Shooting Phase
In the shooting phase, units break out into fire fights trying to advance across the battlefield. This phase is broken into the following steps.
- Pair off Units
- Advancing Moves
- Resolve Fire Fights
Pair off Units
Players determine which units have line of sight any enemy units. Then the priority player pairs off enemy units with line of sight to each other into fire fights. Any left over units with line of sight to any enemy unit can join into a fire fight for several units against one unit.
Advancing Moves
Any units that aren’t in a fire fight can move up to double their (I) value.
Fire Fights
The non-priority player chooses the order in which fire fights are resolved. To resolve a fire fight both sides shoot each other, and a winner is determined. This is done in the following steps.
- Gather Shots
- Roll to Hit
- Make Saving Throws
- Inflict Casualties
- Resolve
1. Gather Shots
For each model in your unit with line of sight to the enemy unit they’re in a firefight with and within range, gather a D6. If they can’t see the enemy or outside of range, then they can’t make any shots.
| Weapon Type | Range |
|---|---|
| Pistol | 6y |
| Rifle | 24y |
| Heavy | 36y |
| Cannon | 48y |
| Artillery | 72y |
2. Roll to Hit
Roll each D6, trying to get equal to or under your unit’s (Bs). Each shot that rolls equal to or under the target value hits it’s target.
Concealment - if the majority of the targets a shooter has Line of Sight to is concealed by terrain, their (Bs) is halved, rounded up, for that attack.
3. Make Saving Throws
For each hit, the enemy unit must make a saving throw comparing the (S) of the attackers to the defender’s (T) on the table below. Each failed saving throw inflicts a wound against the enemy unit.
(Strength Down, Toughness Across)
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 4+ | 3+ | 3+ | 2+ | 2+ | 1+ | 1+ | 1+ | 1+ | 1+ |
| 2 | 4+ | 4+ | 3+ | 3+ | 2+ | 2+ | 1+ | 1+ | 1+ | 1+ |
| 3 | 5+ | 4+ | 4+ | 3+ | 3+ | 2+ | 2+ | 1+ | 1+ | 1+ |
| 4 | 5+ | 5+ | 4+ | 4+ | 3+ | 3+ | 2+ | 2+ | 1+ | 1+ |
| 5 | 6+ | 5+ | 5+ | 4+ | 4+ | 3+ | 3+ | 2+ | 2+ | 1+ |
| 6 | 6+ | 6+ | 5+ | 5+ | 4+ | 4+ | 3+ | 3+ | 2+ | 2+ |
| 7 | 7+ | 6+ | 6+ | 5+ | 5+ | 4+ | 4+ | 3+ | 3+ | 2+ |
| 8 | 7+ | 7+ | 6+ | 6+ | 5+ | 5+ | 4+ | 4+ | 3+ | 3+ |
| 9 | 7+ | 7+ | 7+ | 6+ | 6+ | 5+ | 5+ | 4+ | 4+ | 3+ |
| 10 | 7+ | 7+ | 7+ | 7+ | 6+ | 6+ | 5+ | 5+ | 4+ | 4+ |
Cover - If a fighter is behind cover that could reasonably stop incoming fire, they get +1 to their saving throw.
4. Inflict Casualties
For each unsaved wound your unit takes, apply it to models in your unit from the closest to the enemy unit to the model farthest away. Models that cannot be seen by the attacking unit or out of range of the attacker’s firearm cannot be assigned wounds. Once a model takes a number of wounds equal to their (W) value, they are slain, fall over face up onto the battlefield.
Dead Models become difficult terrain rather than being taken off the board.
5. Resolution
Each side of the firefight counts how many wounds that’ve been inflicted on their side. The side that inflicted less wounds loses and has to make a (Cg) check. To make a (Cg) check they roll a D6, adding how much they loss by ot the result. Note by how much they fail this check by, this becomes the combat resolution value.
if a unit’s (Cg) is 7 and they get the result of a 9, the combat resolution value is 2. if they pass the check, then the combat resolution value is 0.
Fall Back Moves
If the loser failed their (Cg) check, they must make a fall back move to the nearest piece of cover or board edge, whichever is closer. The distance they move is their (I) added ot the combat resolution value in yards. If they move off the board they flee the battle.
If they did pass the check they can choose
Advancing Moves
Winner advances
Charging
can try to eat shots to get big move