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7
General Principles Playing the Game Melee
The most important rule: When the The game is played in rounds with Charging unit must move into base
rules are unclear use common sense and players alternating in activating one contact with the target and shuffle to
personal preference. Have fun! unit each, starting with the player that maximize contact, then defenders must
deployed first. Each new round the do the same. Models from the two front
Quality Tests: Roll one six-sided die
player that finished activating first on rows may strike with all their melee
and if you score a unit‘s quality value or
the last round gets to start. weapons which works like shooting.
higher it‘s a success.
Then the defending unit may choose to
Modifiers: Regardless of modifiers, Activation strike back, however after attacking in
rolls of 6 are always successes and rolls The player picks one unit and it may do melee for the first time units only hit on
of 1 are always fails. one of the following: unmodified rolls of 6 in any subsequent
melee until the end of the round. Once
Preparation Hold: Move 0”, can shoot.
both units are done the loser must take
The Battlefield: The game is played on Advance: Move 6”, can shoot a morale test and the charging unit
a flat 6‘x4‘ surface, with at least 5-10 only after moving. must move back by 1”. If one of the
pieces of terrain on it. units is destroyed the other may pivot
Rush: Move 12”, can’t shoot. by up to 180° or move by 3”.
The Armies: The players must put
together two armies of equal points (we Charge: Move 12” into melee. Morale
recommend 750pts per player).
Movement Morale Tests: Whenever a unit takes
Regiments: All models in a unit must wounds that bring it down to half or
When using Hold actions units may
be in base contact with each other and less of its total size or tough value (for
pivot by up to 180° and when using
in formations of 5 models per row for units with a single model), it must take
other actions they may pivot once by up
units of 5/10 and 3 models per row for a morale test. Take one quality test and
to 90° at any point. Units may also
units of 3/6. if failed it is Wavering until the end of
move sideways or backward by up to
Combined Units: Two copies of the half their move. Units may only move its next activation. Wavering units only
same unit can deploy together as long within 1” of other units when charging. hit on rolls of 6+ in melee, automatically
as upgrades that affect all models are fail morale tests and must stay idle.
bought for both. Shooting
Melee Results: Units in melee don’t
Mission: Place D3+2 objectives. Players Models in range and line of sight of an take morale tests from wounds. Instead
roll-off to go first and then alternate in enemy in their front arc may fire all they compare the number of wounds
placing one marker each outside of weapons. Units with multiple weapon each unit caused plus the number of full
deployment zones and over 9” away types may fire each weapon type at a rows it has and the unit with the lowest
from each other. At the end of each different target. Shooting models take total loses and must take a morale test.
round if a unit is within 3” of a marker one quality test per attack and each If the test is failed whilst the unit is
while enemies aren’t, then it’s seized success is a hit. For each hit defending down to half or less of its total size or
and remains seized even after leaving. models roll one die trying to score their tough value then it Routs (remove from
Wavering units can’t seize markers and Defense value or higher and each fail play), else it is Wavering.
if units from both sides are contesting a causes one wound. For every wound
the defender must remove one model
Terrain
marker then it becomes neutral again.
The game ends after 4 rounds and the from the back row. Cover Terrain: Units that shoot at
player that controls most markers wins. Weapon Profiles: The stats of each enemies with most models in or behind
weapon are shown like this: cover get –1 to shooting.
Deployment: Players roll-off and the
winner picks one long table edge as his Name (Range, Attacks, Special) Difficult Terrain: Units moving
deployment zone with his opponent through difficult terrain can’t move
Weapons with a range value are for more than 6” at a time.
taking the opposite. Then the players
shooting and without for melee.
alternate in placing one unit each within Dangerous Terrain: Models that move
12” of their table edge, starting with the across dangerous terrain or activate in it
player that won the deployment roll-off. must roll one die (or as many as their
tough value) and for each roll of 1 they
take one wound.