Hand to Hand Fighting
The output of hand to hand fighting will not necessarily be absolute. This means that forces can withdraw, regroup, and go again. However I am not looking to tally up casualties on both sides, leaving decimated victors. The winning unit will therefore appear intact at the conclusion of the fighting.
I’ve taken this option as the “attacking” force would have potentially less chance of holding objectives against a counter attack if their numbers were significantly reduced. In addition I am looking to favour the attacking force. If the attacking player, who will lose troops in the advance, cannot also defend the ground taken it would appear that a defending force has an unequal advantage.
Melee will take place when a unit moves into base to base contact with the enemy at any point. Units move or “charge” into melee, with a frontal assault, in the flank or in the rear.
Before making contact the attacking unit must test its willpower and roll 2D6 achieving equal or less its morale level.
Only one side initiates combat and the fighting is not simultaneous which always gives the attacking force the advantage of first impact.
Melee takes place after movement and shooting. As a result more than one unit may attack a single unit in a single turn. In this situation the defending unit will fight in its turn against a single adversary which will be to its front. If the attack is on two flanks, or flank and rear simultaneous and not to the front the unit will immediately surrender.
Melee Factors to add / subtract from the roll
Charge +1
Engage in Flank +1
Engage in Rear +2
Uphill +1
Downhill -1
Victorious in previous turn +1 Note – this must be the previous turn
Melee Outcomes –
The attacking unit rolls 1D6 (Plus 1 in the flank and plus 2 in the rear). The result is then deducted from the morale of the defending unit who take an immediate morale test.
For example – Zulu forces launch a ferocious attack on a Natal Native Contingent unit. They charge (+1 on roll) but are downhill of the NNC (-1), however the units crash together. The Zulu player rolls a 4 with no further modifications. The NNC, an inexperienced unit but with a veteran leader (morale of 7), respond. They need a 3 or less with their morale test…..
Morale
This is the measurement of the willingness units have to continue to engage. Units who choose to disengage, voluntarily or perhaps more likely involuntarily and flee, do so by withdrawing. A key question is whether they withdraw in reasonable order. In addition we often say (perhaps conveniently) that if a unit leaves the table it is lost. I’m happy to follow that line. Again this aids the attacker as a defensive force is likely to be close to their board edge.
A morale test is taken in the same way and for the same reason, whether shooting or melee. In short by failing to equal, or roll below, the morale level of the unit it has failed the test and there are consequences.
The important aspect of morale is the degree of failure. Morale of any unit will be 6 at it’s lowest and 10 at its highest, before variables are considered.
Working through an example. A Roman legion attacks an Ancient Briton band of warriors. Passing it’s initiative test the first blows are stuck. The Roman player rolls a 4 and the Briton unit (Morale 9) rolls high with double 5 – 5 over the morale test. We check the table;
NOTE: A morale test where ANY double is rolled is an automatic pass.
1 to 4 over – Reform. You give a little ground, half move directly away from the enemy.
If you may not move you stay in your position and become disordered. If the test is due to shooting you may not fire in your phase. If it is in melee you must repeat the process giving the attacker +1 in the roll. If this situation occurs three times consecutively the unit must surrender.
If the unit can move back and this is a consequence of shooting you may not advance in your next phase however you will be able to return fire if you are able.
If the unit can move back and this is as a consequence of melee you reform and cannot attack in the next phase. If your enemy attacks in the next turn they will have a +1 advantage on impact.
5 to 7 – Retreat. Fall back in disorder directly away from the enemy. Move back a full move.
If you may not retreat whether being impacted by shooting or melee the unit is removed from the board.
If the unit can move back and this is a consequence of shooting you may not advance in your next phase and may not return fire.
If the unit can move back and this is as a consequence of melee you reform and cannot attack in the next phase. If your enemy attacks in the next turn they will have a +2 advantage on impact.
8 to 9 – Break. Flee 2 x move distance in disorder. If you cannot move the unit is removed.
Whether due to shooting or melee do not move next phase but take morale test, if failed remove from table. If successful reform and do not move or fire that turn.
10+ – Rout. Unit is removed from the board.