Simple Combat Resolution
Using Dice
Methodology
/ Explanation
1. Throw
one die for every unit present in the action.
2. Line
up one sides dice in order of highest first,
3. Line
up the other sides beside them.
4. Compare
each pair of dice. Highest v. highest, then next highest pair so on...
5. Same score on both dice is a STAND-OFF,
6. Difference
of 1 means Loser RECOILS.
7. Difference
of 2 means loser RETIRES.
8. Difference
of 3 means 1oser RETREATS.
9. Difference
of 4 means loser ROUTS.
Note: Any
dice left over usually won't count, eg. If 8 die v. 6 then the odd 2 can be ignored
as by definition they must be the lowest 2 scores and lots of reasons can be advanced
to show why they would have had no influence on the battle.
This mechanism can be expanded to make
it a more accurate combat resolution.
(Don’t make it too complex or you will
spoil the whole concept.)
Adding Other Factors
1. The
addition of any UNIT COMBAT VALUES (such as for example, +2 for Elite; +1 for Veteran
and -1 for Raw troops) will modify the dice throws.
2. (This
can be done by simply turning the die over. (eg a 3 becomes a 4)
3. IN
THIS CASE IT WILL BE IMPORTANT TO NOMINATE THE THROWS (EG These 2 die have a
+2, etc.)
4. IT
MAY ALSO BE USEFUL TO DIFFERENTIATE BETWEEN HORSE AND FOOT. “These 2 die are
the Cavalry.” Then throw them and turn
them if appropriate.
5. When
modifying the dice It will be assumed that 6 is the MAX score and 1 the lowest.
So a nominated +2 which is then thrown an a 6 stays a 6. (Tough luck). In the
same way a nominated -1 which is thrown as a l stays a 1.
6. There
could also be OTHER +/- FACTORS such as TERRAIN ADVANTAGES, which side is ATTACKING
/ DEFENDING, MORALE and LEADERSHIP etc. But these will tend to be better
reflected By the Umpire using IMP [inherent Military Probability). ie using his
Umpire skills / knowledge to 'fiddle' the COMBAT RESULTS.
7. However
in a Campaign some aspects, such as FATIGUE due to FORCED NARCHES may / will
have to be built in as +/- factors at the dice throwing stage.
EXAMPLE SITUATION: The ATTACKER has 8 units
of Foot & 2 of Horse. (1 of the Foot units is Elite (+2); 2 are Veteran
(+1); 4 are Experienced (0); 1 Foot is Raw (-1): the Horse are both experienced
(0).)
THE DEFENDER has 6 units of Foot & 2
of Horse. (3 Foot are Veteran (+1), the rest are Experienced (0). The Horse are
Experienced (0).)
ATTACKERS Dice Foot - 4 4
2 6 1 2 1 2
Horse – 1 4
FACTORS +2 +1 +1
0 0 0 0 -1 0 0
Dice after adjusting 6
5 3 6 1 2
1 1 1 4
DEFENDERS Dice Foot - 5 3
1 2 1 3 Horse – 3 5
FACTORS +1 +1 +1
0 0 0 0 0
Dice after adjusting 6
4 2 2 1 3
3 5
Dice in descending value
ATTACKER Foot
6 6 5 3 2 1 1 1
Horse - 4 1
DEFENDER Foot
6 4 3 2 2 1
Horse - 5 3
Difference-Defender = -2 -2 -1 = =
+1 +2
RESULTS ARE - Defenders Foot 3
Stand-offs; I Recoil & 2 Retire. The Defenders Horse drive off the
Attacking Horse, (A further dice throw then showed that the Defenders Horse did
not pursue, staying on the battlefield with it’s Foot units.
Umpire Analysis – The Defenders Foot
have been beaten and have been driven from their position. The presence of
their Horse allows their withdrawal from the field to be conducted in
reasonable order so their casualties remain moderate.
Special thanks to Mike Irvin for the system details.
Edit Feb 22 added:
Great resource for the original vision of SCRUD: Matrix Games