How-to: Land Combat

Turn phases
This is the beta turn structure, it is subject to change without warning

Beginning phase
-Upkeep phase

-Morale Check

Main Phase
-Movement Phase

-Ability Phase

-Charge Phase

Combat Phase
- Attack Phase

- Wound allocation

- Post-battle abilities

-Morale Check

Combat Example
10 Legio Centurii (2 squads of 5) vs 28 Valkosian Troopers (4 squads of 7)


 * - These stats are not real and are just examples

Legio Centurii stats*:

Ranged - +3 to hit, +3 to wound, 2 hits

Melee - +2 to hit, +2 to wound, 3 hits

+4 Armor save, Feel no Pain (Damage can be negated by a roll of +4)

Two health points each

Valkosian Troopers stats*:

Ranged - 3+ to hit, +2 to wound, 3 hits

Melee - 5+ to hit, +4 to wound, 2 hits

+5 Parry save, Fearless (Doesn't roll for morale checks)

One health point each

Squad 1 of the Centurions attack Squad 1 of the Troopers


 * 3 Attacks X 5 units = 15 attacks (2,5,3,6,1,2,3,2,1,6,3,6,3,4,5,3) meaning 11 hit


 * 11 hits X 1 d6 = (6,2,6,2,3,6,6,1,2,4,2,3) = 7 wounds


 * Valkosian Troopers roll 7 D6 dice (Rolls of 6 means they negate one point of damage)


 * 7 wounds X 1d6 = (2,4,4,2,4,6,2,3) = 1 wound is negated


 * 6 valkosian troops from that squad die

Squad 2 of the Valkosian Troops attack the Squad 2 of the Centurions


 * 3 attacks X 7 units = 21 attacks (2,2,5,1,5,2,3,2,6,3,1,3,1,4,6,2,6,3,5,5,5) meaning 13 hit


 * 13 its X 1d6 dice = (6,1,1,4,3,2,1,4,3,4,1,1,5) = 7 wounds


 * Centurions have an armor roll of +4


 * 7 wounds X 1d6 = (4,1,4,2,5,6,6) = 3 wounds are negated


 * Centurions have feel no pain meaning a roll of +4 negates on hitting wounds


 * 4 X 1d6 = (2,2,2,3) = No wounds negated


 * 2 of the 5 Centurions die in combat

Other squads would be able to shoot on the same Squad 2 Centurions (likely) killing it off