GWvsJohn wrote:"Agreed, let's move out, yeah!"
As you march into the second of the light forest hex, you see the Cravens arriving from the south-east. An arrow zips up at them, but misses. You have been engaged. You have the advantage, and stack with the units of your choice. (Choose your stack.) The Cravens join with the column, which continues onwards and tramples over a campsite. A blue banner and several units in blue livery denote themselves as units of Meatshield. Their raiment is emblazoned with a ham-leg with two arrows sticking out of it. Several elves are with them, and appear to be natural allies. From what Manly has told you, Meatshield being this far west is unusual. They appear to have been heading north east before their turn ended.
A blonde warlord leads the Meatshield units. They are severely out numbered. Regardless they seem intent to fight, and stack with one another. The Woodsy Elves are archers, and Meatshield's own archer units stand at the ready. Your first engagement has begun.Pre-Combat:
It is your turn, thus you have the initiative. When you are engaging an enemy, you can do so in stacks. A stack has a maximum of 16 units. Mounted units and their mounts count individually, and heavy units count as 2 units. A stack will only provide up to a +8 bonus to your roll, but having more units in a stack lets you make more rolls at once. Every unit in a stack rolls their own attack roll, which is then added up collectively and the stack bonus added to this score. Some units provide additional bonuses.
Each of you may choose a stack to join with before the combat begins. Having initiative lets you decide your stack composition. Not having initiative would means you would remain in the stack you were before, or would have to change stacks during combat, which leaves you vulnerable.Declaring Combat:Step 1: Declare your personal stance; attack, defend or cast.
- Attack: Deal your own damage either with a weapon or magic.
- Defend: Keep yourself safe.
- Cast (Caster's Only): Cast a non-combat spell. You are vulnerable when casting.Step 2: Declare your stack's tactics; screen yourself, swarm the enemy, skirmish or do not engage.
- Screen: Hits intended for you will first be dealt to units that screen you until none remain.
- Swarm: Every unit attacks at once for maximum number advantage; but no additional stack bonuses.
- Skirmish: Stacks of 8 attack one after the other for optimised stack bonus.
- Do not engage: Stacks will not attack or draw attention to themselves.Step 3: Declare your orders.
- What is the intended goal of your engagement? Capture an enemy commander? Croak all enemy units? Retreat? This can generally be role-played.
Remember, you can add any new stances or tactics you can think of, just say what you want your units to do and I'll plug in the numbers.Combat:
You have two steps during a combat round:
1. Move: Your movement. It can be to physically move, or to change your stance, etc. Your Move stat determines whether you move before your enemy.
2. Action: Your action. It can be to attack, cast a spell, order a unit to do something specific, etc.
First, your moves are made. Then, if it is possible to do your action, you do it, and your opponent does theirs, if they still can. Then, the next round begins. In most instances, your moves will repeat themselves unless you give a condition to stop, or something significant occurs, such as not dealing any damage three rounds in a row, or being incapacitated, etc.
Perpetually locked in a Mathamancy/Turnamancy link.