Source: Warhammer Fantasy: 6th Edition

5. Close Combat (p.66)
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  1. Fight Combats

  2. Calculate Combat Results

  3. Break Tests

  4. Panic Tests

  5. Flee!

  6. Pursue

  7. Redress Ranks

Fight Combats

Resolve combats one at a time. The player whose turn it is will determine the order of the combats. Models can fight each other if their bases are touching.

Order of Combat

Charging units strike first. Otherwise, models strike in order of Initiative. In cases where Initiative scores are the same, the side that won the previous combat round strikes first. If neither side won the previous combat round, roll a D6 and the player scoring highest strikes first.

Roll to Hit

Check on the To Hit table on the next page to find the score needed on a D6 to hit. When attacking cavalry, use the rider's WS. For ridden monsters, both rider and mount use their own WS. A roll of a 1 always misses and a 6 always hits regardless of the relative Weapon Skills.

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14455555555
23444555555
33344445555
43334444455
53333444444
63333344444
73333334444
83333333444
93333333344
103333333334

Defended Obstacles

Models behind or in defended obstacles can only be hit on a roll of a 6, regardless of relative Weapon Skills. Once attackers win a round of combat, further combat rounds are fought as normal.

Roll to Damage

Cross reference the attacker's Strength versus the defender's Toughness value on the To Wound table below to find the score required on a D6 to cause a wound.

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14566NNNNNN
234566NNNNN
3234566NNNN
42234566NNN
522234566NN
6222234566N
72222234566
82222223456
92222222345
102222222234

Take Armour Saves

Roll a D6 for each wound that is caused. If the score is equal to or greater than the model's saving throw then the wound has been saved. A roll of 1 is always a failure regardless of a model's armour save. Saving throw modifiers for Strength apply. See the Shooting section earlier for modifiers.

Remove Casualties

Remove casualties from rear ranks but place them behind the unit in order to make calculating the combat results easier. If more wounds are caused than there are models fighting in the combat, excess casualties are removed as normal.

Combat Results (p.71)

Add up the number of wounds caused by each side in the combat, remembering to count those caused to multiple wound creatures not removed as casualties and ignoring those saved by armour or Ward saves. Add any modifiers that apply from the table below. The side with the higher score has won the combat.

Combat Resolution Bonuses

  • +1 per rank after the first, to maximum of +3

  • +1 If the unit outnumbers the enemy

  • +1 Standard bearer in front rank

  • +1 Unit occupies higher ground

  • +1 Flank attack. If both flanks are engaged the modifier will still only be +1.

  • +2 Rear attack. Combined with a flank attack, this gives a +3 bonus.

  • +1 Overkill. A challenger who kills his opponent and inflicts more wounds than the enemy has adds +1 to the combat result score for each excess wound caused.

Losers take Break Test

The losing unit in a combat rolls 2D6 and adds the difference between the combat results. If the score is greater than the unit's Leadership value the unit has broken and will flee once all remaining combats have been resolved.

Panic Tests

All units within 6" of a friendly unit that has broken or been destroyed must take an immediate Panic test. This is done after all Break test have been taken, but before fleeing troops are moved.

Flee! (p.74)

Fleeing troops move directly away from the largest enemy unit involved in the combat. If the unit normally moves 6" or less it flees 2D6". If it normally moves more than 6" it flees 3D6". Fleeing units ignore movement penalties for difficult ground and obstacles, but must move around impassable terrain.

Pursuit (p.75)

Victorious units will pursue fleeing troops 2D6" if their normal movement is 6" or less, 3D6" if their normal movement is greater than 6". If this score is equal to or greater than the score rolled by the unit it is pursuing, the fleeing unit is destroyed. If pursuers do not move far enough to catch the fleeing unit then they move the distance indicated and no further casualties are caused. Pursuers ignore movement penalties for difficult ground and obstacles, but must move around impassable terrain in exactly the same way as fleeing troops.

Pursuers always move their full pursuit distance towards fleeing troops unless this carries them into a fresh enemy unit in which case the pursuit counts as a new charge and is resolved in the following turn. The pursuers count as charging and receive all the appropriate benefits as if they had charged that turn. If the fresh enemy unit causes fear or terror the pursuing unit does not need to take a Ld test in order to charge them. In subsequent turns the effects of fear and terror apply as normal.

Restraining Pursuit

A unit may restrain its pursuit by rolling equal to or less than its Leadership value on 2D6. You must declare that you are attempting to do so before the dice are rolled to see how far fleeing troops run.

Units that are fighting from a building or other defended position can automatically restrain a pursuit without having to test against their Leadership.

Pursuit Off Table

A unit that pursues its enemy off the table returns to the same point as where it left in its next turn. It may not charge, but can otherwise move and fight as normal. Wizards may cast spells normally. The unit counts as having moved for the purposes of shooting.

Redress the Ranks (p.76)

Formations are now tidied up ready for the next phase. Fleeing units may not redress their ranks.

Units that have won their combat can, if they wish, expand their frontage or lap around the enemy unit they are in contact with.

The Overrun Rule (p.78)

If a unit slays all its opponents in the first round of combat it may make an Overrun move if it wishes. This will be either 2D6" or 3D6" depending on the unit's Movement value, exactly like flee and pursuit.

If this carries the unit into a fresh enemy unit it counts as a new charge and is resolved in the following turn. The Overrunning unit counts as charging and receives all the appropriate benefits as if they had charged that turn.

A charged unit may only respond to the charge by holding, it may not stand & shoot or flee. If the fresh enemy unit causes fear or terror the pursuing unit does not need to take a Leadership test in order to charge them. In subsequent turns the effects of fear and terror apply as normal.

Assuming that the Overrunning unit doesn't encounter any fresh enemy, it moves the distance indicated by the dice roll and is then free to act as normal in its next turn.

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