Difference between revisions of "Confrontation Board Game"

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(Playing a game)
 
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== Measuring Distance ==
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Confrontation universe is based on the Confrontation board game. In the recent years there were several versions :
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*Confrontation 1
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*Confrontation 2
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*Confrontation 3
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*Confrontation 3.5
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*Confrontation 4
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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==
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==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.
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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.
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A unit in contact with an opponent does not need to stay in formation
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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.
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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.
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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.
  
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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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=== 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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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.
  
===Control Phase===
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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.
  
===Morale===
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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.
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'''Rallying'''
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At the beginning of its activation, if the unit is in rout, the
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players roll a Courage/Fear test (1) . Th is test is made with the
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highest Courage/Fear value in the unit as the action value.
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Th e diffi culty of this test can be increased by:
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+ 2 if the unit is engaged with a unit with greater Power;
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+ 2 if the unit is engaged with a frightening unit.
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A unit in rout that successfully passes this test regains their
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valiant state. Rallied units are not considered as having resisted
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the Fear value that placed them in rout.
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Fleeing
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When a unit fl ees all of its fi ghters that are in contact with
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any enemy fi ghter are eliminated.
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A fl eeing unit moves twice its Movement cm towards
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the nearest edge of the battlefi eld. It is considered to be in scattered
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formation and moves in a straight line, skirting around
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terrain and friendly units.
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A fl eeing unit is eliminated if:
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*At least one of its fi ghters leaves the battlefi eld through one of its edges;
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*Its fleeing movement brings the unit in contact with an enemy unit. Th e deserters are intercepted and slaughteredwithout mercy!
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== Morale States ==
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'''Vallant Unit'''
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A valiant unit is ready for battle and acts normally. It is determined
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to defeat the enemy, even if it means putting their
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own lives in jeopardy.
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'''Unit in rout'''
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A unit in rout no longer believes victory is possible.
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It tries to leave the battlefi eld as quickly as it can.
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A unit in rout is subject to the following eff ects:
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*The Authority and Attack of its members are equal to 0;
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*When the unit is activated it fl ees. It disengages if necessary;
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*It cannot use any tactics.
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*It cannot shoot or use any mystic eff ects.
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However, it recovers its mystic resources as usual.
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*It does not count towards the control of objectives.
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'''Immune to Fear'''
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During an assault a unit automatically succeeds any Courage
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test whose diffi culty is lower than or equal to a Fear value
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it has already resisted.
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==War Staffs ==
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A war staff is composed of an Incarnate
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accompanied by a standard bearer and/or a
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musician. Th e standard bearer and the musician
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are identifi ed thanks to their equipment
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(standard or musical instrument). A
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unit can include only one standard bearer
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and one musician.
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A war staff including an Incarnate, a musician
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and a standard bearer is considered
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complete.
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'''Effect of a war Staff'''
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Units in the same company gain advantages
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in presence of a war staff :
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*War staff including a standard
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bearer: Th e units that can see the standard
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can use the Courage, Fear and Authority
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values of a war staff to resolve their own
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Courage or Authority tests;
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*War staff including a musician: Th e
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units that are within 30 cm of the musician
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can use his tactic;
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*Complete war staff : Both eff ects are
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cumulated.
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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
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more than one war staff , the player chooses which one to use.
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The values shared by the war staff are those the Incarnate
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would use if he had to take the test himself – even if these values
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are those from the Incarnate of yet another war staff !
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Some complete war staff s also give specifi c tactical bonuses
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to their unit; these are described in the relevant Army Books.
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War staff s that are in rout no longer share Courage, Fear
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and Authority values, and none of their possible tactical bonuses
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can be used.
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'''Commander'''
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The companies of the Rag’narok are not led by some chaotic
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bunch of Incarnates. Th ey all obey the orders of one individual:
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the Commander. He is the Incarnate with the greatest
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Authority in the whole company. If there are several possible
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Commanders the player may choose which one is the Commander.
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Th e Commander gains a special privilege: his unit rolls two
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dice to resolve Courage tests.
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Th e Authority opposition of the tactical phase is always resolved
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using the Authority of the Commander. If his unit is in
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rout, his Authority is equal to 0.
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When the Commander of a company is eliminated, the
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player immediately designates a new Commander (selected in
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the same way as the previous one).

Latest revision as of 09:40, 20 June 2013

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