Tuesday, 10 February 2026

Heroic Combat: Iteration 3 Variant Test

Heroic Combat: Iteration 3 Variant Test

One of the major changes in Iteration 3 was the replacement of QC of skill with QC or skill vs. active defense. This can result in situations when a weak opponent can sneak some attacks in despite the attacker being way superior. Let's see how the test fights could go if we revert back to QC of skill.

SCENARIO #1 - DUEL

Swordsman
ST 12   HP 12    SM+0
DX 11  BS 5.5   Dodge 9
HT 11  FP 11     Block 12
Move 3
DR 4 (torso; medium segmented plate)
Light medium shield (DB 2) - Shield (14)
Thrusting Broadsword swing (14): swing 1d+2 cutting, Reach 1.
Thrusting Broadsword thrust (14): thrust 1d+1 impaling, Reach 1.

Bandit
ST 13   HP 13    SM+0
DX 12  BS 6   Dodge 10
HT 11  FP 11     
Move 6
DR 3*, -2 vs. crushing (torso; light mail)
Thrusting Broadsword swing (14): swing 1d+2 cutting, Reach 1.
Thrusting Broadsword thrust (14): thrust 1d+2 impaling, Reach 1.
Short Bow (13): thrust 1d impaling, Acc 1, Range 195/300, RoF 1, Shots 1(2), Bulk -6.

First, let's assume the starting encounter distance of 15 yards on a featureless plane. Something like a large dungeon room. Since I am playing both sides, I will determine the combat tactics randomly (in this particular example, at least).

Round #1
Swordsman (HP 12/12, FP 11/11)
Bandit Captain (HP 13/13, FP 11/11)
Starting Distance: 15 yards

Orders Phase: Swordsman - Defensive; Bandit - Neutral
Initiative Phase: Swordsman - 6; Bandit - 5
Ranged Combat Phase:
    The swordsman does not have a ranged weapon.
    Bandit fires his bow 3 times. This reduces his allotted movement from Move x 5 to Move x 3, but gives him a x1.5 hit multiplier. He rolls against 10 (skill 13 - 3 range) and gets a 16. The swordsman rolls against Shield 18 (14 + 2 DB + 2 tactics) and gets a 11. No hits.
Movement Phase:
    Swordsman moves 12 yards towards the bandit. The bandit moves 2 yards towards the swordsman.
Melee Combat Phase:
    Swordsman attacks the bandit. He rolls against Broadsword 14 (14 - 2 tactics + 2 initiative) and gets 12. The bandit rolls against Broadsword 14 and gets a 9. No hits.
    Bandit attacks the swordsman. He rolls against Broadsword 14 and gets 7. The swordsman rolls against Shield 18 (14 + 2 DB + 2 tactics) and gets 13. The bandit wins with MoV 2, this is a one hit. He rolls 1d+2 impaling and gets a 8. This means that the swordsman takes (8-4)*2=8 injury.
    The swordsman rolls against HT 11 and gets a 9. Injury is halved to 4. He is at HP 8/12 now.
    Morale Phase: The swordsman lost 1/3 of his HP, so he rolls an unmodified 3d, getting a 10. He doesn't flee.
    Fatigue Phase: I roll 1d and get a 2. The swordsman loses 3 FP and bandit loses 1 FP.

Round #2
Swordsman (HP 8/12, FP 8/11)
Bandit Captain (HP 13/13, FP 10/11)
Starting Distance: 1 yard

Orders Phase: Swordsman - All-Out Defensive; Bandit - Defensive
Initiative Phase: Swordsman - 3; Bandit - 1
Ranged Combat Phase: skip
Movement Phase: skip
Melee Combat Phase:
    Swordsman attacks the bandit. He rolls against Broadsword 12 (14 - 4 tactics + 2 initiative) and gets 10. The bandit rolls against Broadsword 14 and gets a 14. That's one hit. The swordsman rolls 1d+2 cutting and gets 6. This means that the bandit takes (6-3)*1.5 = 4 injury.
    Bandit attacks the swordsman. He rolls against Broadsword 12 (14 - 2 tactics) and gets 10. The swordsman rolls against Shield 20 (14 + 2 DB + 4 tactics) and gets 17. No hits.
    Bandit rolls against HT 11 and gets 16. He takes all 4 points of injury and is now at HP 9/13.
Morale Phase: skip
Fatigue Phase: I roll 1d and get a 5. No fatigue this round.

Round #3
Swordsman (HP 8/12, FP 8/11)
Bandit Captain (HP 9/13, FP 10/11)
Starting Distance: 1 yard

Orders Phase: Swordsman - All-Out Defensive; Bandit - Neutral
Initiative Phase: Swordsman - 5; Bandit - 2
Ranged Combat Phase: skip
Movement Phase: skip
Melee Combat Phase:
    Swordsman attacks the bandit. He rolls against Broadsword 12 (14 - 4 tactics + 2 initiative) and gets 11. The bandit rolls against Broadsword 14 and gets a 10. No hits.
    Bandit attacks the swordsman. He rolls against Broadsword 14 and gets 15. The swordsman rolls against Shield 20 (14 + 2 DB + 4 tactics) and gets 10. No hits.
Morale Phase: skip
Fatigue Phase: I roll 1d and get a 1. The swordsman loses 3 FP and bandit loses 1 FP.

Round #4
Swordsman (HP 8/12, FP 5/11)
Bandit Captain (HP 9/13, FP 9/11)
Starting Distance: 1 yard

Orders Phase: Swordsman - Neutral; Bandit - Defensive
Initiative Phase: Swordsman - 5; Bandit - 4
Ranged Combat Phase: skip
Movement Phase: skip
Melee Combat Phase:
    Swordsman attacks the bandit. He rolls against Broadsword 16 (14 + 2 initiative) and gets 7. The bandit rolls against Broadsword 16 (14 + 2 tactics) and gets a 13. Swordsman wins with MoV 6 - that's two hits. He rolls 1d+2 cutting and gets 8. Thus, the bandit takes (8-3)*1.5*2 = 14 injury.
    Bandit attacks the swordsman. He rolls against Broadsword 12 (14 - 2 tactics) and gets 8. The swordsman rolls against Shield 16 (14 + 2 DB) and gets 13. The bandit wins with MoV 1 - that's one hit. He rolls 1d+2 impaling and gets 5. This means the swordsman takes (5-4)*2 = 2 injury.
    Swordsman rolls against HT 11 and gets 11. Injury is halved to 1. He's at HP 7/12 now.
    Bandit rolls against HT 11 and gets 12. Injury is not halved. He's dead now.

SCENARIO #2 - GROUP FIGHT

10 x Troglodyte Warrior
ST 12   HP 12    SM+0     Group HP 120
DX 12  BS 6     Dodge 10
HT 11  FP 11     
Move 6
DR 1*
Stone Axe (12): swing 2d-1(0.5) cutting, Reach 1.
Stone Javelin throw (14): thrust 1d(0.5) impaling, Acc 1, Range 18/30, Bulk -4.

8 x Ogre Tribesmen
ST 16   HP 16    SM+1     Group HP 128
DX 9    BS 5     Dodge 8
HT 11  FP 11     
Move 6
DR 2*
SM+1 Small Mace (10): swing 2d+2 crushing, Reach 1.
SM+1 Javelin throw (10): thrust 2d-1 impaling, Acc 1, Range 24/40, Bulk -4.

Round #1
10 x Troglodytes (HP Pool 120/120; HP 12 each, FP 11/11)
8 x Ogres (HP pool 128/128, HP 16 each, FP 11/11)
Starting Distance: 70 yards

Orders Phase: Troglodytes - All-Out Defensive; Ogres - Offensive
Initiative Phase: Troglodytes - 6; Ogres - 5
Ranged Combat Phase:
    The troglodyte do nothing - the ogres are too far away.
    The ogres do nothing as well.
Movement Phase:
    The troglodytes move forward 15 yards, shortening the distance to 55 yards.
    The ogres move forward 30 yards, shortening the distance to 25 yards.
Melee Combat Phase: skip
Fatigue Phase: I roll 1d and get a 4. No effect.
Morale Phase: skip.

Round #2
10 x Troglodytes (HP Pool 120/120; HP 12 each, FP 11/11)
8 x Ogres (HP pool 128/128, HP 16 each, FP 11/11)
Starting Distance: 25 yards

Orders Phase: Troglodytes - All-Out Defensive; Ogres - All-Out Defensive
Initiative Phase: Troglodytes - 2; Ogres - 6
Ranged Combat Phase:
    The ogres do not shoot, and neither do the troglodytes. The targets are beyond the 1/2D range, which complicates things.
Movement Phase:
    The ogres move forward 18 yards, shortening the distance to 7 yards.
    The troglodytes do not move, as they want to exchange javelin attacks next round.
Melee Combat Phase: skip
Fatigue Phase: I roll 1d and get a 6. No effect.
Morale Phase: skip.

Round #3
10 x Troglodytes (HP Pool 120/120; HP 12 each, FP 11/11)
8 x Ogres (HP pool 128/128, HP 16 each, FP 11/11)
Starting Distance: 7 yards

Orders Phase: Troglodytes - Aimed Shooting; Ogres - Defensive
Initiative Phase: Troglodytes - 6; Ogres - 5
Ranged Combat Phase:
    Would you look at that! This is the first time I've rolled the Aimed Shooting tactic. The troglodytes throw their javelins at the ogres. They roll against 19 (skill 14 - 3 range + 1 SM + 2 initiative + 3 tactic + 2 ratio) and get a 13. The ogres roll against 12 (BS 5*2 + 2 tactic) and get a 17. The troglodytes win with MoV 11. That's 3 base hits that become 12 due to the hit multiplier, but then are capped at 10 hits due to the number of projectiles. The troglodytes roll 1d and get a 2. You know what? This sucks, I'll roll the damage individually - 1, 6, 1, 2, 3, 2, 4, 3, 6, 1. Thus, we have 3+1+2+1+3 penetrating damage that becomes 10*2 = 20 injury.
    The ogres throw their javelins as well. They roll against 5 (skill 10 - 3 range - 2 tactic) and get a 4. The troglodytes roll against 10 (BS 6*2 - 2 tactic) and get a 8. No hits.
    The ogres roll against HT 11 and get a 13. Thus, they are at HP 108/120, with one ogre perishing.
Movement Phase:
    The troglodytes move forward 6 yards, shortening the distance to 1 yard.
Melee Combat Phase:
    The troglodytes attack the ogres. They roll against 15 (skill 12 + 1 SM + 2 ratio - 2 tactic + 2 initiative) and get a 7. The ogres roll against 11 (skill 10 + 2 tactic - 1 SM) and get a 9. The 'dytes win with MoV 5. That's 2 base hits that become 8 hits. You know, I'll roll damage individually again - 3, 5, 1, 6, 7, 5, 8, 5. That's 1+3+4+5+3+6+3 = 25 penetrating damage that becomes 37 injury.
    The ogres strike back. They roll against 8 (skill 10 - 2 tactic) and get a 12. The troglodytes roll against 10 (skill 12 - 2 tactic) and get a 12. No hits.
    The ogres roll against HT 11 and get a 9. Injury is halved to 16, which means that another ogre dies.
Fatigue Phase: I roll 1d and get a 6. No effect.
Morale Phase: Nothing here, as only 2 ogres died, with 3 being the morale check threshold.

I thought the ogres had DR 1*, not DR 2*. My bad. I'm sleepy.

Round #4
10 x Troglodytes (HP Pool 120/120; HP 12 each, FP 11/11)
6/8 x Ogres (HP pool 92/128, HP 16 each, FP 11/11)
Starting Distance: 1 yard

Orders Phase: Troglodytes - Defensive; Ogres - All-Out Offensive
Initiative Phase: Troglodytes - 6; Ogres - 5
Ranged Combat Phase: skip
Movement Phase: skip
Melee Combat Phase:
    The troglodytes attack the ogres. They roll against 17 (skill 12 + 1 SM + 4 ratio - 2 tactic + 2 initiative) and get a 9. The ogres roll against 6 (skill 10 - 4 tactic) and get a 10. The troglodytes win with MoV 12. That's 4 base hits that become 16 hits. I roll 2d-1(0.5) and get a 9. This means that the ogres take (9-4)*1.5*16 = 120 injury.
    The ogres strike back. They roll against 13 (skill 10 - 1 SM + 4 tactic) and get a 10. The troglodytes roll against 14 (skill 12 + 2 tactic) and get a 8. No hits.
    The ogres roll against HT 11 and get a 17. RIP.

Conclusion
Honestly, I'm not sure which way is better - QC of skill or QC of skill vs. active defense.

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