In this blog post we will look at the interesting combat system of Confrontation 3rd Ed.
The player who won the Tactical roll for the round gets to split the Frays. Essentially this means models are paired off with combatants, such that every model ends up in combat with at least one other model. While technically a simple problem, it can become very involved when lots of models are in contact with each other.
With the Frays split, the player won the Tactical roll decides which fight to resolve first, and then the opponent picks the next fight, and so forth.
Each combatant gets 1 combat die, and another 1 per opponent the model is fighting.
Each player picks one of their models involved in the fight to make an Initiative roll. The winner of the roll places their combat dice into attack defence after the loser of the roll.
This is where Confrontation gets interesting!
Dice placed in attack are only used to perform attacks. Dice placed in defence are used to deflect attacks. Winning the Initiative can be very important for calling your opponent's bluff in combats involving many attackers against a lone defender.
The player who won the Initiative roll in a combat gets to make the first attack roll. In the case of the attacker having many models, they all make one attack. This of course uses up an attack die on each model. So long as a model has an attack die, they must attack. Attack rolls are then made in an alternating manner.
When there are many attackers, and a model has more than one attack die remaining, the model makes an attack against each opponent. Of course in the case of their being less attack die than opponents, the attacker chooses whom to attack.
Each round of attack roll is called an Exchange.
If a model has defence dice, then the player can declare their use against attacks. The attack roll is made, D6+ATT. This has no difficulty to beat. A roll of 1 is a natural fail. The defender then makes the defence roll. D6+DEF. It must equal or beat the total of the attack roll. A roll of a 1 is a natural fail.
A special case is a sustained defence. This can only be used when the model has had as many dice placed in attack as in defence, and the model is down to the last defence die. When it is announced, the defence test increases in difficulty by 2, and if succeeded the attack is parried and the die is kept in defence. All subsequent defence tests work by the same manner, with the penalty to the tests accumulating. So a second defence roll is at +4 difficulty, then +6 etc.
Wounding follows are previously discussed in the blog.
At the end of a combat there are opportunities for pursuit movements, and also there are further rules and abilities to allow dice to be sacrificed to allow for killing blows.
And that is combat! It is somewhat more involved than Warmachine and Hordes, and more involved than current 40k and Warhammer rules. It is a bit more comparable to the 40k 2nd ed rules for combat, but even then, not even that had rules to choosing to defend or attack. And I feel, for a skirmish game involving 6-12 models aside is pretty cool, and gives the sense of trading blows and parries. Compared to 2nd Ed, this system is far simpler, but for Rag'Narok, the combat system sits in between the two editions of Confrontation.
Next time I will give more of an overview of magic and divine acts.
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