Battles can be won and lost on many factors. What the conflict die represents is a chance die that can determine which way the battle can swing. General morale, the weather, the terrain, and equipment possessed by the army are examples of factors that can influence a battle. It is rolled each round by the combatants and added to the attack and armor value of the armies involved. This Warcraft Die can be increased by a number of factors such as Research into warcraft skills and Events that give temporary combat bonuses.
Unless otherwise specified, armies roll a 1d4 for the Warcraft Die.
Warcraft Die Progression
The Warcraft Research Tree may allow additional bonuses to be added. Things such as ambush attacks, cavalry charge, or allow a faction’s armies to increase their overall Warcraft Die.
The Warcraft die progression is:
Researching better weapons, armor, and shields for your army can make them more effective. Depending on the equipment you have unlocked with Research, your army adds bonuses to their stats. This bonus considers the number of troops in your army and is retained for the duration of combat. It not lost when the overall troop strength is heavily reduced in number.
Certain units can take an opponent completely by surprise and deal melee or ranged damage in advance of all other damage. Units with Ambush will have a number next to Ambush that indicates the amount of damage it can cause to an army in advance of all other phases. Tally the total damage of all units who can Ambush; that is the damage dealt. As they are caught flat footed, armies who are attacked cannot block the damage but Tough can absorb the blow. Units killed by ambush are removed. Two armies with Ambush resolve the damage simultaneously.
Both scout and bow units possess an ability to spot an ambush before it happens. For every 2 scout or bow units present in an army the attacking army’s Ambush damage is reduced by -1.
For example, 5 Scouts attack a force which has 4 Bowmen units. Normally their ambush damage would be 5, but because there are 4 bowman units the damage is reduced by 2.
Armies who have a ranged damage are assigned to deal damage in the ranged damage step. This is in advance of the melee step and is meant to represent the fact that bows are firing in the face of advancing troops. The ranged damage value is dealt directly to the unit in full unless the unit has a Shield Defense rating. If an army has a Shield Defense rating, they reduce the ranged damage value by that number. If the Ranged Damage value is reduced to zero, the army takes no damage. Armies that have no Shield Defense rating value take the full ranged damage value. Any units which are killed by ranged fire are removed from combat and no longer contribute. Opposing armies that both have Ranged Damage resolve their attacks on each other simultaneously. Ranged damage can only be dealt before the armies close to melee range.
For example, a unit of Innis archers fires at a line of advancing Richter soldiers. The archers have a ranged damage of 10. The advancing Richter soldiers have a Shield Defense rating of 5. The Richter troops would resolve 5 ranged damage against their army and then move to melee.
Additional Ranged Attacks & Friendly Fire
Ranged damage attacks can be repeated every round against an opponent’s army if the owner of the ranged units wishes to do so. They will attack with as many bowmen as are left alive. You must also resolve a ½ strength ranged attack against any non-ranged units that you have in the fight. This can result in lethal damage to those units and may kill off your own troops. This damage is resolved normally and may be soaked by SHLD and by toughness to avoid killing units.
For example, Ser Jamie has 5 footmen and 5 bowmen engaged against a foe’s 10 footmen. The bowmen are firing in the second round for 15 damage. Both groupings of footmen are out of toughness and will be able to soak the ranged attack with their SHLD. The enemy footmen have a SHLD of 10 and take 5 damage from the bowmen, killing 2 of them. Ser Jamie’s own troops only have a SHLD of 5 and take a ½ Ranged Damage attack from his own friendly fire. He deals 15/2, rounded up to 8, dealing 3 damage and killing one of Ser Jamie’s own footman units.
Some units, specifically cavalry, deal damage to an enemy after the ranged phase, but before melee damage is resolved. This represents a charge’s impact on an infantry line. This damage cannot be mitigated by any defense value but can be reduced by the Set Against the Charge skill. Any units which are killed by Cavalry Charge are removed from combat and no longer contribute. Armies that both have Cavalry Charge resolve attacks on each other simultaneously.
Some units, specifically spearmen, cause units that Cavalry Charge to deal less damage. Brace reduces the damage in the Cavalry Charge attack phase by an amount determined on each individual spearman unit. For example, spearmen reduce Cavalry Charge by -1 damage per 2 spearmen units whereas heavy spearmen reduce it by -1 per heavy spearman unit.
For example, 2 cavalry units charge an army and are going to deal 4 Cavalry Charge damage. However, the defending army has 2 spearmen units among their ranks and basic Spearmen reduce Charge damage by -1 per spearmen unit. This reduces the total Cavalry Charge damage by -2. As a result, the defending army takes 2 damage instead of the full 4 damage.
This is the conflict of troops fighting directly, face-to-face. When armies meet in combat, they assign they compare their total attack strength (ATK) versus the defending army’s armor value (ARM). If the attack strength exceeds the defending army’s armor value, the army is dealt that much damage. If an army’s attack strength does not exceed the defending army’s defensive strength, no damage is dealt to that army.
When combat damage is assigned to an army, it is assigned directly to any Tough points that the army may have. Those are removed first and represent any resilience that the army has before troops start falling. After toughness is expended, the army starts taking damage and soldiers start dying. Units are killed only when enough damage is dealt that meets or exceeds their hit points. It is the defender’s choice as to what units get removed, but as soon as enough damage has been dealt to an army to remove any unit in that army, that unit must be removed. If the damage dealt is not great enough to remove any unit in the army, then no unit is removed.
For example, if an army consists of 3 footmen and 2 bowmen, it has a total of 3 tough. If that army sustains 4 damage, 3 of that is soaked by tough, but 1 goes through to the army. Since bowmen units have 1 HIT, the defender must choose to kill a bowman unit. If the army then sustains another 3 damage, the defender must kill a footman (2 HIT) and a bowman (1 HIT).
Note: Tough is not refreshed between rounds of combat unless a power specifically allows this to happen.
A unit who sustains all its hit points in damage in each combat is killed and removed from combat. Units who are killed are considered to have lost sufficient strength to fight and are disbanded as a force. When combat is finished, the unit will not longer be a part of the army. Units who are killed are immediately removed from combat and no longer contribute to the fight.
Shaken & Routed
If an army is reduced by ½ its units, it is shaken. Shaken armies attack at half their current ATK value. If an army drops to 25% strength, it is routed and flees the field of battle, utterly defeated.