Imperius Dominatus - Close Combat Example



The new I.D. rules have Close Combat working as follows:-

Assault Marines have already moved this turn. The nearby Tactical Detachment activate and charge.


However, the unit can only reach the first few stands of Assault stands...


And therefore can "gang up" on the first three stands. Units in close combat roll 2D10 and add their CAF to the result. Secondary attackers do exactly the same but add +5 to their result. Note that a third attacker would gain +10, a fourth +15 and so on).


After dice are rolled, both sides have lost one stand. Note that some stands passed their Armour saves and so remain in the fight.

In I.D., the attacker must inflict more casualties than they sustain to "win" the combat. Therefore, as the defending units had the same number of casualties, they, the Assault detachment in this case, have won.

The losing unit must make a Morale Check. If they fail, they immediately make a Fall Back move. In this case they passed so can remain in the fight if they wish.  The Tactical unit decides to continue so remain in place.


As the Tactical unit opted to remain in the fight, the Assault Stands can make a consolidation move of 10cm and join the existing battle if they wish. Note that the Assault Stands can only join a battle that they are already involved in; had there been other enemy units within 10cm they could not engage those units). Here, the player uses his nearby Assault troops to join the fray!


This time a number of Tactical stands lose the combat and fail to make their saves! Only one stand of Tactical troops remains! The losing player passes their Morale Check but decides not to continue the fight and opts to make a tactical withdrawal, which entails making an immediate Fall Back move but not being subject to the penalties of being on Fall Back. Instead, the unit becomes Suppressed (and should have a marker placed beside it to highlight this).


The winner of the combat, the Assault Marines, can then make a reorganisation move of up to 5cm. Note that they may not engage any enemy units which may happen to be within 5cm of them. A counter should be placed beside the withdrawing unit to highlight this.


This completes the tutorial for Close Combat for Imperius Dominatus.

However:-

I play an alternating activation system for Imperius Dominatus which means that, unlike the main system where there is a Close Combat phase, units move, fire and/or resolve Close Combat during their activation.

Continuing with the above example for alternating actions only:-

The Tactical unit has a suppression marker placed next to it (as should have happened above). A Close Combat counter is also placed beside both the attacker and defender of the combat to illustrate that they have both fought a full round of combat. Each counter will grant any further attackers a +5 to their CAF rolls.

A nearby unit of Land Raiders carrying Terminators both activate on charge orders and launch a counter attack upon the Assault troops! With a superior CAF and +5 to rolls for the first attacker and +10 to the attacks for the secondary attackers, things are looking grim for the Assault unit!


Combat is far more decisive this time and most of the Assault troops are eliminated! One stand does survive. This time the Assault unit, which passes its Morale Check, opts to make a tactical withdrawal.


The Assault stand makes a fall back move, receives a suppression marker for doing so and a Close Combat marker which shows they have already fought one round of combat. Anyone else that attacks this turn will receive +10 to their CAF roll!


Finally, the Terminators make their consolidate move of 5cm. Once again, note that even if there had been further units that they could engage, they would not be permitted to do so.

Even though the Terminators won the combat, they too now receive a Close Combat marker, meaning that any attackers who now engage them will receive +5 to their rolls!




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