An explanation of the way I resolve complex combats. It’s kind of a simpler short hand way of combat resolution. Of course, I fully support and will answer any questions about the “right” way to do this.
Complex Combat resolution
Published by Mr. Q
I semi-retired at 47. I suffered a sever brain injury at 25. I have written 3 books about living with brain injury and have had a regular column in the Brain Injury Alliance of MN's quarterly mag since 1999. I received my BA in English with honors in 2014. One of my avocations is developing simulation games. Weather permitting, I enjoy a round of Disc Golf whenever possible. View all posts by Mr. Q
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Thanks for this. I like the idea of cancelling balanced flanks.
It’d be helpful to know what dice you’re rolling when you resolved the remaining flank ‘simultaneously’?
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3 dice each, with flanking bonuses.
I do not grant the flanking bonus for merely attacking the flank, it requires either a single rear attack, or being contacted on multiple sides. In this example, it wouldn’t have made a difference.
In the official rules, the flanker that wasn’t flanked would have gotten an attack, and the flanker that did get flanked would have chosen between its two attacker’s whom to attack. The block it was flanking at +1, or the block flanking it at -1.
I hope this answered your question!
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Thanks. I like the multiple-sides/rear-flank decision; games get a bit twisty-turny otherwise with implausible manoeuvring onto flanks.
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I agree. I feel like an easy flank attack takes advantage of the wooden piece that can’t bend to deny a flank.
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