Difference between revisions of "Confrontation Board Game"

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(Units)
(Units)
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*Rank 2 fighters are the most experienced and dangerous warriors among their people. Th eir better training and equipment means their intervention is often decisive.
 
*Rank 2 fighters are the most experienced and dangerous warriors among their people. Th eir better training and equipment means their intervention is often decisive.
 
*Rank 3 fighters are death embodied. Their names are universally known across Aarklash. Th eir presence on the battlefi eld warms the hearts of their allies and chills the soul of their enemies.
 
*Rank 3 fighters are death embodied. Their names are universally known across Aarklash. Th eir presence on the battlefi eld warms the hearts of their allies and chills the soul of their enemies.
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'''Type of troop'''
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Th e type of a unit is determined by the name of the standard
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fi ghters that it is composed of.
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Example: A unit whose type is “conscripts of the Griffi n” is
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mostly composed of conscripts of the Griffi n standard fi ghters
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and conscripts of the Griffi n special fi ghters.
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'''Special fighters and standard fighters'''
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Some fi ghters have specifi c roles (see “Incarnates”, “Mystics”
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and “Morale” chapters). They are called special fi ghters, as
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opposed to standard fighters.
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The term “special fighters” designates…
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*Incarnates: Every army has its heroes, famous characters who inspire courage in the troops and sow panic in their enemies’hearts. Most of the time they are strategic geniuses and exceptional fi ghters, chosen by the gods themselves to serve as their champions. Death has no power over them! An Incarnate is identified by a personal name on his card. Each company has to include at least one Incarnate.
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*Mystics: Magicians cast spells and faithful can call upon the gods for miracles to support their comrades or smite the enemy. Th e presence of either in a company’s ranks shows that excellence in combat can be combined with the mastery of the mystic lore of Aarklash!
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*Standard bearers and musicians: These special fi ghters are in charge of fuelling the troops’ morale and fi ghting spirit. Th ey signify hope and victory to those in their ranks. The sight of a standard, the clear sound of a horn or the deep beat of a drum are a way of reminding the soldiers that courage is the fi rst weapon of any army!
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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.
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== Moving Miniatures ==
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A unit can change formation at the beginning of its activation.
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A unit can move in any direction. Th e maximum distance it
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can travel depends on the fi ghters and the movement type selected
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(see Activation phase, pp. 90-97). A free unit can change
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formation after any movement.
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Other fi ghters and impassable terrain elements constitute obstacles
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that need to be skirted around. Even a knight in heavy armor
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cannot ride through a stone wall. When a fi ghter moves, his
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base must be able to pass between all the obstacles in his way.
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Infantry and cavalry units on the same side and in scattered
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formation do not hinder each other’s movement and they do not
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need to be skirted around. However, enemy units cannot “move
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through” them. If the unit does not have enough movement to
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move entirely through another unit or an obstacle, the moving
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unit stops 1 cm in front of it.
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== Field of vision and line of sigth ==
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All miniatures have a 360° field of vision. Soldiers are capable
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of turning around when something threatens them
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from behind or from the side – a whole unit could hardly
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miss the “sneaky” approach of a group of enemy soldiers!
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A fi ghter has a line of sight on an element when he can
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see it. Obstacles can prevent a unit from seeing enemies.
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When 2D terrain is
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used (a gaming poster
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for instance), a fi ghter
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has a line of sight if it
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is possible to trace an
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imaginary line between
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the fi ghter’s base and
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the base of the targeted
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element, without crossing
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any obstacle.
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When 3D terrain
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is used (hedgerows,
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etc.), the player adopts
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the point of view of the
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fi ghter, by getting down
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to the miniature’s level
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and “looking through
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its eyes”. If the miniature
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can see any part
 +
of the target the fi ghter
 +
has a line of sight.

Revision as of 09:41, 19 June 2013

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