or equal to the unit’s hit points then the unit is destroyed and discarded.
When a unit card initiates a “Ground Combat Challenge” that utilizes the unit card’s attack attribute, some special abilities can provide additional attacks or enhanced damage. Some of the more common are described below:
Multi-targeting: Allows the attacking unit card to split its attack points among different targets. Each target is treated as a separate “Ground Combat Challenge.”
Double Attack: Allows the attacking unit card to attack the same target twice in a single round.
Area Attack: Allows the attacking unit card to attack a different target located in the same row in a single round.
Breakthrough Attack: Allows the attacking unit card to attack a second target at full strength located in the back row if a successful hit is inflicted on the primary target in the front row.
Sniper Attack: Allows the attacking unit card to attack an enemy hero in a “Sniper Challenge.” An Action point must be paid to initiate this challenge
If both player’s armies survive the round of battle and are still combat capable (at least one unit card exists in the army) then the “Start Next Round” dialogue box appears and the players are offered several choices. Players must usually always complete at least one round of combat for the first army they commit to battle. Once the round is complete and at the end of every round thereafter, the player is offered the chance to continue the battle, retreat the army in battle, or retreat all his armies in the battle.
Continue: Choosing “Continue” initiates another round of battle.
Retreat Army: Choosing “Retreat Army” retreats just the army in battle and subjects every unit card in the army to one final combat challenge called a “Retreat Challenge” where they must defend against an attack equal to the average attack strength of the army that they are presently fighting plus 1. If a unit in the army survives the challenge it will flee if the entire battle is lost. If the entire battle is won it remains in the hex.
Retreat All Armies: Choosing “Retreat All Army” retreats every army in battle and subjects every unit card in the every army to one final combat challenge called a “Retreat Challenge.” If the army is no longer combat capable due to losses in combat and a hero remains in the army, then instead of the units undergoing a “Retreat Challenge” the remaining hero is subjected to a “Capture Kill” attempt.
Retreat Challenge: A “Retreat Challenge” is exactly the same as any other challenge. The retreating unit may use its hero’s fate pool if a hero is available. The fate is not reset though between multiple challenges so it must be used carefully. The number of dice in the attacker’s dice pool is equal to the average attack strength of the last army to engage the retreating player plus 1 die.
NOTE: Retreating unit cards do not get any damage modifications applied due to special abilities. For example, an armor unit with an attachment card that has the “Composite Armor -1” special ability would NOT receive the -1 damage modification during a retreat challenge.
Retreating: Armies retreat towards the nearest friendly outpost or stronghold. If there is no valid retreat hex available (all hexes are occupied by un-stealthed combat capable enemy armies) then the retreating army is destroyed, and all hero and unit cards that it contains are discarded.
Trickster: A hero with the “Trickster” special ability can retreat before the first round of combat begins and the “Trickster” ability level is subtracted from the attackers dice pool for the “Retreat Challenge.” For example “Trickster 2” would subtract 2 die from the attacker’s pool.
Garrisons: Garrisons can never retreat. If the retreat option is selected for the garrison and the battle is lost then the garrison is destroyed and all cards in it are discarded.
The battle ends when either one player has no more combat capable armies available or has elected to retreat all his armies or his last army from the battle. Once all the necessary “Retreat Challenges” and “Capture Kill Challenges” have been resolved a dialogue box appears that summarizes the results of the battle. The winner is awarded control of any facilities in the hex and becomes the hex controller and defender.
Repairing Damage and Healing Heroes
When heroes, units, facilities or attack cards are wounded or damaged they must be healed or repaired to bring them back up to full strength (replenish wound, hit, or structure points). This can be accomplished by right clicking on the card in the appropriate viewer and then left clicking to select the “Repair/ Heal” option. In order for the repair/heal option to even appear however, the hero or unit must be at a hex that contains a friendly stronghold or outpost. Facilities may be repaired anytime during the player’s turn as long as the hex is not disputed for control or besieged. Attack cards reside in a player’s hand and may be repaired during a players turn by right clicking on the card in the hand display interface. Repairing or healing a card also requires the expenditure of Action Points and sometimes resources depending on the type of card.
NOTE: A unit card or hero card cannot be repaired/healed if the army it is a part of is stealthed. You must first destealth the army by right clicking on its counter and selecting the destealth option from the pop up menu. The repair option will then appear when you right click on the damaged or injured card.