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Topic: Combat results table


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In the News (Mon 16 Nov 09)

  
  Napoleon at Waterloo Rules
The attacking Player totals the Combat Strength of all of his units that are involved in a given attack and compares the total with the total Combat Strength of the Enemy unit or units being attacked.
If the Combat Ratio in an attack is higher (or lower) than the highest (or lowest) shown on the table, it is simply treated as the highest (or lowest) column available.
Such an advance as a result of combat is an option which must be exercised immediately before going on to resolve any further combat in that Phase.
www.alanemrich.com /PGD/Week_03/PGD_NAW_rules.htm   (3663 words)

  
 [No title]
About Combat Combat is how players resolve strategic confilcts, when diplomatic efforts fail, military strength often has to carry the day.
Combat is impossible in a Star Cloud, any fleet that wanders into an Ion Storm may lose some ships due to the storm itself.
Combat victory can be elusive, you remove a number of ships or System defense from your opponnt based on the military strength of the fleet you are combatting with, and your opponent does the same with his.
www-personal.umich.edu /~bcasey/readme5.txt   (698 words)

  
 Titles beginning R: 1001 Nights of Gaming
Combat is simplified, being tased on the "to hit" roll rather than a combat results table.
The result does not bring matters any closer to simulation, but probably doubles the duration, a bad bargain, especially when players can be eliminated long before it is over.
One player labors over a long combat; the next has moved, pulled his card and awaits the combat die; the third, having rolled his movement dice, studies their possibilities.
spotlightongames.com /military/mnights/r.html   (4212 words)

  
 Strike Force 1 Rules
One player controls the movement and combat of the U.S. Army units and the other player controls the movement and combat of the Soviet Army units.
THE COMBAT RESULTS TABLE: The Combat Results Table is used to find the result of a particular attack made by either of the players during the game.
The result of the attack will be found in the column headed “Three Units.” Which of the six possible outcomes actually applies here depends on the die roll.
www.alanemrich.com /PGD/Week_05/PGD_SF1_rules.htm   (3102 words)

  
 Why
Results are then rolled on a die: 3 to abort, 2 to abort/hit, 1 to abort/hit.
Results are then rolled on a die: 5 to abort, 4 to abort/hit, 3 to abort/hit, 2 to abort/hit, 1 to abort/hit.
The CRT is also fairly bloody for the attacker with 6-1, 4-1, 3-1, 2-1 each having a 50% chance of a step loss.
www.easternfront.net /why.htm   (1106 words)

  
 [No title]   (Site not responding. Last check: 2007-10-17)
If a unit is engaged in combat in a square where he is present and they are successfully attacked and are in danger of going from ‘fresh’ to ‘spent’ then he may roll a D6, on a 5+ that hit is negated and the unit is still ‘fresh’.
If a combat is won and all enemy units in a square are destroyed than you may advance your victorious unit (the one that won the last combat) into the formerly enemy held square.
Combat Results Table 8.0 Following is the combat results table and all die rolls are done with a D6.
www.cs.uidaho.edu /~cort1333/game/rules.doc   (5421 words)

  
 Chapter 4 - Designing Manual Games - The Drive on Metz
Attacks are conducted using the Combat Results Table and the procedures detailed in the section on combat resolution.
The attacking player totals up the combat strength of all his units that are involved in a given attack and subtracts from that total the combat strength of the enemy unit being attacked.
If the combat differential in an attack is higher (or lower) than the highest (or lowest) shown on the table, it is simply treated as the highest (or lowest) column available.
www.hyw.com /Books/WargamesHandbook/4-3-metz.htm   (3571 words)

  
 Army Combat   (Site not responding. Last check: 2007-10-17)
This portion of the code will also be responsible for insuring that the data passed on to the other combat tasks is of the appropriate type (i.e die result is an integer number between -1 and 9, odds cannot be less than 1-5 or higher than 5-1, etc).
This table is organized by the results from table S.8 and the Strength Force of the individual armies (minimum 1, maximum 99).
Each table has a single integer entry, which is the number of Strength Points that the army has lost from this round of combat.
www.cs.nmsu.edu /~mroberts/cs371/armycom.html   (528 words)

  
 Rules for Wargames   (Site not responding. Last check: 2007-10-17)
Each combat unit is characterized by a type, an owner, a description (typically stating the unit’s historical identification), a movement allowance, a combat strength, and a current state.
Combat consists of the comparison of the strength of a specific attacking force with that of a specific defending force, resolved by the Combat Results Table.
Damage results are applied and the force sustaining greater damage must retreat to an adjacent hex.
www.cs.hmc.edu /~dhamm/wargames/rules.html   (1075 words)

  
 The Wargamer - PC Game Review: Korsun Pocket   (Site not responding. Last check: 2007-10-17)
This Combat Activity Area shows a view of the attacked hex and nearby hexes from which attacks are possible.
The column on the Combat Results Table with the odds for the battle is the heart of the display.
Combat might seem to be merely getting good odds and hitting the "Resolve" button, but this approach is too simplistic.
www.wargamer.com /reviews/korsun_pocket/page2.asp   (1298 words)

  
 Boulder Games-StoreFront Product Detail Page
The combat system requires both players to secretly and simultaneously choose one of several combat options.
Cross-referencing those choices determines which combat results table is used to resolve each battle, thereby determining the extent of strength point casualties to be assessed against each player's units, as well as other combat effects.
Combat supply may be expended as a result of battle, and it's difficult for a force of any size to operate for long when out of supply.
www.bouldergames.com /detail.asp?PRODUCT_ID=1514   (377 words)

  
 Battle for Moscow : game rules   (Site not responding. Last check: 2007-10-17)
Combat: Units cannot end their retreat in an enemy zone of control (they are eliminated if they do).
Divide this total by the combat strength of the defending unit, dropping all fractions, to get one of the odds levels given on the combat results table.
Combat Results: There are six different results on the combat results table.
www.grognard.com /bfm/game.html   (2648 words)

  
 Headache Treatments by Native Peoples of the Ecuadorian Amazon
To the northeast of the Shuar territory, lies the territory of the Siona and Secoya tribes that speak closely related dialects of Tukanoan.
The Waorani have demonstrated a xenophobia that may have been their salvation over the centuries, since early contact with this tribe often resulted in the demise of the interlopers.
Pharmaceutical agents that are efficacious in the symptomatic treatment of migraine tend to display strong agonistic activity on serotonin type 1D receptors (e.g., dihydroergotamine, sumatriptan), whereas, agents of benefit in migraine prophylaxis, for the most part, demonstrate marked antagonistic activity on serotonin type 2 receptors (e.g., amitriptyline, cyproheptadine).
manu.montana.com /paper.html   (6723 words)

  
 The Wargamer - Board Game Review: The Russian Campaign   (Site not responding. Last check: 2007-10-17)
Combat is resolved by the simple figuring of odds, rounded in favor of the defender.
Combat results include such chestnuts as AE (attacker eliminated) AR (attacker retreat), EX (exchange), C (contact), DE (defender eliminated) and DR (defender retreat).
The Russian combat phases are conducted in the same way as the German's; however, the Russian second movement impulse differs a good deal.
www.wargamer.com /reviews/russian_campaign/page3.asp   (972 words)

  
 WD: Task Force Productions Review   (Site not responding. Last check: 2007-10-17)
Combat Commander, produced by Task Force Productions of New Zealand, is a set of rules for Brigade to Divisional combat during World War Two.
Combat can result in no effect, recoil (where a unit moves away from the enemy and towards it's own HQ where possible), disruption (units may not move or fire offensively) and destroyed (units are removed from play).
Units are tested for shatter, and depending on the result of a die roll when compared to the forces morale grade (again, simplicity if the key here - just five morale grades depending on nationality and period of the war), the result could be at best, retire, or at worst, flee.
www.wargamesdirectory.com /html/reviews/review21.asp   (682 words)

  
 Optional Rules for WWII E.T.O.   (Site not responding. Last check: 2007-10-17)
Naval air units participate in Air to Air combat against bombers attacking naval units that they are stacked with according to the standard Air to Air combat rules.
Naval air units may be used to establish Air superiority in a combat hex ONLY if no enemy air unit is sent to the hex and at least 2 naval air units participate.
They are still out of supply for combat and movement purposes until they can trace supply to a supply source owned by their own country.
waterloo.cnchost.com /ww2/rules.shtml   (2094 words)

  
 [No title]
Combat and Stacking (6.3) - Companies may substitute for battalions on a one-for-one basis for attack and defense stacking limits.
Combat Effects (14.3) - In the example box, prior to rolling for morale, the odds are 36: 14 (not 13).
Retreat Before Combat (27.1) - This option may not be chosen by a strongpoint alone in combat.
fmg-www.cs.ucla.edu /tek/games/errata/avalanche.err   (1568 words)

  
 RPGnet: Review of Warchon: Clash at Sygillis (Printable Version)   (Site not responding. Last check: 2007-10-17)
At each location where there is a battle, the attacker subtracts the defender's total Defense Strength (DS) from his Attack Strength (AS), generates a random number (between one and five), and, on the spread's combat results table, cross-references the difference and the number for the result.
A typical result is one or more units suffering damage, in the form of hits (hit points).
The random number is 2, so the result is A1D2, meaning the attacker suffers one hit of damage to his units (some units have multiple hit points), and the defender takes two.
www.rpg.net /reviews/view-printable.phtml?reviewNumber=9830   (1596 words)

  
 [No title]   (Site not responding. Last check: 2007-10-17)
However, a bow cannot be used in hand-to-hand combat, and it is recommended that you also equip yourself with a close combat weapon, such as a sword or an axe.
Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart).
This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero, at which point the one with the zero score is declared dead.
www.projectaon.org /sanctum/text/lw/17tdoi/front.txt   (5578 words)

  
 Knowledge is power
Combat Odds are determined by comparing the attacking unit’s Attack strength against the defending unit’s Defensive strength.
Divide this attack strength by the defense strength of the defending unit, dropping all fractions, to get one of the odds levels given on the combat results table.
Roll one die and consult the combat results table; cross-index the number rolled with the odds to determine the result.
faculty.mdc.edu /dkaiser/rules.html   (776 words)

  
 MOSCOW ATTACKED! Combat Results and Terrain Effects Tables in HTM   (Site not responding. Last check: 2007-10-17)
Tac advance after combat is limited to 1 hex for all other units...
A unit may additionally be tactically moved after each combat it participates in, on attack or defense.
If both German air units have been allocated to the attack, they are both considered used, even if the first unit rolls the "6." Russian ground units in Moscow are then bombed individually by each attacking air unit.
members.tripod.com /~lcoat/mosatcrt.htm   (1849 words)

  
 The Kai Monastery -- Kai Masters' Hall
This excellent extension to the Combat Results Table appeared in Lone Wolf Club newsletter number 29 which came out early in 1995, if memory serves me correctly.
All those combats which never felt right simply going under the "+11 or greater" column now have a new dimension.
You can download a.csv version of the Extended Combat Results table by saving this file to your hard drive.
www.ncf.carleton.ca /~as300/excrt.html   (111 words)

  
 STALINGRAD ATTACKED! Combat Results and Terrain Effects Tables in HTM
Retreat Routes must be away from the hex(es) attacked in that combat, and no closer to enemy units which attacked it.
Defending units may not retreat into a hex adjacent to a hex from which they themselves were attacked, even if it is occuppied by a friendly unit.
Thus, there may be as many as an army, a corps, and a division in a hex (or 2 corps and a division, or 3 divisions).
lcoat.tripod.com /stalcrt.htm   (1703 words)

  
 [No title]
A result of '1', '2', or '3' requires the affected unit be placed in its disrupted state, and be retreated that number of hexes.
The explanation for the Combat Results Tables (modifiers and combat results) are on page R15 of the rules.
There are no AR results on the CRT (should have been deleted from explanations).
www.decisiongames.com /GAME_ERRATA_PART_1.doc   (3297 words)

  
 [No title]
Making combat more detailed and giving character ratings similar to WAR OF THE RING and fantasy role-playing games seemed to be one way of increasing the "fantasy flavor" of the game.
22.2 (addition) Combat is handled just as specified in 7.2 except that both leaders attack simultaneously, applying wounds to endurance only at the end of each round of combat.
Leaders are not allowed to stop combat until at least one has been removed from the board.
spotlightongames.com /variant/sauron.txt   (1964 words)

  
 Battlesystem Fantasy Miniatures Game: Detailed Description
The procedures for melee and missile combat are essentially the same, with this exception: in melee combat, two units are attacking and the results are simultaneous; in missile combat, the attacks are made one at a time and the results are immediate.
In melee combat, not every figure in the unit may be able to participate in an attack.
Figures may engage in missile combat if the target is in front of them, in range, and if there is a line of sight.
theminiaturespage.com /rules/fan/batldes.html   (2424 words)

  
 Optional rules for OGRE and GEV
Treads are either disabled or destroyed in groups according to the combat strength of the attack and the result of the CRT.
Mobile Infantry (not regular infantry) which receives a "D" result on the CRT is considered to be disabled in such a way that the squad is not functioning effectively on a combat readiness level.
The resulting crater, often still smoking when the infantryman jumped in, could be used instantly as a foxhole to provide defensive cover or later networked into a sequence of semi-submerged tunnels and catacombs.
www.goingfaster.com /ogre/optrules.html   (17597 words)

  
 Ardennes '44
Another interesting element is the dual-layer combat results table.
The main CRT is basically one we're all familiar with (A1, DR2, that sort of thing), but it's surprisingly benign - a lot of retreats, not so many defender casualties.
If he "presses home" the attack, combat moves to a much bloodier CRT in which odds no longer matter and quality (elite vs. green, bigger tanks vs. smaller tanks) is everything - but the attacker puts his best unit at risk (normally losses are at the owner's discretion).
homepage.mac.com /c_farrell/iblog/C1070818615/E4641406   (1205 words)

  
 Space Empires
The map also has the combat results table printed on it, and a concise listing of each race's special ability.
The Combat Results Table is interesting in having 2-3 and 3-2 columns, and there are no Retreat results: everything is either a kill, an exchange, or remain in contact.
In game terms, this means that for each ship destroyed with an Eliminated result (not merely an Exchange), they can add one more ship to their stack.
www.panix.com /~sos/bc/spacemp.html   (870 words)

  
 Chapter 2 - How to Play Wargames
For example, a unit with a combat strength of four defending in good defensive terrain would have an effective defense strength of, say, eight or even 12, depending on the severity of the terrain.
Most Combat Results Tables are based on the idea that the more combat power you have, the better your chance of success.
A bloodless CRT is one in which the losing units are usually moved back ("retreated").
www.hyw.com /Books/WargamesHandbook/2-how_to.htm   (1802 words)

  
 OSG Forums - Combat
First the combat table is not linked with the amount of figthing troops.
Maybe Masséna should have moved to Kilmaine's hex but in that case combat is a mere clash of big piles of units.
Also, artillery is useful for decreasing the size of the attacking force as loses are taken immediately before the odds are determined and the combat resolved, though I agree it is rare to inflict a loss using artillery.
www.napoleongames.com /forums/printthread.php?t=25   (1498 words)

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