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=THE ASSAULT PHASE= ==Assault Phase Summary== The Assault phase is split into two sub-phases: the Charge sub-phase and the Fight sub-phase. ===Charge Sub-phase=== In the Charge sub-phase, you declare charges and your models move into close combat. Close combat is where two units from opposing armies are in base contact with each other. If there are more than two units, it is called a multiple combat and discussed later in this section. #Declare Charge. #<code>Reaction to Charge.</code> #Roll Charge Range (2D6" unless otherwise stated). #Charge Move. #Declare Next Charge or Finish Charge Sub-phase. ===Fight Sub-phase=== The Fight sub-phase is when models from both sides make their melee attacks. #Choose a Combat. #Fight Close Combat. #Determine Assault Results. #Choose Next Combat or Finish Assault Phase. ==Charge Sub-phase== It's time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure: * First, pick one of your units, and declare which enemy unit it wishes to charge. *<code>Then, the target enemy unit gets to make a Reaction to Charge (see below).</code> *<code>Once Reaction to Charge is resolved, roll the charge distance for the unit and, if it is in range, move it into contact with the enemy unit – this is sometimes called ‘launching an assault’.</code> Once this has been done, proceed to the Fight sub-phase. ===Declare Charge=== If the active unit is declaring a charge, nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12" away (the maximum charge range for most models, as we'll discover later). Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge include: *The unit is already locked in close combat. *The unit ran in the Shooting phase. *The unit has gone to ground. *The unit shot Rapid Fire weapons, Salvo weapons, Ordnance weapons or Heavy weapons in the Shooting phase. This even applies if Snap Shots were made with these weapons. *The unit is falling back. *The unit is a Flying Monstrous Creature that changed flight modes during this turn. In addition to the above, a unit that fired in the Shooting phase can only charge the unit that it targeted during that turn’s Shooting phase. ====(Proposed Rule) Fiery Charge==== <code>Any models that have made a successful Charge may immediately make a Fiery Charge shooting attack against the non-vehicle enemy unit they charged. Resolve it as a normal Shooting attack, with only Assault and Pistol type weapons able to fire. Any casualties caused from this attack are added to the combat result for this side. However, units choosing to make a Fiery charge lose their bonus attack from a charge, if any. Units with the Rage USR only lose one of their two attacks.</code> ===Reaction to Charge=== Few warriors sit idly by when an enemy horde descends upon them, but let fly with every weapon at their command <code>or retreat.</code> <code>A unit that is charged can choose to react in two ways:</code> *<code>Fire Overwatch: The unit tries to thin out the foes charging them by opening fire.</code> *<code>Fall Back: The unit tries to avoid close combat by retreating.</code> ====Overwatch==== <code>Warriors receiving a charge will try to thin out their foes through open fire.</code> Though such shots are often inaccurate (there's not much time to aim, and there's something distinctly off-putting about the onset of a bellowing foe), each has a chance of killing an enemy and altering the balance of the ensuing melee before it even begins. In fact, a particularly lucky burst of Overwatch fire can rob a charge of so much momentum that it comes to a stumbling halt! An Overwatch attack is resolved like a normal shooting attack (albeit one resolved in the enemy's Assault phase) and uses all the normal rules for range, line of sight, cover saves and so on. Unlike a normal shooting attack, Overwatch cannot cause Morale checks or Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots. Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch. <code>For the purposes of range, the target of the Overwatch attack counts as being within 1” of the models that are firing Overwatch.</code> ====<code>Fall Back</code>==== <code>Units that fall back from charging enemies believe that they have no chance of winning the ensuing fight. A fall back move is not always voluntary. Units that are already fleeing must always declare Falling Back as their charge reaction and certain terrifying creature may force a unit to Fall Back instead of other options. A unit that decides to Fall Back must make a Fall Back moves (see the morale section).</code> ====<code>Reaction Restrictions</code>==== It's worth pointing out that units that are locked in close combat <code>cannot react to a charge</code> - we can assume that other events have their full attention. Also note that a unit being charged may only <code>react to a charge</code> once per turn. ===Roll Charge Range=== Once all Overwatch shots have been resolved, the controller of the charging unit rolls to determine his unit's charge distance. There are myriad factors that can speed or slow a charging unit as it launches itself forward. Roll 2D6. This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model. ==Fighting Sub-phase== ===Rolling to Hit==== To determine whether hits are scored, roll a D6 for each Attack a model gets to make and compare the WS of the attacking model with the WS of the target unit. Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. (Your Weaponskill is on the left column, Enemy Weaponskill is on the top row) {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Hit Chart |- ! || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''1''' || 4+ || 5+ || 5+ || 5+ || 6+ || 6+ || 6+ || 6+ || 6+ || 6+ |- | '''2''' || 3+ || 4+ || 4+ || 5+ || 5+ || 5+ || 6+ || 6+ || 6+ || 6+ |- | '''3''' || 2+ || 3+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ || 6+ || 6+ |- | '''4''' || 2+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ |- | '''5''' || 2+ || 2+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ || 5+ |- | '''6''' || 2+ || 2+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ |- | '''7''' || 2+ || 2+ || 2+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ |- | '''8''' || 2+ || 2+ || 2+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ |- | '''9''' || 2+ || 2+ || 2+ || 2+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ |- | '''10''' || A || A || A || A || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ |} <code>If you look at the chart, you will see that equally matched models hit an enemy on a 4+, but if the attacker's Weapon Skill is greater than that of his target, he will hit on a dice roll of 3+. In cases where the attacker’s Weapon Skill is double or more than that of the target, he will hit on a dice roll of 2+. In cases where a target's Weapon Skill is more than double that of the attacker, a 5+ is required for a successful hit. If a model has twice the Weapon Skill plus 3 or more, a 6 is required.</code> ====(Proposed Rule) Final Blow==== <code>If a multiple-model unit has been reduced to only a single model with only a single wound (If it had multiple wounds, with all but the last one having been lost previously), for every successful wound this model causes it may immediately make an additional attack with identical Strength, AP, and any other applicable special rules against that same target at the same Initiative step. If these additional attacks cause wounds, they gain another attack against that target, and so on. A Final Blow cannot be made by Independent Characters.</code> ===Determine Assault Results=== ====Sweeping Advances==== When a unit falls back from combat, the victors make a Sweeping Advance, attempting to cut down their fleeing foes. When a Sweeping Advance is performed, both the unit falling back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative characteristics, use the highest - we can assume the quicker-witted individuals in the unit guide the others. The units then compare their totals. <code>If the winner's total (Initiative + dice roll) is equal to or greater than the foe's, the falling back unit is caught by the Sweeping Advance: Each model in the winning squad automatically inflicts a randomly distributed hit on the fleeing unit, they count as charging for the purposes of any weapons or special rules that grant bonuses when charging.</code> If the falling back unit's total is higher, they break off from the combat successfully. <code>In either case, make a Fall Back move for the surviving members of the losing unit</code>. The winners can then Consolidate as detailed below. ===Multiple Combats=== ====Assault Results==== When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side has to check their Morale (they all use the same penalty, as described in the Morale section on page XX). After all of the losing units have taken their Morale checks, each winning unit that is now free to make a Sweeping Advance rolls the dice and compares its total with the total of each of the falling back enemy units it was engaged with. Any that it equals or beats <code>suffer automatic hits</code>. Remember that winning units can only Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight. After determining assault results, all units that were involved in that multiple combat must make Pile In moves towards enemies that fought in that combat. If no models in a unit are in base contact with an enemy unit, and the combined Pile In moves of both sides are not enough for them to get back into base contact, then they can Consolidate instead ====<code>(Proposed Rule) Shooting Into and out of Close Combat.</code>==== Models belonging to units locked in combat cannot fire weapons in the Shooting phase, they are too busy fighting the enemy in front of them. <code>However, models can shoot at units locked in close combat - while some commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is a risky maneuver. Units wishing to shoot into a melee must declare which of the engaged units they are trying to hit, and then perform a snap shot against that unit. Any successful snap shots hit the nominated enemy unit. However, any rolls of 1 or 2, even if they would normally be hits, hit one of your engaged units instead! (In the case of shooting at a melee which has no units you control, the 1s and 2s hit a squad from a different player than the controlling player of the nominated squad). Resolve all these hits as normal, and keep in mind that if you cause any casualties to a friendly unit, they will suffer a penalty to any Morale checks they might need to make!</code> While blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, they may end up there after scattering and will then cause hits on any units they touch (friends and foes!) as normal. Units that are locked in close combat do not take Morale checks or Pinning tests caused by shooting and cannot Go to Ground; they are much too focused on fighting to be worried about being shot at!
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