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The Art of Confrontation - MirageK

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The Art of Combat

So you got into hand-to-hand combat with your fighter, now what are you going to do to get the most out of it?

Let's get the obvious out of the way. Go all attack! Although it could be as exciting as going "All In" in a poker tournament, only certain army's fighters really have a reason to place everything into attack.

Models that go all attack usually have the following...

Have 7 more RES than opponent's STR Have 4 more RES than opponent's STR and Hardboiled High RES, Hardboiled, and Sacred Armor War Fury Fierce Possessed Sacrificial, even better if you have decent RES

Let's see your chances in combat...

On any roll, it's about a 3% chance of a Killed Outright
At +0 STR vs RES, 9% chance of Killed Outright
At +1 STR vs RES, 11% chance of Killed Outright
At +2 STR vs RES, 11% chance of Killed Outright
At +3 STR vs RES, 11% chance of Killed Outright
At +4 STR vs RES, 17% chance of Killed Outright
At +5 STR vs RES, 22% chance of Killed Outright
At +6 STR vs RES, 25% chance of Killed Outright
At +7 STR vs RES, 25% chance of Killed Outright
At +8 STR vs RES, 28% chance of Killed Outright
At +9 STR vs RES, 33% chance of Killed Outright
At +10 STR vs RES, 39% chance of Killed Outright
At +11 STR vs RES, 44% chance of Killed Outright
At +12 STR vs RES, 50% chance of Killed Outright

Chances of being wounded at all

At +7 RES vs STR, 25% of Light Wound
At +6 RES vs STR, 25% of Light Wound, 6% Serious Wound
At +5 RES vs STR, 31% of Light Wound, 6% Serious Wound
At +4 RES vs STR, 31% of Light Wound, 11% Serious Wound, 6% Critical
At +3 RES vs STR, 31% of Light Wound, 11% Serious Wound, 6% Critical
At +2 RES vs STR, 42% of Light Wound, 17% Serious Wound, 11% Critical
At +1 RES vs STR, 42% of Light Wound, 17% Serious Wound, 11% Critical

Hardboiled offers upto a 6% aid to avoiding worse wounds.

Now that you know the chances of your sacrificial fighters dying. Remeber to cheer, the next time you send a clone/kelt/goblin in fighting and it take just a Critical Wound or less.

I am usually pretty confident in trading punches with my grunt troops against my opponent's fighters. Chance are good I would come out even or better for the points involved in the fight.

The only reason to go all defense are for Ambidexterous, Counter-attack, failed Disengagement, and desparate need to survive for whatever tactical reason.

I am a proponent of at least 1 attack in an exchange. If you are going to die, at least try to survive one round for an attack back. If you lose initiative, put some dice in defense to attempt some parry. Maybe you'll get lucky and kill your opponent, thus surviving the fray. Or make it easier for your other fighters by doing some kind of wound.

Regardless, one-on-one fights should be looked down upon by any commander in mass combat. Just as troop deployment and supply logistics are important strategically in helping to assure a victory before even reaching the battlefield, one should always look for opportunities to ganging up on enemy fighters as much as possible.

One of the most important thing is the pursuit movement after combat. Often times, a chance to seal the win was given away by simply choosing the wrong fray. Certain abilities will alter the dynamics of your choices. Think carefully before choosing

A good fray choice will reasonably yield a Killed Outright which allows you to kill more of your opponent, engaged or not. If you are on the recieving side, you may want to go all defense to prevent the onslaught.

A good fray choice is key 'bridge' fray when your fighter's chance of survival is slim, however his death won't allow your opponent to capitalize now. It is one of those fray which can chain-react if your opponent did another nearby fray. It would be a mistake not to choose a fray now when it clearly gives your opponent the advantage to complete it later. Here is where you might go all defense, unless you won initiative to attack first.

Next: The Art of Ranged Combat

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