From Pirates and Traders 2
This page describes the land combat system.
Before a battle starts, you need to select your combatants. You player character is pre-selected; use the "Deploy All" button to deploy all of your available crew (minus a skeleton crew to man and protect the ships).
Sometimes, your forces will be completely outclassed by the enemy (typically if they outnumber you by more than 3 or 4 to one). In such cases, your men will refuse to fight and you will not be able to start an attack. Your only option in that case is to abort the attack and return to your ships.
Combat Map and Deployment
The Combat Map is a grid of 2 by 5; your units will always attack from the left, while the opponents army is deployed on the right.
- The empty combat map. This is where you deploy your units. Your units will usually start off the map.
- The army view. This is a scrolling view that shows all of your units. Press to get a quick view of the unit stats; long press to select the unit. The number on the left for each unit is it's combat value; the number to the right is the number of troops represented by the unit.
- The turn timer. This simply shows how many turns have passed.
- Your command points.
- The End Turn button. Once you've finished, press this button to advance the game.
- The battle log button. Press this button to bring up the battle log.
Once selected, you can chose where to deploy your units. Infantry units can deploy to any of the three central squares. Deploying a unit counts as a full move for that unit.
Here, the player has selected a unit to deploy:
- The boots indicate the possible deployment zones - in this case the central three.
- The units view is shown. At the top of the unit view is the name of the unit as well as it's current states.
- The icons here indicate the type of unit, and the weapon type. Press the icon for more information.
- The number next to the sword icon indicates its combat value in melee.
- The number next to the arrow icon indicates its combat value when shooting.
- The number next to the medal icon indicates the resolve of the unit. This governs how likely it is to run away.
Each round, you can carry out one action with each of your units. Select a unit that has not yet acted on the map or in the army list, to see what options are available.
- The selected unit is highlighted in yellow.
- The spaces that the unit can move are indicated with a boot. A foot unit cannot move and attack in the same turn.
- The possible actions the unit can take are indicated. In this case, the unit has two melee attack actions available.
The places that a unit can move to will be displayed on the map (with a black boot). Press on the highlighted space to move the unit.
Note that moving a foot unit between rows will always cost a command point.
Possible attack actions are shown in the unit panel. When you click on an attack action, it will show you the potential targets for that action.
Melee attacks can only hit the front row of the opposing enemy. Missile weapons can - depending on the weapon - hit the second or third row as well.
Except for special units (e.g., artillery), only the first two rows in a square can attack the enemy. Choosing a unit to attack moves them forward (to the front if they are the first unit to attack from the square, to the second row if they are the second, etc). Be careful - the first unit you attack with will also be the target of your opponent's attacks in their round.
A melee attack results in contested battle rolls; the loser in that combat gains fatigue and may lose morale and rout.
A missile attack is one-sided, potentially inflicting fatigue and morale loss on the enemy. This makes missile attacks risk-free, but they are also less effective than melee attacks.
When you select an action:
- An icon will show you potential targets for the action. Press the target to execute the action. For melee actions, you will almost always only be able to hit the enemy front unit.
- The action view shows the two units - yours to the left and your opponent to the right - and a short text describing the action.
- The bottom row shows information about the action. The combat values of the two units are shown next to the units (in this case, a combat value of 7 vs 5 indicates good odds). The icons show the factors affecting the combat - blue icons indicate factors that favor your unit, the yellow icons are factors that favor your opponent. You can press the icons for further details.
Units have a number of attributes:
- Melee Ability: How effective the unit is in melee
- Missile Ability: How effective the unit is in missile combat
- Resolve: How resolute the unit is. This is used when checking for morale.
- Fatigue Threshold: How much fatigue the unit can take. Once a unit has received this amount of fatigue, it is exhausted. Exhausted units receive penalties to their combat ability and resolve.
The following describes the unit icon:
- The number at the bottom is the number of troops in the unit.
- The bar above the unit size indicates the fatigue of the unit. It gets progressively more red as the unit gains fatigue.
- A green triangle in the top left corner pointing toward the unit indicates that the unit has impetus. Units with impetus gain a bonus to melee. Losing or drawing in a melee means the unit loses impetus. Winning a combat in melee, will gain the unit impetus again.
- A red triangle pointing toward the unit indicates that it is exhausted. Exhausted units cannot have impetus.
- An orange triangle in the top left corner pointing away from the unit indicates that it is shaken. Shaken units will rout if they fail another morale test.
Once the battle has ended, you are taken to the end of battle view.
The view shows you the results of the battle. How many troops were deployed by each side and the casaulties inflicted. You can select each of the units to see the detailed break down for it.
Press the arrow button up top to exit the view and see the consequences of the battle.