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Blas-Tastic Oct '14

SEASONS OF WAR: DotC - EXAMPLE TURN

This is just a trimed down version of a longer 'example turn' article, which you can read here.

 

In Seasons of War, players take turns to activate and use all of their units before the turn goes to the other player (in other words: IGOUGO). In this example we will follow a single turn taken by the Norman forces.

 

Discipline and Action Phase

 

In the Discipline and Action Phase (D&A), all units in a player's force take part (the only exception to this is if they are engaged in a fight with an enemy unit as described later). When a player wishes to use a unit, a discipline roll is made; this determines how the unit performs in the turn. Even if a player does not want to move or act with a unit in the current turn, they must still take a discipline roll for the unit - there is still a chance the unit could perform a ‘Rash Action’ – which may cause the unit to perform an involuntary action.

 

The Norman player begins by activating his unit of knights on the left flank. The player rolls a single D10 as Norman Knights have a Discipline Type of D10. The result is compared to the chart below:

 

1: Rash Action

2-3: Simple Action

4+: Strategic or Simple Action

 

A 6 is rolled, meaning that the unit can perform either a simple or strategic action. The player chooses to charge the enemies Greater Fryd unit - a simple action.

Making the charge and using other units

 

The player must then work out if they meet the enemy in combat, or fall short. The charge bonus die (a D4) is rolled - this is added to the units normal move value.

 

The player compares the unit’s total charge value of 10” (base 8" + 2" charge bonus) to the distance to the enemy unit - 9”. The enemy is in range, the knights charge is successful are the models moved into base contact.

 

This turn, the player decides to also move the leader model up and attach it to the unit of knights. This is done simply by moving the model into base contact with the unit.

 

Carrying out Combat

 

Once all units in the army have been activated (or rolled for if the player does not wish them to do anything) the fight phase begins. In the fight phase, any units that have charged an enemy or are locked in combat have their chance to attack. Before any dice are rolled, the ‘fight strength’ of both sides is calculated.

 

Fight strength takes into account the size and training of the unit as well as the advantage of charging. After the Fight Strength of each side has been calculated, they are compared. If the Fight Strength of both sides are equal, no side has a clear advantage and the fight continues as normal. If one side has a higher Fight Strength than the other side, they gain re-rolls equal to the difference. In the case of the unit of Norman knights against the Saxon Greater Fyrd, the scores would be calculated as follows:

 

Norman Knights:

Noble in the unit: +1

Cavalry unit charged: +2

Skilled unit: +2

Total: 5

 

Greater Fyrd:

Outnumber enemy unit: +1

Poor unit: +0

Total: 1

 

The Norman side has an advantage of 4 points, allowing the Norman player to allocate 4 rerolls between the attacking and defending phases (this must be decided before any dice are rolled). The Norman player decides to split his dice - putting two re-rolls to the attack phase and 2 re-rolls to the defence phase.

 

To Hit, To Wound

 

Although the attacks are assumed to be made simultaneously by both sides, it is convenient to work out each side separately. The Norman player rolls their attack dice first (1 for each base in contact and a bonus 1 for the Noble for a total of 4). As Norman Knights are cavalry, they receive a bonus to their dice on a turn they have charged in. This turn their attack type counts as D8 rather than D6. Attacking in the fight phase works in a similar way to when shooting. The scores are as follows: 1, 3, 4, 7. The Norman player decides to re-roll the score of 1 in hopes of getting a better score. Having a higher fight strength pays off and the rerolled die scores a 6.

 

The Greater Fyrd only have an armour value of d4, meaning that a 4 is the highest possible score. As the attacker has rolled a 6 and a 7 (both higher than 4) these attacks automatically cause damage and cannot be negated by rolling. Two D4s are rolled for the remaining attacks that can be defended against - netting a roll of a 1 and a 4.

 

Just as in a shooting action, the armour dice are matched up to the attack dice. The 4 equals the attacking 4 but the 1 cannot negate any hits. In total 3 wounds have been caused meaning a single base and a single ‘spare’ wound have been caused. Before these are implemented however the Greater Fyrd have their chance to attack.

 

 

You can read the full example turn (with other units and the combat resolution) right here.

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