Difference between revisions of "Confrontation Board Game"

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(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
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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.''
  
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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.
 +
 +
 +
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
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=== Tactical Phase ===
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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.
  
=== Activation Phase ===
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 +
 
 +
 
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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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*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 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.
 
*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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