melee combat

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jmwisey
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melee combat

what happens when the attack dice is the same as the defending dice.

is it the same as a opposed test or does the attack just fail.

example, attacker rolls 3 dice (all attack) gets a 5,3,2 - defender rolls 2 dice (all defend) gets 5,4

cheers

Greeny
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Attacker is successful as he rolled more dice (like an opposed test) but the success level is 0 :)

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Ret moosh
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Ok, so an attack/ defence roll is *not* an opposed roll?!

GCT Master T
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No, it is an Opposed Test as both players are rolling dice.

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Ret-Henrix
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Just to see if I got this straight:

A kairai is attacked by Kenko. The Kairai has two dice in it's combat pool, and Kenko three. [Edit: My bad, Kenko should have four.]

The Cult player wants to lock Kenko in battle, and so allocates both dice to defence, and Kenko gets two dice in attack and one in defence.

They roll all dice at the same time, but Kenko's attack is resolved first.

Kenko attacks with a 4 and a 2, and rolls a 5 for defence.

The kairai rolls 4 and 4.

Kenko wins, because his dice pool is bigger, counting the whole combat pool, not just the attack dice. (And size of pool goes before second die result.) 

It is a measly (4-4=) 0 succes level, so the kairai will live to fight another round.

Did I get that right?

 

What would have happened if Kenko was fighting Nezumi instead?

Kenko did as before, rolling the same, 4 & 2 for attack, and 5 for Defence.

Nezumi rolled 4 & 3 in defence and 4 for his attack.

Does Kenko win the attack, counting his defence die as his next highest, or does Nezumi, whose second attack die is higher than Kenko's second attack die?

I guess the first, counting the whole pool, even though it feels odd that Kenko's second die is higher than his first.

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Ret moosh
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GCT Master T wrote:

No, it is an Opposed Test as both players are rolling dice.

I assumed it was but JWisey and I were playing and he noticed that it doesn't actually say it is - we were going thru the tie resolution rules at the time which apply to opposed roles.

Mezzek
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I think you are wrong:

You only compare the number of Attack dices against the number of defence dices, and not all dices together.

In your example, for my oppinion, Kenko loose the fight, because if the hightst dices are equal, and both roll the same number of dices, then the second one will compare

In the second example it´s the same, Kenko loose.

Greeny
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for the first instance It's been clarified on here before that it is the whole combat pool that counts towards the number of dice rolled, although you'll have to wait for master T's clarification on the second one.

 

Mick

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Mezzek
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From my point of view you can only compare the attack dices from the attacker with the defenc dices from the defender.

From the rules:

The active player compares his highest Attack die with the highest Defense die of the opponent.

And from this you can only compare the number of rolled Attack dices against the number of rolled defence dices.

See the following example.

Hiro have a CP of 4 and Kenko have a CP of 2.

Hiro split teh CP in 2 attack and 2 defence

Kenko give all in defence.

Hire roll 5 and 3 with his attack and 6 and 2 with defence

Kenko roll 5 and 4.

If you compare the whole number of rolled dices Hiro winns. And thats not fair, because Kenko, who plaiy ver defence loose, and have no chance to block him by tie of the highest dices.

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Ok

In the original question the attack hits because;

It an opposed test so

  1. check highest dice scores = Equal
  2. Check number of dice rolled = Attacker rolled more, attacker is succesful.

In the Kenko vs Puppet

  1. Check highest dice = Equal
  2. Check total dice rolled = Kenko hits in the 0 as he rolled 3 dice (although his CP is 4?)

In the combat Kenko Vs Nezumi

  1. Check highest score, starting with the model that has the initiative = Assuming Kenko goes first a draw both have 4 or if Nezumi is first he misses as 5 vs 4.
  2. Check number of dice rolled = Draw as both rolled 3 dice
  3. Check second highest dice (of that type, @Henrix; you dont check the 5 as its a defence and not an attack) = Nezumi defends as his 3 is higher than Kenko's 2.

Cheers  

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GCT Master T
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Ok

In the original question the attack hits because;

It an opposed test so

  1. check highest dice scores = Equal
  2. Check number of dice rolled = Attacker rolled more, attacker is succesful.

In the Kenko vs Puppet

  1. Check highest dice = Equal
  2. Check total dice rolled = Kenko hits in the 0 as he rolled 3 dice (although his CP is 4?)

In the combat Kenko Vs Nezumi

  1. Check highest score, starting with the model that has the initiative = Assuming Kenko goes first a draw both have 4 or if Nezumi is first he misses as 5 vs 4.
  2. Check number of dice rolled = Draw as both rolled 3 dice
  3. Check second highest dice (of that type, @Henrix; you dont check the 5 as its a defence and not an attack) = Nezumi defends as his 3 is higher than Kenko's 2.

Cheers  

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Ret-Henrix
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(I suppose Kenko had a bad hangover and only had three dice that day. Or it was that I started out writing another example and changed it.)

So we look at total number of dice when breaking ties, but only compare the numbers of the attack/defence dice used at the moment.

Makes some sort of sense; skill and better tactical situation wins, but only if you make the effort.

 

 

Soo, to keep complicating things and get it all straight:

Hanso attacks Zuba. Hanso has CP 3. Zuba has CP 4, but his cumbersome mallet reduces  that to 3, as Hanso has the initiative.

Hanso decides that he has a chance of getting the badly wounded Zuba out of action, and puts two dice in attack, and one in defence. He rolls 5 & 3 for his attack, and 5 in defence.

Zuba is annoyed by puny human daring to attack him, and puts one dice in defence and two in attack. His defence die comes up with 5, and attacks with 5 & 5.

Hanso's first attack die ties with Zuba's defence die. They have rolled three dice each. We then compare Hanso's second die with Zuba's lack of second defence die, and find that Hanso wins with succes level 0, as 3 is more than nothing. (Zuba's attack dice do not matter.)

Am I correct?

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GCT Master T
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yes you are correct

"To a real warrior, power perceived may be power achieved."

jmwisey
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ok, i think i get it, all dice (attack and defence) are taken in to account when working out a tie, if both roll same number of dice compare second highest attack dice with second highest defence and so on until you have a winner, correct?

cheers, jmwisey

GCT lapiaz
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in the Hanso Vs Zuba example . If Hanso don't kill Zuba  then is Zubas turn to do the same 

Zuba's first attack die ties with Hanso's defence die. They have rolled three dice each. We then compare Zuba's second die with Hanso's lack of second defence die, and find that Zuba wins with succes level 0, as his second 5 is more than nothing.

 

Ret-Henrix
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Both will probably survive this, however, as both got a zero success level.

His success level is zero, which means that even if he rolls a six for damage, plus one for strength, he'll only deal (3 - 1 for Zuba's toughness) two points of damage - hardly enough even though Zuba was badly wounded.

Zuba will at most get eight on the wound roll (i.e. solling a six and adding two for strength, Brutal Blow* does not come into it as he's not active). At success level zero that nets him just three points of damage (4 -1 for Hanso's armour).

But it's the Savage player's turn to activate a figure.

 

* I can't seem to find Brutal Blow in the Living QSR, by the way. Is my brain muddled again? (Or rather; Is it because my mind is muddled?)

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I'm still a little fuzzy on this to be honest.

Jin (Active Player) and a Kairai find themselves in melee:
Jin (3 CP) places 1 in attack and 2 in defence
Kairai (2 CP) places 1 in attack and 1 in defence

After the rolls Jin gets a 5 on the attack roll and a 3, 1 on the defence roll
Kairai gets a 4 on the attack roll and a 5 on the defence roll

Therefore Jin's 5 attack only equals the Kairai's 5 defence they count the number of dice rolled as Jin rolled more dice she wins with a success of 0???

The Kairai on the other hand wins with a success of 1??

Is this correct ???

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Yes. That's correct. Since both Jin's attack and the Kairai's defense rolls were the same, you look at the total number of dice rolled. In this case, 3 to 2. Jin wins on a tie and you roll on the Wound chart on the 0 column.

Assuming the Karai puppet isn't killed by the attack, then you will look at its attack die, which is a 4. Jin's highest defense die is a 3, so the Kairai puppet wins with SL 1 and will roll on the Wound chart in the 1 column.

The combat would then be over and you would turn both cards 90-degrees from their current position (so rested to tired or tired to exhausted).

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Ok I think I've got it, CP increases paid with Ki are they for one round of melee only or for the turn??

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Greeny
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one round only:)

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I'd like to pipe up with questions about timing in Melee.

1) The model that initiated the exchange has the initiative, the slow trait superceeds this. If the model with the initiative kills his opponent with his attack, then you ignore the effects of the opponents attack dice?

2) Last Stand superceeds the above, and I'm guessing that Hiro's decapitate trigger superceeds Last Stand due to removing the model.(Removes model outright, does no wounds)

3) A Kairai under the effect of Rise Again reduced to 0 wounds, is exhausted and placed on its side, its attack is ignored unless it had already struck due to some circumstance.

4) If both models have slow, then standard method for determining who has the initiative occurs, ie, Active model is the Kairai Ashigaru with the rusty naginata who charges Jin (who has the First Strike Trait). As a free action the Kairai activates Chill, making Jin slow. With both having slow, the initiative for Melee defaults back to the Kairai who initiated the combat.

I'm sure there was another case of some ability that affected timing of figure removal, but I can't recall what it was, think it was on one of the newer figures.

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Ret-Henrix
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1) Indeed. 

2) Yep.

3) I don't know. The rules say nothing about being removed or unable to react. But how to handle getting -2 CP for being prone and exhausted in the middle of an exchange? Simplest would be if he couldn't fight back, or at least lost two dice from his attack pool.

4) Must be, yes.

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1) Yes

2) Yes

3) The Kairai is placed prone and so does not check any Attack dice.

4) Yes

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Ret-Henrix
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Ah, I see that prone figures don't count as being in BtB with enemies - that'd mean that they cannot attack, just as if they had been pushed away, I suppose?

But, hmm, if prone figures are not in BtB with enemies, can you ever attack a prone figure? (Could they defend?)

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I think the effect of being prone is different to the Rise Again ability, being prone causes a -1 CP but the only action you can take when prone is to stand up and don't exert a ZoC. So I', guessing if you are attacked while prone you can still defend yourself and still place dice into Attack.

The Rise Again ability makes them fall to the ground exhausted and fully healed, but it looks like from the wording of Rise Again that you could still hack into them with other figures while they are down.(though I did read something about them being 'immune' while affected by rise again, that kinda confuses me)

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