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Difference between revisions of "Combat Resolution (RPCSS)"

From Sanctuary Shard

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;Step 1 - Determine Combat Strength of both sides
 
;Step 1 - Determine Combat Strength of both sides
#Add up Unit Strengths (Infantry 1, Knights 2, Seige see below) for each Army.
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#Add up Unit Strength for Attacking Army (Infantry 1, Knights 2, Seige see below) for each Army.
#Add the combat strength of any friendly armies in adjacent hexes that have a support order
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#Add 1 point for any friendly armies in adjacent hexes that have a support order
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 +
 
 
#Add the Combat Strength of any defending order in the hex (defender only)
 
#Add the Combat Strength of any defending order in the hex (defender only)
 
#Add or subtract the '''{March Order Modifier}''' of the attacker.  
 
#Add or subtract the '''{March Order Modifier}''' of the attacker.  

Revision as of 20:53, 23 December 2020

At the end of turn, RPCSS will determine the results of any combat that ensues. The process is explained in detail here

Step 1 - Determine Combat Strength of both sides
  1. Add up Unit Strength for Attacking Army (Infantry 1, Knights 2, Seige see below) for each Army.
  2. Add 1 point for any friendly armies in adjacent hexes that have a support order


  1. Add the Combat Strength of any defending order in the hex (defender only)
  2. Add or subtract the {March Order Modifier} of the attacker.
  3. Add the strength of any Fortifications in the hex such as a castle or stronghold for the defender. (Strongholds 1, Castles 2)
Strength of a Seige Engine
If you are the attacker moving into a fortified hex (stronghold or castle) your siege engines count as a unit strength of 4. However, if you are the defender or not attacking a fortified hex, they count as 0 but are the last to be destroyed.
Step 2 - Determine the winner of the battle
  1. Compare Combat Strength of each faction, the faction with the higher strength wins. We do not use random rolls as it opens itself up to accusations of cheating. The stronger side wins.
  2. In case of tie, compare Faction Influence each faction
  3. If still tie, compare Court Level of each faction
  4. If still tied, compare the number of hexes owned by each faction
Step 3 - Determine casualties
  1. The loser begins by taking 2 casualties. Casualties are in units.
  2. If the loser is the defender, subtract any fortification value (stronghold 1, castle 2).
  3. Destroyed units are determined by the following progression:
  • Infantry first,
  • Knights second,
  • Siege third
Step 4 - Retreats and Routing
  1. If attacker loses, he retreats back to the starting point of the marching order and the units are marked as routed.
  2. If defender loses, he retreats to an adjacent empty or friendly hex. If one is not available, the army is destroyed.
  3. Routed units move at a rate of 5 hexes per turn instead of 7 until they reach a hex with a friendly stronghold or castle. Friendly means their own as well.
Additional actions will provide additional bonuses or subtractions to the combat strength when they are released.  Until alliances, support and defend orders can be added to the game, two armies cannot help each other by attacking the same hex.  However, they could surround the targetted hex to keep the defeated army from escaping.  Make sure you leave a hex for your buddy to get thru.
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