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A6: Work out the result of the stalled combat

If the winner was not established in the combat attacks step and was stalled, work out the result of the assault as follows.

Both players:

  1. Roll two D6 and pick the highest single D6 score.
  2. Add any valid modifiers from the Assault Modifiers table.
  3. Compare the total scores:
    1. Whoever has the higher score wins the assault.
    2. The losing side suffers a number of hits equal to the difference in scores. No saves are allowed for these hits, which represent units being hacked down as they turn and run, or disintegrating into a panic-driven rout as they flee. Remove these additional casualties as you would for hits inflicted in the Shooting procedure (that is, units in base contact first because they are nearest to the enemy, then the next nearest, and so on).
    3. Continue at A7: Loser: Break, and withdraw from the assault.
  4. If the total scores are tied, use the surviving units to fight another round in the assault as follows: Starting at A3: Make counter charge moves, repeat the assault procedure steps with these differences:
    1. Both sides may make a counter charge move (attacking player goes first).
    2. Each side adds all new casualties to their existing running total from the previous round of this assault.
Assault Modifiers table
Condition Modifiers (cumulative)
For each kill you have inflicted during the assault +1
You have more units than the opposing formation +1*
You have more than twice as many units as the opposing formation +1*
Your formation has no Blast markers +1**
The opposing formation has more Blast markers +1**
For each unit with the Inspiring ability +1
* Count the total number of units remaining in the charging formation against the total number of units remaining in the defending formation. Don’t include units from other formations that were lending supporting fire.
** Count Broken enemy formations as having as many Blast markers as units.