Steps of Conflict
Steps of Conflict
When two opposing Armies meet in the field a Conflict occurs. A Conflict represents a series of skirmishes or significant battles over the course of the chapter that ends in a Province having one clear and decisive controller. The losing force takes casualties and is forced to retreat from the location to a neighboring Province.
1. Units are arranged in a line against one another according to their Formations.
2. Edges are determined, each side assessing their amount of Edges, the side with the most has a Conflict Advantage.
Conflict Advantage - The side with the most Edges gains the following benefits for the duration of the Conflict.
- A bonus of +2 Strength to all units.
- Units with special abilities often require Combat Advantage to execute those abilities. The abilities work automatically when Combat Advantage is achieved.
3. Add any modifiers based on Orders, Terrain, Weather, etc.
4. Units using an Ambush Order make one free attack against their counterparts.
5. Roll Chaos of Battle dice (2 6-sided dice) and each result is added to each side according to their respective rolls. These bonuses are added to the corresponding sides Unit’s Strengths for each round. Any previous bonuses/penalties from previous rounds are dismissed as the new result is applied.
Roll Result Bonus
6. Starting at the top of the Formations each pairing of Units perform simultaneous attacks against each other.
7. Once a Unit has dropped to zero Resilience they Fall Back and are removed from the field. Any remaining Units will move to fill any gaps at the end of each round, sliding upwards towards the first slot.
8. Continue this process, steps 5 through 7 until one side has lost all of its Units.
9. Loser Retreats to a neighboring friendly Province along their own Supply Line and loses a Unit at Random. If they cannot Retreat along their own Supply Line, due to enemy Forces or some other unfortunate situation, they will flee as best they can away from Enemy Forces. If they cannot flee, they are wiped out in entirety. In addition to losing a Unit they also gain Despair.
10. The winner gains Hope.
A Commander may lead his forces in battle personally, provided he is able to reach the battle during the Downtime. This requires a Downtime action, but the personal presence of the Commander as well as the ability to make rapid decisions to alter the course of battle adds the Commander's Leadership Skill to the Chaos of Battle dice result. This carries special risks, however, and the Commander may suffer personal injury, even if the battle goes well - though a route is far more likely to end poorly for the Commander.
Victory while commanding his forces from the battlefield always counts as a Triumph for the purposes of the Oath of Triumph.