I'm not done writing up the entire Close-Combat phase yet, but here's the first 3 pages of what will probably be 6. Which describe who's in combat, defensive fire, consolidation moves, etc. Comment away!
The Close-Combat Phase (Part 1)
In
WarStrike, Close-Combat is not a static affair. Where blobs of infantry meet,
stand still, and then tediously hack at one another with swords and claws for
turns on end. Instead, WarStrike takes a wider, more dynamic approach. Rather
than focus on melee alone, it’s Close-Combat actually encompasses both
close-range shooting & maneuver, in addition to traditional melee attacks.
The
other big difference is that in WarStrike, Close-Combat is always played out to
completion within the same turn in which that combat begins. Thus, when your
troops meet in Close-Combat, one side will always win, and the other lose,
before the next player turn begins.
Taken
in total, these differences mean that Close-Combat in WarStrike is always a
bloody, decisive affair. Forming, quite often, the penultimate moment of the
battle. Where victory or loss is finally decided between the players.
Close-Combat Phase Sequence
There
are 6 Steps to the Close-Combat Phase. These are:
1. Who’s In Close-Combat?2. Defensive Fire3. Attacker Consolidation4. Close Combat Sequence5. Loser Falls Back6. Winner Consolidates
1. Who’s In Close-Combat?
Before
you can determine who wins a combat, you... have to know who’s fighting!
A
unit will be considered to be in Close-Combat if at least one of it’s models is
within 6” of any enemy model. All units belonging to current player (the
Attacker)are considered to be ‘Attacking Units’, while those of the opposing
player (the Defender)will be considered to be ‘Defending Units’.
Initiating Close-Combat
Since
Close-Combat only happens when enemy models get within 6” of each other, and
resolves within the same turn, it can only be initiated by the current player
as a result of their units’ movement during the previous Action Phase.
If
the current player wants Close-Combat to happen during their turn, they need
only move one of their units within 6” of one or more enemy units. That’s all!
Thus,
there is no ‘charge’ move in WarStrike, and the normal rules for Moving Around
The Enemy still apply. Which will prevent a unit from moving it’s models into
base contact with enemy models during the Action Phase.
1. Defensive Fire
The
Defender’s unit’s aren’t going to just stand there and let an attacking unit
charge into Close-Combat with them. If they can, they’ll attempt to shoot an
attacking unit as it runs towards them!
Once
the attacking and defending units of the Close-Combat have been determined,
each defending unit in the combat will have the opportunity to conduct
defensive fire against any attacking unit within 6”.
Other
units in the defender’s Strike Force aren’t going to just stand still either.
If they can, they’ll try and help their brothers in arms.
Defending
units outside of the Close-Combat will also have the opportunity to conduct
defensive fire. If the distance from their unit leader to the attacking unit is
within that unit’s current Awareness Range (Aw).
Conducting Defensive Fire
Defensive
fire is easy enough to do... Unless of course a unit has been pinned down by
suppressing fire from the attacker.
To
see if a unit may fire in defense against an attacking unit, make note of how
many suppression markers the unit has. If it has none, it may conduct Defensive
Fire automatically.
However,
if it has one or more markers, then it must roll a Ld check exactly as if it
were attempting to perform an action in the Action Phase. If this Ld check is
failed, then the unit will do nothing at all. They are too distracted or pinned
down by the enemy to take any shots an at attacking unit. If the test is
passed, then the unit may conduct Defensive Fire.
Defensive Fire Targets
Who
a unit may shoot with their defensive fire depends on whether they’re in the
combat, with an enemy unit running towards them; or out of the combat, where
they have more freedom to pick their targets.
Defending
units in the Close-Combat may only fire at an attacking unit which is within 6”
of their own unit.
Defending
units which are not in the Close-Combat may fire at any attacking unit which is
within the current Aw range of their own unit leader.
Any
unit conducting Defensive fire, may only fire Snap Shots at an attacking unit.
Suppression & Close-Combat
Suppression
is a huge part of the Close-Combat Phase, just as it was in the Action Phase.
However, WarStrike’s Close-Combat happens in such a compressed span of time
compared to the Action Phase, that your troops will have little time to
mentally recover from the effects of Suppression. Unless they see their enemy
flee, their spirits will continue to fall until one side or the other breaks
under the strain.
Suppression
Markers are never removed from a unit during the Close-Combat phase. Even for
successful Ld checks to perform Defensive Fire, or to continue combat itself.
However,
a unit which wins a Close-Combat may immediately remove one suppression marker
for each enemy unit that they either Rout, or force to Fall Back from Close
Combat. Even if they are still in combat with other enemy units when this
happens.
3. Attacker Consolidation
After
the Defender’s units have had a chance to conduct defensive fire, each
attacking unit will have the opportunity to automatically perform a
Consolidation Move.
Consolidation Moves
Whenever
a unit is required to make a Consolidation Move, this means that it may move up
to 1/2 of it’s normal Mv value, rounded down.
A
Consolidation Move is always unaffected by area terrain or hills. Though it is
still affected by the crossing of Obstacles, Structure Walls, and the normal
penalties for moving between the different levels of a Structure.
Note
that Consolidation Moves may be made in any direction, not just towards the
enemy.
This
means that a unit may, during a consolidation move, end the combat simply by
moving more than 6” away from all enemy units. Or they might choose to draw
additional enemies into the combat by moving within 6” of an enemy unit that
was not previously in the combat.
Consolidation
Moves are also exempt from the normal rules for Moving Around The Enemy, and
are thus the only way of getting into base contact with enemy models for the
purposes of melee attacks with fists, swords, and other such hand-to-hand
weapons.
(End Part 1)Once I finish up the rest, I'll combine the entire section into one post. Unless I decide to split this stuff up. Dunno yet. :)
BTW: The Reaction Phase is now gone again. I folded it's rules into the Close-Combat Phase. I've updated the last Turn Sequence post with the change.
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