Battles are resolved sequentially, one ordered unit at a time in the sequence of your choice. You must announce and resolve one unit’s battle (including all related follow-on actions stemming from that battle) entirely before proceeding to any other ordered unit’s battle.

A unit may only be ordered to battle once per turn; in some instances however, it may receive the opportunity to battle again, as part of the same order, during a successful Pursuit action. For additional details, refer to Conducting Follow-on Actions, on p.28 of Chapter 4 – Combat.

A unit that is ordered does not have to battle, even when adjacent to an Enemy unit.

A unit may not split its battle dice between several enemy targets during the same dice roll.

The number of casualties (lost figures) a unit has suffered does not affect the number of battle dice it will roll in combat. A unit with a single remaining figure fights just as bravely as a unit at full strength. It is just more vulnerable, since a single hit will suffice to eliminate it. 

COMBAT PROCEDURE 

To battle: Announce the ordered unit you want to attack with, and its target. Then, sequentially: 

  • Verify that your target is within Range and Line of sight
  • Announce the number of battle dice you are entitled to roll per your unit’s troop and weapon type;
  • Adjust your number of battle dice, based on potential terrain effects;
  • Roll the resulting number of battle dice, and apply their effects, per the Attacking unit’s weapon card, scoring hits first, then retreats;
  • If appropriate, conduct follow-on actions (gaining ground, pursuit action, bonus melee attack or enemy battle back).

Checking for Range & Line of Sight (Step 4a)

MELEE 

A unit attacking an adjacent enemy unit is said to be engaging that enemy in Melee. Targets engaged in Melee are always considered within range of their attacker, regardless of the attacker’s weapon. If the attacker’s weapon is a missile weapon used at Point  Blank (i.e. to attack a unit on an Adjacent hex), the attack is still considered a Melee.

RANGE 

All other, more distant, attacks beyond the range of adjacent hexes are considered to be Ranged attacks. Ranged attacks are only available to units equipped with Ranged weapons (missile weapons, firing weapons, etc.). The range of a weapon is measured in hexes. 

There are two basic ranged weapons in BattleLore: 
The Common Bow, with a range of 4 hexes; 
And the Crossbow, with a range of 3 hexes. 

To check whether a target is within range, simply count the distance, in number of hexes, separating the attacking unit from its target. Exclude the attacking unit’s hex from the count, but include the target’s hex. The distance must be smaller or equal to the weapon’s stated range. 

A unit adjacent to an enemy unit must engage this enemy unit in Melee if it chooses to battle. It may not target another, more distant, enemy unit, even if in range and armed to do so. 

LINE OF SIGHT 

In Ranged combat, the attacking unit must also have the enemy it wants to target within line of sight, i.e. it must be able to “see” the enemy it wishes to battle.

To check for line of sight, imagine a line drawn from the center of the hex containing the battling unit to the center of the hex containing the enemy target. This line of sight is considered blocked if any hex (or part of a hex) intercepting this imaginary line segment contains an obstruction. Obstructions include all units (friends or foes), certain types of terrain features, and all shaded half-hexes on the edges of the battlefield.

The terrain in the target hex does not block line of sight. 


When the imaginary line runs along the edge of one or several hexes which contain obstructions, the line of sight is not blocked, unless the obstructions stand somewhere along both sides of the line segment. 

 

Determining the number of BATTLE DICE ROLLED (Step 4b)

In battle, the number of Battle Dice rolled by default is determined by the type of troops the attacking unit belongs to, hence by the color of its banner.

Some units that battle are subject to the combat restrictions stemming from their movement prior to battle, as described in Movement and Combat restrictions on p.16-17 of Chapter 3 – Movement. If a unit moves too far, it may not be able to battle this turn. 


The weapon used by a unit is represented by a symbol on the unit’s banner. This same symbol is on the weapon’s Summary card, which contains additional information about the weapon and its use and effects. 

Anatomy of a Weapon

WEAPON SUMMARY CARDS 

BattleLore troops come equipped with a variety of weapons. These weapons are represented on the figures and on the Banner Bearers’ Standard or Pennant. 
Each weapon type has its own Weapon Symbol, drawn on the inner portion of the Standard or Pennant, and on the matching Weapon card. 
The Weapon cards bear the following information: 
• Weapon Symbol 
• Weapon Name 
Weapon Type (Melee and/or Ranged) and Weapon reach (in hexes). 
Damage: The weapon’s standard damage, expressed in number of battle dice rolled. Usually, this will be dictated solely by the banner color of the unit wearing the weapon, as per - Battle Dice rolls for Standard Troops. 
Bonus Strike: Describes potential bonus strike conditions. 
• Special: Any other special rules relevant to the weapon’s use 

For a complete overview of BattleLore’s most commonly used weapons, please refer to the Bonus Strikes and Weapon effects section in Step 4d. of this chapter.

A unit’s weapon may impact the number of dice it rolls. For instance, Archers on the move fire at -1d, as indicated on the Common Bow Summary card.

A unit’s weapon may also impact the outcome of the dice rolled. For instance, the Foot unit's short sword is not quite as effective against mounted units as it is against other units on Foot. As a result, one Sword on Shield symbol rolled is ignored when a foot unit equipped with a Short sword attacks a mounted enemy.

Four common BattleLore weapons: The Common Bow, Crossbow, Short Sword and Long Sword.

Accounting for TERRAIN EFFECTS (Step 4c)

The terrain in which the target - and in some instances, the attacking unit – battles from, may impact (usually reduce) the number of battle dice rolled in combat. 
To adjust the number of battle dice to roll for these Terrain effects, please refer to Chapter 10 – Basic Terrain Types and Chapter 11 - Landmarks, or consult the relevant Terrain Summary cards. 

Resolving THE BATTLE (Step 4d)

Roll the resulting number of battle dice against the target. Note that you cannot declare a battle, if you have no target to fight against: You can’t just slash the air (in the hope of collecting Lore tokens in Lore Adventures; see Misses – Lore p.25). 

Hits are resolved first, followed by Retreats. 

HITS 

In battle, the attacker scores one Hit for each colored helmet rolled that matches the banner color of the unit targeted. Other colors rolled are always a Miss. Throughout these rules, when we refer to a banner color rolled, we mean a Colored Helmet symbol whose color matches the target unit’s banner color. 

Unless specified otherwise on the attacking unit’s Weapon card, the Sword on Shield symbol and the Lore symbol are also misses. 

For each hit scored, remove one figure from the target unit. Always remove the unit’s Banner Bearer last. When the Banner Bearer is finally removed, place his figure on top of one of the empty wax seals, on the Victory track on your side of the battle map.

When an attacking unit rolls more hits than the number of figures in the defending unit, these additional hits have no effect. 

BONUS STRIKES AND WEAPON EFFECTS 

BONUS STRIKE 
 

Provides a Bonus Strike, when specified on the attacking unit’s Weapon card. Otherwise, it is a miss. 
In some instances, additional weapon effects (ignoring one Sword on Shield symbol rolled, reduced firing effectiveness following a move, etc…) may apply, modifying the resulting dice roll. 

BattleLore’s four basic weapons are: 

 

The Short Sword 

Used exclusively in Melee, the Short Sword is the Infantry’s weapon of choice. A Short Sword hits on all helmets rolled whose color matches the target’s banner color, and on all Sword on Shield symbols rolled against Infantry. However, because of its short reach, this weapon puts units using it at a distinct disadvantage against mounted opponents; Mounted units ignore one Sword on Shield symbol rolled against them by Short Sword carrying units. 

  

The Long Sword 

Identical to the Short Sword in all but one aspect (it hits opponents helmets rolled whose color matches the target’s banner color, and on all Sword on Shield symbols rolled, regardless of the enemy’s status – foot or mounted). The Long Sword is the weapon of choice for Mounted units, its longer reach making it equally effective against all opponents. 

The Common Bow 

The weapon of choice for lightly protected units, who prefer to engage the enemy from a relatively safe distance, the Common Bow can be fired at point blank and onto enemies up to four hexes away. The Common bow hits exclusively on helmets rolled whose color matches their target’s banner color. Taking aim requires a steady arm: When fired by a unit that moved during the same turn, 1 less die than normal is rolled (i.e. a Green Archer unit on the move rolls 1d against its enemy, instead of its standard 2d).

The Crossbow

Sturdier and heavier than the Common Bow, the Crossbow benefits from increased penetration capabilities: it not only hits its targets on all helmets matching the target’s banner color, but also on Sword on Shield symbols . However it suffers from a shorter range (only up to three hexes), and its slower reload speed means that all Sword on Shield symbols rolled are ignored when fired at point blank range. 

MISSES 

LORE 

In Medieval Adventures such as those described in Part I of this book (e.g. Agincourt), any Lore rolled is a miss. 


In Lore Adventures that use the Lore system described in Chapter 8 – Lore, the Lore side of the Battle die is not an outright miss when rolled. Instead, the player who rolls a Lore symbol in battle collects a Lore token from the Lore pool to add to the reserve in his Lore goblet. 


In those same adventures, the Lore symbol may also be used in situations involving Lore cards and the like. 
In this case, Lore tokens are not collected into one’s Lore goblet; instead, the Lore symbols rolled trigger the specified Lore cards’ effect. 

RETREATS 

RETREAT 

After all hits have been resolved and casualties removed, Retreats are resolved. For each Retreat Flag rolled against it, the target unit must move one hex back toward its own side of the battlefield. Two flags push the unit back two hexes, etc. 
The player controlling the unit decides which hex his unit retreats onto using the following rules: 
• A unit must always retreat toward its Controlling player’s side. 
Its feet firmly planted on the ground, this Dwarven Crossbow unit rolls 2 symbols, picking off 2 Cavalry figures in the distance… 
a much better result than if it had foolishly rushed to contact, losing 1d in the move, and making the other dice a miss at point blank! 
The defending Archers lose 1 figure and must retreat. The Lore symbol has no effect, The defending Archers lose 1 figure and must retreat. 
The attacker now also gains a Lore token. 
Medieval Adventure Lore Adventure 
The Lore scores a hit, causing the 3rd casualty. No Lore token is collected by the attacker. 
Lore Adventure 
• Terrain has no effect on retreat moves, therefore a retreating unit may move through a wooded terrain or fordable stream, for example, without stopping. 
However, impassable terrain may not be moved onto or through during a retreat move. 
• A unit may not retreat onto, or through, a hex already containing another unit (regardless if friend or foe). 
• If a unit cannot retreat because its retreat path is blocked by another unit or impassable terrain, or it is forced to retreat off the limits of the battlefield, one figure must be removed from the unit for each retreat hex of movement that cannot be completed. 

MORALE 

Ignoring Retreat Flags 

Some situations allow a unit to ignore one or more Retreat flags and defend themselves valiantly, while other conditions make a unit Frightened and subject to panic. A unit’s Morale level determines how a unit reacts to Retreat flags rolled against it. 
A unit’s morale ranges from Frightened(when the unit is squeamish), to Normal (the morale of most units by default) to Bold (when the unit feels particularly valiant and determined to take a stand and fight back). 

NORMAL 

By default, all troops are considered to be at a Normal level of morale. They are neither particularly Frightened nor Bold; as a result, in battle, when forced to retreat, they follow the standard Retreat rules described above, retreating 1 hex toward their side for each flag rolled against them. 

BOLD 

A unit that has the capability to ignore a flag rolled against it in battle is a Bold unit. It can more easily hold its ground than is typical in combat.

A Bold unit is never forced to ignore any flag rolled against it. If the player controlling that unit judges it preferable, he may opt to have the unit retreat through the corresponding hex(es) if he chooses.



All additional flags rolled during the same battle dice roll, above and beyond those that can be ignored, automatically trigger a retreat, and must be taken.

Likewise, flags that may be ignored but are not, cannot be saved from one dice roll to the next; i.e., it is not possible to voluntarily take a flag now in the hope of ignoring two flags on the next dice roll.

When forced to retreat, Bold units follow the standard Retreat rules described above, retreating 1 hex toward their side for each flag rolled against them above and beyond those that may be ignored as a result of their Bold status. 

In future game supplements, a unit might be given the ability to ignore more than one flag in the same battle.  In this case, the number of flags it may ignore in battle will be indicated in subscript, next to its Bold status. For instance, a unit that may ignore two flags in battle will be indicated as Bold2, and one that may ignore all flags rolled against it, will have its morale marked as Bold all. 

FRIGHTENED 

A Frightened unit flees easily and further away than normal. 
By default, Frightened units retreat two hexes for each flag rolled against them, instead of the standard one hex per flag of Normal units.

In future game supplements, if a Frightened unit has to retreat a greater number of hexes per flag, the exact number of hexes it must retreat on each flag rolled against it will be indicated in subscript, next to its Frightened status. 

The table on the following page describes the different possible Morale levels of a unit during play, and the impact of its morale on retreats and associated game effects. Battle backs are explained in Follow-on actions on p.28 of this chapter, and Check for Panic Losses on p.39 of Chapter 6 – Mercenaries. 

MORALE Effects

Morale Effect
Bold Unit may ignore a flag, and battle back if opportunity arises.
When forced to retreat, unit retreats as normal, 1 hex per flag rolled against it.
Normal When forced to retreat, unit retreats as normal, 1 hex per flag rolled against it.
Frightened When forced to retreat, unit must retreat 2 hexes for each flag rolled.
Unit must also check for Panic Losses.

MORALE MODIFIERS 

Certain conditions, such as the nature of the terrain a unit is standing on, the unit’s racial characteristics or combat prowess, temporary magical enchantments and other Lore-driven conditions, etc. may temporarily or permanently modify a unit’s morale. 

Examples of Morale modifiers include:

Support – The most common way for a unit to boost its morale is to receive support from adjacent, friendly units. A unit adjacent to at least two friendly units (see Support, on p.30 of this chapter) may always ignore a flag. It is Bold for as long as it continues to receive support; The effects of certain Lore cards coming in play may also affect a unit’s morale; 


Racial bonuses – Dwarven infantry may ignore a flag. They are Bold by default – see Dwarves p.37 of Chapter 6 – Mercenaries
Certain Terrain types or hexes modify the morale of the unit on them – Landmarks typically boost their occupier’s morale, allowing them to ignore a flag for as long as they occupy the Landmark. 

Conducting Follow-on ACTIONS (Step 4e)

In some instances, a unit in Melee (i.e. engaged in hand-to-hand combat or firing at point blank range) may be entitled to take some Follow-on actions. These actions are defined below, and considered to be part of the same “battle sequence” as the battle that initiates them.

Unless explicitly specified otherwise, no follow-on actions apply to units in Ranged combat, only to units engaging their enemy in Melee.

GAINING GROUND 

When a unit defending itself from a Melee attack vacates the hex on which it stood (either because it was eliminated or because it is forced out of the hex it was defending), its adjacent attacker may Gain Ground and move onto the just-vacated hex. 

PURSUIT ACTION 

If the successful melee attacker is a mounted unit, it may gain ground and then move 1 additional hex beyond the just-vacated one. This follow-on movement is called a Pursuit. 
Even if the attacking unit simply moves into the just-vacated enemy hex, or if it moves into that hex and then returns to its original Melee position; it is still considered to be in pursuit. 

Ranged attacks never give an attacker the opportunity to gain ground or initiate a pursuit – even if the attack was successful in pushing its target back or eliminating it. 

Gaining ground and pursuit actions are never mandatory; they remain the attacking player’s choice.

Pursuit actions are subject to normal terrain movement restrictions. 

A defending unit that is allowed, as a result of magic or a special action (ambush, etc.), to battle before an attacking unit, is not eligible to gain ground or make a pursuit action. 

BONUS MELEE ATTACK 

A mounted unit that makes a pursuit action is entitled to a Bonus Melee attack, against the same target or any other target it is adjacent to following its pursuit move.

This Bonus Melee attack is optional. The unit in pursuit is never forced to attack again. Only units in pursuit are entitled to this bonus attack.

If the bonus attack is made, it must be a Melee, not a Ranged attack.

The target of the Bonus Melee attack does not have to be the same as the original one, even if the original target is still alive and adjacent.

Terrain combat restrictions apply to Bonus Melee attacks the same as they do to normal attacks, unless specified otherwise.

If a pursuit is not made, the attacker foregoes any potential bonus Melee attack that may have resulted from it.

An attacking unit in pursuit, that successfully completes a Bonus Melee attack and eliminates or pushes back its target, is eligible to gain ground but cannot make another pursuit action. The attacking unit is not eligible for a second Bonus Melee attack. Movement ends after it gains ground. 

A unit’s initial Melee battle, pursuit action and Bonus Melee attack must all be completed before the next unit may battle. 

BATTLE BACK 

In Melee combat, any defending unit that may ignore a flag (i.e. any unit whose morale is Bold) at the time of its attack is entitled to Battle back. It may fight back as soon as the attacker's dice roll is completed and fully resolved, assuming it survived the initial assault and did not vacate the hex it was standing on. 

SUPPORT 

The most common way for a unit to gain the power to ignore a flag and temporarily boost its morale is to make sure it stays adjacent to at least twofriendly units. The unit is said to receive Support from its adjacent units. Its morale is immediately boosted to Bold; the unit gains the ability to ignore one flag rolled against it; it may also battle back against its attacker in Melee if it survives the initial attack and holds its ground. This morale boost, and its benefits, remains as long as the unit holds its ground and continues to receive support. 



Support is reciprocal, as illustrated below. 


If the defending unit is forced off its hex, for any reason, during the initial Melee attack, its opportunity to battle back during this battle is lost, even if the unit falls back into another supported position once its retreat is completed. If it manages to stay in the same 
hex however, it may battle back against its attacker, even if the only reason it stayed in its initial hex was because its retreat path was cut off.

The target of a Ranged attack is never eligible to battle back. 
Only units engaged in Melee may battle back. 
A defending unit can be Bold for any number of reasons: support from friendly adjacent troops; racial benefit; magic; etc… (See Morale Modifiers p.28 of Chapter 4 – Combat) It is only required that the unit be Bold at the time of its battle back.  


Battle backs are resolved in a similar manner to regular battles, except that no further battle back is possible during this battle back. The Active Player’s unit that conducted the initial attack is now in a defending posture, and cannot battle its opponent back. The  battle must stop immediately after the non-active player’s battle back. 
Units battling back an attacker are never entitled to gain ground, or make pursuit actions or Bonus Melee attacks. 

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