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Version revised on
23 th February 2006
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Bombardment phase
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Combat phase
Rally phase
Victory conditions

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Combat phase

 

During the combat phase, only those units which are able to attack or to be attacked are in white.

A unit may only attack once per combat phase, and an enemy unit may only be attacked once. However the units that are adjacent to the two units engaged may under given conditions take part in the attack as an offensive or a defensive support.

During combat, only the attacking and the defending unit suffer any adverse results (loss of Combat Strength points, morale check that may induce a retreat).

Combat is not possible wherever movement forbidden (over rivers and major rivers, up or down slopes greater than one level).

Declaring combat

To declare an attack, the player must select a potential attacking unit by clicking on it. The selected unit is then marked with a little red square.

Moving the cursor over an adjacent enemy unit shows it as a potential defending unit. This unit is also marked with a little red square.

You validate an attack by clicking on the defending unit. You can therefore examine the different possible attacks by moving the cursor over different adjacent enemy units.

The units that may bring an offensive or a defensive support are shown with a little green square.

The overall attacking and defending strengths are automatically displayed. The odds ratio for the attack (see "Combat resolution procedure") is shown besides the cursor.

Support during combat

Any of the attacking player’s units that is on contact with the defending unit is considered automatically to be in offensive support if it is not on contact with another enemy unit.

Any of the defending player’s units that is on contact with the attacking unit is considered automatically to be in defensive support if it is not on contact with another enemy unit.

"Units on contact" means here adjacent units that are not separated by a river, a major river, or an up or down slope greater than one level.

Exceptions :

  • demoralised units cannot bring a support;
  • the units that have eliminated an adverse unit or that have made an adverse unit retreat earlier in the same combat phase bring systematically a support even if they are on contact with another enemy unit. This concerns only the attacking or the defending unit of the earlier attack, not the supporting units. The units that fulfil this condition are shown with a grey horizontal line in the middle.

Any supporting unit adds its Combat Strength to the unit attacking or defending. This strength may corrected due to a charge or to the type of terrain.

The player with the green units is playing his combat phase.

A red square on the green infantry unit at the lower right of the picture shows that it has been selected as the "attacking unit". Moving the cursor over the red unit allows to see the odds ratio.

A green square on the green infantry unit located in the centre of the picture shows that it can take pat in the attack as an offensive support. This unit is adjacent to an enemy artillery unit but they are separated by a double slope, which forbids a second attack.

The present odds ratio is 4 (2+2) for the attacking unit vs 2 for the defending unit, thus 2 vs 1 in favor of the attacking unit.

The attack will take place only if the player clicks on the defending unit.

The green unit at the lower right of the picture has been selected as the attacking one. The red unit pointed at with the cursor is the potential target of the attack.

In this situation each side gets a support.

The odds ratio is 4 (2+2) vs 4 (2+2), thus 1 vs 1.

The attack will take place only if the player clicks on the defending unit.

Therefore the player may carry out one single attack with an odds ratio of 1 vs 1, or change his mind and carry out two successive attacks, each time between one green unit and the enemy unit located at its left.

Reminder : Units in support are never affected by combat results (retreat, loss of Combat Strength points).

Terrain effects on combat

The various terrain types have an influence on combat.

 
Woods
Defender's Combat Strength doubled (infantry only)
Village
Defender's Combat Strength doubled (infantry only)
Slope, attacking downwards
Die roll increased by 1
Slope, attacking upwards
Die roll reduced by 1
Stream
Attacker’s Combat Strength divided by 2*
Clear terrain
No effect
Marsh
No effect
Road/Track
No effect
Rough terrain
No effect
Coppice
No effect
Orchards
No effect
Double slope (or greater)
Attack impossible
River (soon)
Attack impossible
Major river
Attack impossible
Bridge (whatever the watercourse crossed)
No effect (no correction)

Terrain effects on combat

* The attacker’s Combat Strength is divided by 2 only if it is greater than 1, whereas the Combat Strength of a supporting unit is always divided by 2 (and may therefore become 0).

Combat resolution procedure

The Combat Strengths of the attacking unit and any supporting units are added together.

The Combat Strengths of the defending unit and any supporting units are also added together.

The two totals are compared to give an odds ratio.

The ratio is reduced to one of the ratios of the Combat Results Table and rounded in favour of the defender. For example, an attack by 10 points against 6 would become 1.5 – 1 (10 divided by 6 gives 1.66, rounded to 1.5 in favour of the defender), while an attack by 6 strength points against 10 would become 1 – 2 (10 divided by 6 gives 1.66, rounded up to 2 in favour of the defender).

Odds greater than 8 – 1 are treated as 8 – 1, and odds of less than 1 – 8 are treated as 1 – 8.

A die (1 to 6) is then rolled. The result may be modified because of terrain or the morale difference between the attacking and the defending units. These various modifiers are cumulative and are automatically added to the die-roll.

A final result of less than 0 or more than 7 is treated respectively as 0 or 7.

Bonus due to elevation

The attacking unit benefits from a +1 die-roll modifier if it occupies a hex at a higher elevation than the defending unit. In the opposite case there is a –1 die-roll modifier.

The position of the supporting units is not taken into account.

Bonus due to the morale difference between the attacking and the defending units

Only the morale of the attacking unit and the defending unit are taken into account, not any supporting units.

If the morale difference is 2 or 3 then a die-roll modifier of +1 or –1 is applied. If the difference is 4 or greater, the modifier is +2 or –2.

The final result of the attack is then found on the table below, and immediately applied to the units having fought. The numbers indicate the number of strength points lost. An asterisk indicates that the unit also undergoes a morale check.

Any unit whose Combat Strength reaches 0 is eliminated.

 

  Odds ratio
1/8 1/7 1/6 1/5 1/4 1/3 1/2 1/1,5 1/1 1,5/1 2/1 3/1 4/1 5/1 6/1 7/1 8/1
0 9* 0 8* 0 7* 0 6* 0 5* 0 4* 0 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3*
1 8* 0 7* 0 6* 0 5* 0 4* 0 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3*
2 7* 0 6* 0 5* 0 4* 0 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3* 0 4*
3 6* 0 5* 0 4* 0 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3* 0 4* 0 5*
4 5* 0 4* 0 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3* 0 4* 0 5* 0 6*
5 4* 0 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3* 0 4* 0 5* 0 6* 0 7*
6 3* 0 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3* 0 4* 0 5* 0 6* 0 7* 0 8*
7 3* 1 2* 1 2* 1 1* 1 1 1 1 1 1 1* 1 2* 1 2* 1 3* 0 3* 0 4* 0 5* 0 6* 0 7* 0 8* 0 9*

Combat Results Table

The red columns apply to the attacker, the yellow to the defender. Die-rolls of less than 1 or more than 6 are only possible through modifiers due to elevation.
The results with an asterisk indicate that the unit (except for leaders) undergoes a morale test. If the unit fails the test, it retreats one hex

 

Morale tests

The outcome of an attack can lead to a morale check.

A random number from 1 and 9 is determined and compared to the unit's current morale. If the number is greater then the unit fails the test and is immediately retreated one hex.

Note: the principle of this test is similar to that of the morale test when a unit is charged, but the difference between the Combat Strengths of the two units involved does not induce any modifier here.

Leaders, being particularly brave, are not subject to morale tests resulting of combat.

Retreat after combat

When a unit fails a morale check it is retreated one hex, towards the free hex offering the best protection.

Its destination is chosen according to the following guidelines :

  • Into a village
  • Into a wood
  • Away from the attacking unit
  • Avoiding crossing a stream
  • Avoiding the hexes adjacent to the unit that causes the retreat
  • In case of several equal priority hexes, then towards the northern edge of the map for the "orange" player and the southern edge for the "blue" player
  • If there is still more than one possibility, the preference will go to the hex away from the attacking unit.

Tracks sometimes allow to reach a hex located across a steep slope. A unit cannot retreat this way.

Any unit unable to retreat due to terrain or the presence of enemy or friendly units is eliminated.

Advance after combat

When a unit retreats, the victorious unit advances to take its place, unless such an advance makes it give up an advantageous position (village, wood, elevation, objective hex).

Victorious units

The outcome of certain attacks is sometimes considered as an outstanding success.

Any unit that have made an enemy retreat or that have eliminated an enemy is considered as a "victorious unit". This is shown by a grey horizontal line in the middle of the unit.

Such a unit always brings a support in further attacks, even if it does not fulfil the usual conditions for support (see "Support during combat").

 

The "blue" player plays his combat phase. He decides to carry out the first attack at the left side of his front. In the following the units are numbered for better clarity.

In this first attack no unit of any side can bring a support since all of them are in contact with another enemy unit.

The unit #1 has a CS of 6 and the unit #2 has a CS of 2, which makes a rather favourable odds ratio: 3-1.

The result of this first attack is a loss of 2 strength points for unit #2, which is therefore eliminated. Unit #1 takes the place of unit #2.

Unit #1 is victorious, as shown by the support indicator.

After its advance unit #1 comes in contact with other enemy units. The status of victorious unit allows it to disregard the usual restrictions for support, and to bring an offensive support in any further attack against a unit it is in contact with.

The second attack is simulated between units #3 and #4. Thanks to the support of victorious unit #1, the odds ratio is 1-1 after rounded down in favour of the defender. If unit #2 had not been eliminated in the first attack the current attack would have had a lower odds ratio (3 vs 6 = 1-2).

Victorious unit #1 will also bring an offensive support if unit #5 attacks unit #6.

A clear understanding of this mechanism is one of the most essential components of Morne Plaine. Thus you have to study carefully the various possible combat situations before carrying out any attack.

It is obvious from the example above that the first attacks to carry out are those that provide the best odds ratio, but one must sometimes be able to show daring ! What would have happened in this battle if unit #7, supported by units #8 and 9, had made yellow unit #10 retreat and had taken its place ?

Eliminating units

A unit is eliminated if its combat strength falls to 0. A unit is also eliminated if it is unable to retreat when called upon to do so.

If an elimination is the result of combat, the victorious unit regains a morale point, though never more than its initial value. A grey line is then displayed on the unit. This indicator shows that the unit will be able to bring a support in other attacks during the current turn.

Effects of demoralisation

A unit is considered to be demoralised when its morale reaches 0. At this point it can no longer carry out certain actions :

  • enter an enemy ZoC,
  • carry out an attack.

In addition it cannot :

  • exert a ZoC,
  • support another attack,
  • charge.