Difference between revisions of "Confrontation Board Game"
From Wiki Confrontation
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*3/ Strength test | *3/ Strength test | ||
*4/ Removal of the losses | *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. | ||
| + | |||
| + | ===Control Phase=== | ||
| + | |||
| + | 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. | ||
| + | |||
| + | ===Morale=== | ||
| + | |||
| + | 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. | ||