Time to fight.
(Oh, and I made a mistake on my map yesterday, switching the places of the elf bowmen and halfling cavalry and mislabeling the halfling yeomen – sorry!)
As the rules now stand (yes, covering my @$$), mass combat is handled in the following phases:
1) Orders Phase
2) Missile Phase I
3) Movement Phase
4) Melee Phase
5) Magic Phase
During the orders phase, each commander writes down orders for each unit. These orders cannot be changed because of events on the field.
During each phase, each commander rolls 1d6 to see who moves a unit first, play then proceeding from commander to commander until each unit has moved or attacked during that phase.
So, orders for this phase will be as follows:
A, C, D, E – Maintain a loose formation and wait
B – Stand ground and shoot bows at Orc Unit F
F – Stand ground and sling stones at Orc Unit G
G, H – Stand ground and sling stones at Orc Unit H
I – Stand ground and shoot bows at Orc Unit F
All orc units are going to maintain a loose formation
All orc units except B and C will move ahead at normal speed, save the worg riders, who will have to match the pace of the units in front of them
Units B and C will target Halfling Unit A with their bows
With orders given, play proceeds with the missile phase
Each commander rolls 1d6 – Thundergut gets a ‘5’, Brando a ‘3’
Each squad of 10 figures makes a single attack, rolling damage if they hit
Thundergut has Unit B fire at Halfling Unit A, rolling a ‘13’ and ‘17’ and scoring 5 points of damage; Brando rolls a ‘18’ for his Reflex save and takes no damage
Brando has Unit B fire at Orc Unit F, rolling a ‘16’ and hitting for 5 points of damage; Sub-chief Yort rolls a 13 for his Reflex save and succeeds, suffering no damage
Thundergut has Unit C fire at Halfling Unit A, rolling an ‘11’ and ‘21’ and scoring 4 points of damage; Brando rolls a ‘25’ for his Reflex save and suffers no damage
Since Thundergut has no more missile attacks planned, it’s all halflings now
Unit F fires at Orc Unit G, rolling an ‘8’, ‘8’ and ‘18’ and scoring 2 points of damage; Sub-chief Fang rolls a ‘12’ on his saving throw and also suffers 2 points of damage
Unit G fires at Orc Unit H, rolling a ‘13’, ‘19’ and ‘17’ and scoring 4 points of damage; Sub-chief Nardo rolls a “1”, “12” and “22” on his Reflex saving throws, failing two and suffering 3 points of damage
Unit H fires at Orc Unit H, rolling a ‘2’, ‘8’ and ‘13’ and scoring no damage
Unit I fires at Orc Unit F, rolling a ’16’, ‘12’, ‘13’, ‘11’, ‘17’ and ‘1’ and scoring 4 points of damage; Sub-chief Yort rolls an ‘18’ and ‘20’ on his Reflex saves and suffers no damage
Movement now commences
Since none of the halfling units are moving this round, the movement all goes to the orcs.
Each square on the map represents 5 feet, and the orcs have a 30 foot movement rate. Thundergut has them move at full running speed towards the enemy, so they move 24 squares forward
No units are in contact, so there is no melee phase. No casters are casting, so there is also no magic phase.
So, at the end of Round One, we’ve seen some minor casualties on the orc side – nothing too dramatic yet, but we’ve only just begun the battle
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