent profi les shoot in diff erent salvos. Each salvo is resolved according to the following steps:
 +
*1/ Choice of the target and the marksmen
 +
*2/ Measuring the range
 +
*3/ Ranged attack test
 +
*4/ Strength test
 +
*5/ Removal of the losses
 +
 +
The player can choose in which
 +
order the salvos are resolved. It is
 +
possible to decide not to shoot with
 +
a certain profi le of marksman. For
 +
example, if a special fi ghter has a
 +
ranged weapon that is diff erent from
 +
that of the standard fi ghters accompanying
 +
him, it is possible to choose
 +
not to shoot with one of the profiles.
 +
 +
==== Choice of the target and the marksmen ====
 +
Th e active player designates an enemy
 +
unit as the unit’s target. It needs
 +
to be able to see at least one fi ghter of
 +
the unit it is shooting at. It is impossible
 +
to target an engaged unit.
 +
Only the marksmen who can see
 +
a fi ghter of the targeted unit can
 +
shoot.
 +
 +
==== Measuring the range ====
 +
The distance between the two
 +
units is measured from leader to
 +
leader using the range marked tape
 +
measure. Th e range is the diffi culty
 +
for the ranged attacks.
 +
 +
==== Ranged attack test====
 +
Th e player rolls the number of dice indicated by the profi le’s
 +
ranged combat characteristic , multiplied by
 +
the number of marksmen. Th e action value is their Ranged
 +
attack, the diffi culty is the range measured. Each success infl
 +
icts a hit. Each failure is a miss.
 +
 +
==== Strength test ====
 +
Th e active player rolls one die per hit. Th e action value is the
 +
Strength of the ranged weapon used; the diffi culty is the Resilience
 +
of the fi ghters of the targeted unit. Each success infl icts
 +
one damage point on the targeted unit.
 +
 +
==== Removal of the losses ====
 +
Damage points are distributed to eliminate as many fighters
 +
as possible. Th e fi ghters closest to the leader of the unit of
 +
marksmen are eliminated fi rst. Eliminated fi ghters are removed
 +
from the battlefi eld.It is possible to cause more hits and more damage points than dice rolled (see General rules), but a salvo cannot eliminate more targets than there were weapons shot.
 +
 +
==Combat==
 +
 +
A combat is resolved when a unit is engaged with an enemy
 +
unit at the end of its movement or when an engaged unit
 +
chooses not to move when it is activated. Th e fi ghters on both
 +
sides then form a mêlée, where the active unit hacks its enemies
 +
to bits in hand to hand combat. Th e latter will only be allowed
 +
to retaliate during their next activation… if they survive.
 +
A mêlée is split into a number of combats. Each combat opposes
 +
two profi les of fi ghters: an attacker profi le for the active
 +
unit and a defender profi le for the unit being assaulted.
 +
Th e active player chooses the order in which the fi ghters of
 +
his unit resolve their combats.
 +
 +
*A fighter can only fi ght against the enemies in contact
 +
with his base or his miniature;
 +
*A fighter can be involved in several successive combats if
 +
he is in contact with enemies with diff erent profi les. In this
 +
case, his combat dice are split between the diff erent combats
 +
he takes part in.
 +
Each combat is resolved following the steps in the order
 +
below:
 +
 +
*1/ Choice of weapon
 +
*2/ Hand to hand attack test
 +
*3/ Strength test
 +
*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.
 +
 +
 +
 +
 +
 +
 +
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.
 +
 +
 +
 +
 +
 +
http://img15.hostingpics.net/pics/858067Titre4.png
 +
 +
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).

Latest revision as of 09:40, 20 June 2013

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