Regiment

REGIMENT is a free, print-and-play tabletop wargame focusing on vast combined-arms battles using epic-scale miniatures. Build your army, command your forces, and recreate epic conflicts across the galaxy.

Close Combat is the mechanical procedure utilized to resolve engagements between Units that have established physical Base Contact. This process is governed by a Simultaneous Resolution logic, where both the Attacker and the Defender generate Melee Attack Pools and attempt to inflict damage at the same time. The outcome of Close Combat is determined by comparing the total unsaved Hits suffered by each participant to identify a Winner and a Loser. This outcome dictates subsequent Unit positioning, facing, and morale.

  1. Initiation and Engagement: Close Combat is initiated when a Unit Base establishes physical contact with an Enemy Unit Base during the resolution of a Move Action, Dash, or Charge Action. The Unit performing the movement is designated the Attacker, while the Unit being contacted is designated the Defender. Upon making initial contact, the Attacker must attempt to maximize frontage by bringing as many of its remaining Bases into contact with the Defender as possible. This movement must follow the shortest possible Path from the point of initial contact and cannot be used to circumvent the Defender to gain a flanking bonus. Once Base Contact is established between any part of two Units, both Units are categorized as Engaged in Close Combat.

  2. Generate Attack Pools: Both players determine their respective Melee Attack Pools simultaneously. Each player identifies the Melee Attack Stat found on their Unit Profile and multiplies this value by the quantity of physical Bases currently remaining in their Unit. The following situational Modifiers are applied at this stage to adjust the total quantity of dice rolled:

    • If the Attacker reached Base Contact via a Charge Action, they add one additional die to their Attack Pool for every Base currently in the Unit.
    • If a Unit possesses the Shaken status or has been successfully Flanked by the enemy, that Unit must subtract one die from its Attack Pool for every Base currently in the Unit.
    • Vehicle Units acting as the Defender in a Close Combat engagement must subtract one die from their Attack Pool for every Base currently in the Unit.
    • These Modifiers can stack, however, an Attack Pool cannot be reduced below a minimum of one die per Base through the application of these Modifiers.
  3. Simultaneous Strikes and Shaken Check: Both players roll their generated Attack Pools at the same time. The baseline Success Threshold for a Hit is a result of 4 or higher (4+) but can be adjusted by Dash Tokens, Cover, or Flanking status. Long Range does not apply in Close Combat. Immediately after the dice are cast, each player compares the total quantity of successful Hits received to their Unit Courage Stat. If the quantity of Hits meets or exceeds the Courage Stat, the Unit receives a Shaken Token. Because strikes are simultaneous, it is possible for both Units to become Shaken during the same engagement. Shaken status acquired during this step does not penalize the Attack Pool currently being rolled, but it will affect future Activations.

  4. Resolve Defensive Saves: After identifying Hits and updating Shaken status, both players roll for saves using their Unit Save Stat. Each player generates a Defense Pool consisting of one die for every Hit scored by their opponent. Each result that meets or exceeds the Unit Save Stat negates one Hit. Unnegated Hits are recorded as the final damage value for the exchange. All Wounds and Casualty removals are processed after both players have completed their defensive rolls and determined the Winner and Loser.

  5. Determine Winner and Loser: Players compare the total quantity of unsaved Hits suffered by their respective Units to determine the tactical outcome of the engagement.

    • The Unit that suffered the lower quantity of unsaved Hits is designated the Winner.
    • The Unit that suffered the higher quantity of unsaved Hits is designated the Loser.
    • If both Units suffer an identical quantity of unsaved Hits, the result is a Tie.
  6. Casualty Removal and Repositioning: Once the Winner and Loser are identified, damage is applied and Bases are removed according to the outcome.

    • Both Units suffer Wounds equal to the quantity of unsaved Hits received. Bases are removed according to standard Casualty removal rules. The player selects which Bases to remove but must maintain Unit Coherency.
    • The Winning Unit remains in its current position and maintains its current facing direction.
    • The Losing Unit must perform a Retreat. The Unit is moved a distance equal to half of its Move Stat directly away from the Winner. At the conclusion of this movement, all Bases in the Losing Unit must be rotated to face directly away from the Winning Unit. If a Unit is stationary and has no Move Stat or a value of 0" and is determined to be the Loser of the Close Combat, it is automatically Destroyed.
    • If the result is a Tie, no Retreat is performed. Instead, the Attacker is pushed back 1 inch from the Defender. Both Units maintain their current facing direction.
  7. Termination of Engagement: Units are prohibited from ending a Close Combat in Base Contact with one another. Engagement concludes once either the Winner moves back or the Loser performs a Retreat. If a Unit is destroyed during the application of Wounds, it is removed from the Play Area and its Initiative Token is managed according to the Unit destruction rules. Close Combat resolution is finalized once all damage is assigned and all required movements are resolved.

Related Topics: Attack, Base Contact, Charge, Move Action, Modifiers, Unit Stats

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