| 21 Dec 2009 |
Ranged CombatOnly units armed with missile weapons may engage in this type of combat. All green circle symbol units (whether or not they have a white border) have missile weapons.
EXAMPLE OF RANGED COMBAT: The auxilia unit may not fire because it is adjacent to an enemy unit. The light bow unit fires at a range of three hexes, while the light cavalry and light infantry unit have a range of two. The light slinger unit may not fire because its LOS is blocked by friendly units. Assuming none of the units have moved, they would each get two dice to use in Ranged Combat. Note that the light cavalry unit could have moved four hexes and still fire in its turn (although it would only fire with one die instead of two). Ranged Combat (Fire) Procedure1. Announce firing unit 1. Announce Firing Unit:Announce the ordered unit you want to fire with, and its target unit. NOTE: Each Ranged Combat attack is declared and resolved one ordered unit at a time, in the sequence of your choice. You must announce and resolve one unit’s Ranged Combat entirely before beginning the next unit’s battle. Regardless of the number enemy units in range, each Ranged Combat is conducted by one eligible, ordered unit against one enemy unit in line of sight and in range. Multiple Ranged Combats against one enemy unit must be made and resolved one at a time. 2. Check Range:verify that your target is within range. The range is the distance between the firing unit and the target unit, measured in hexes. When counting the range in hexes, include the target unit’s hex, but not the firing unit’s hex.
3. Check Line of Sight:Verify that your target is within line of sight. A unit must be able to ‘see’ the enemy unit it wants to fire at. This is known as having ‘line of sight’. 4. Determine terrain battle dice reduction (if any):Reduce the number of battle dice rolled accordingly. Terrain battle dice reductions are described in the section on Terrain. 5. Resolve Battle:roll battle dice and resolve resulting dice rolls. Exceptions: 6. Score Hits on Units:In Ranged Combat, the unit firing scores 1 hit for each dice symbol rolled that matches the unit type targeted.
A flag does not score a hit but may cause the unit to retreat (see Retreat). If the attacking unit rolls a leader symbol (leaders affect Close Combat but not Ranged Combat), sword symbol, or a unit symbol that does not match the target unit, the Ranged Combat has missed its target and has no effect. Effect of Range Combat hits on Units: For each hit scored, 1 block is removed from the target unit. When the last block in the opponent’s unit is removed, you collect a Victory Banner block. If a player rolls more hits than the number of pieces in the enemy unit, these additional hits have no effect. Hits on Leaders: see Leader Casualty Checks. 7. Apply Retreats:See Retreat Section
|
||||||||||||
| Last Updated on Monday, 21 December 2009 17:22 |


