Thursday 23 April 2009

Mêlée

"…that would also be the French…"

When any figures of opposing Parties are in base-to-base contact the relevant Parties are in a mêlée. Of course, some skulking dogs might choose to lurk behind some obstacle, (e.g. a barricade, a palisade or a barrel or a cannon). In this case the figures are engaged if both are in contact with the obstacle and at least one figure is armed with an Reach or General weapon. Close weapons cannot engage over an obstacle, but if the model will bear it a figure might be placed on the obstacle and can use a Close weapon. N.B. that moving onto the obstacle will usually cost a movement penalty, and if the figure hasn't enough steam to do it they can't.

Mêlée is hand to hand fighting. Mêlées are pretty confused affairs, and most skirmish rulesets don't handle this very well, tending to simplify and gloss over problems e.g. multiple contacts, overlapping damage. Such rules find it easier to assume that participants divide themselves up into neat pairs like dancing partners. The system employed here better reflects the true nature of the swirling chaos of a mêlée, allowing both the multi-figure participation and the individual cut and thrust to be given emphasis at the same time.

It might look a bit complicated at first glance. Don't worry, 'tis not so.

Mêlée is an exclusive action. Once a figure has been in mêlée it can perform no other action in that turn, except a reaction move. Note that although a party may only initiate mêlée once in a turn, it may be "mêléed" more than once, for instance, if it successfully drives off an attack and is then attacked from another quarter.

Mêlées take place in their own time frame, so rules that apply generally may appear to be broken. (Cf. Quantum mechanics and Mr. Newton's newfangled conjectures). Mêlées are divided into rounds, though there will frequently only be one round. A round is one set of dice rolls and damage allocation by both parties sort of simultaneously. If the mêlée is not resolved in one round and the "loser" wishes to fight on, then another round is played. Etc.

Mêlée Weapons
  • Reach mêlée weapons are weapons of greater than average reach e.g. spears, boarding pikes and other polearms, very large clubs, double handed axes etc. These confer an advantage unless the fight is at close quarters, when they give an advantage to the enemy.
  • Close mêlée weapons are for close quarters e.g. daggers, small hatchets, belaying pins, bottles, hooks, brass knuckles, furniture and, (as a last resort), fists, feet and teeth. In close quarters situations, (e.g. in the confines of building, in the rigging, below decks, in a smugglers cave or a secret tunnel), close weapons are more useful than Pikes and Halberds, and its difficult to efficiently employ an attached bayonet when climbing the rigging.
  • General mêlée weapons are e.g. cutlass, rapier, sabre, mace, axe, cleaver, flail, clubs etc. One-handed weapons.
A musket butt is a General weapon. With a bayonet fixture a musket is a weapon of Reach. A pistol butt is a Close quarters weapon.

Figures fight with the biggest weapon with which they are depicted as a rule, the exceptions are detailed in the relevant sections. If not depicted with a weapon they are deemed to be armed with a Close weapon.

If for instance a figure was depicted with a cutlass in one hand a dagger in the other and another dagger between their teeth, then they are deemed to be armed with a General weapon, (the cutlass), 'though they would also be able to throw a knife as a distance weapon, and could play the Main Gauche.

The facing of a figure doesn't matter. It is imagined that they are actively turning and twisting to face all opponents in contact.

Reaction Moves
1. Regardless of other movements made outwith the mêlée, when an attacker has finished moving their figures the defending party has option of moving any unengaged figures upto two inches with the aim of:
  • engaging/avoiding the nearest enemy figure,
  • moving into a supporting position, (BtB with a friendly figure who is touching an enemy),
  • acquiring a target to shoot at.
2. Between rounds unengaged figures can be moved upto two inches as above. Alternate between players, winner first.

3. A figure can be pushed or jump back to avoid wounds or worse.

4. Losing a fight gives the losing figures an urge to place distance between selves and sharp objects, so losers get a bold retreat move.

5. Morale failure allows self-preservation instincts free rein, and fleeing is the order of the day.

Shooting in Mêlée
Figures whose parties are engaged cannot usually risk shooting, throwing or firing in the general confusion, but to cater for the circumstances when an unengaged member of the party might see a chance of making a contribution, then an Opportune Shot card can be played, before mêlée quotas are calculated, with the proviso that if the target figure is engaged, then a miss will actually hit one of the people they are engaged with.

Theoretically a figure could, if appropriately equipped, throw a grenade, but that might be rather silly…

Mêlée Quotas
The Mêlée Quota (MQ) represents the effective force of the combatants. In general a figure is worth 1MQ point, but some figures are worth more than others:

  • Captains are worth 3MQ, (two when wounded).
  • Other officers are worth 2MQ (one when wounded)
  • Ordinary wounded figures count as 1/2MQ, as do cabin boys, civilians and similar characters unused to rough and tumble.
  • Each figures in formation adds 1MQ (1/2MQ if wounded).
  • Each figure with a weapon of Reach or Mounted add a 1MQ unless fighting at Close Quarters. If in close quarters, each gives their opponents 1MQ for advantage. Note that a mounted lancer would gain, (and lose), +2MA.
  • Advantageous positions e.g. terrain that gives an advantage can add MQ. Generally speaking add 1MQ for each engaged figure in an advantageous position.
  • Flashing Blades add 1MQ
Round up any odd fractions.


The Cut and Thrust
Divide the MQ by five plus spares, (this is just an administrative convenience). All participating Players dice "simultaneously". Throw for all figures and tote up all the casualties.

MÊLÉE DICE TABLE

Number of quota figures


Number of Dice to roll + rerolls

1

3

2

4

3

5

4

5+1

5

5+2


DAMAGE ROLL

Dice Roll

Casualties

Pair

1 wound

Two pair

2 wounds

Three of a kind

1 knockdown

Full house (3 and a pair)

2 knockdowns

Straight

2 knockdowns & 2 wounds

Four of a kind

3 knockdowns

Poker - Five of a kind

4 knockdowns

Hand to Hand Casualties
Alternate between players starting with the one that potentially caused the most damage, (got the best dice).

The player taps (chooses) a figure in BtB contact with an enemy or enemies and says what damage they inflict on a figure or figures that they are in contact with. Roll the saving throws. An attacking figure can normally only award one knockdown, or a single wound to any single opponent. If in contact with several enemies, a figure can dish out either a knockdown or a wound to as many of the contacted figures as the player wishes.

As each figure is tapped and their action described, evaluate the result. You cannot tap the same attacking figure twice in a round, (a mêlée may have more than one round).

A figure offered a wound might jump or be pushed back from an enemy, rather than take the wound, a figure threatened with a knockdown might be pushed back wounded rather than risk being knocked down - see Pushback below.

Remove/topple any downed figures as damage accrues, and mark the wounded. Wounded figures can still strike blows if still in contact, those knocked down cannot, (too busy).

A figure that survives one assault may still be targeted by other figures in BtB contact.

(Optionally Allocate both sides damage before rolling saves and moving push-backs. This makes things appear more simultaneous and realistic, but thus may make it harder for figures to escape from tricky situations and overwhelming odds).

Remember, a second unsaved wound is equivalent to a knockdown, and Officers and Captains have an ehanced saving throw (see Cannons).

Mêlée Saving Throw Modifiers
  • +1 if armoured/shielded.
  • +1 if defending obstacle/advantageous position.
  • +1 if supported, i.e. in base to base contact with an unengaged friendly figure.
  • +1 if facing a Close weapon when not in close quarters.
  • +1 if Mounted against Foot who are not armed with Reach weapons and not in close quarters.
Pushback
If a figure on foot doesn't wish to risk a saving throw on a wound, they aren't surrounded and they could be moved directly away from the source of the blow for at least a base depth without colliding with another figure or obstacle, then they may elect to jump back or be pushed back. They are pushed back a base depth, directly away from their opponent. It's o.k. if they are now touching a figure or obstacle, as long as they cleared the base depth.

A player receiving a knockdown could also elect to be pushed back wounded and forfeit the saving throw. They cannot decide to do this after taking a saving throw and failing it.

Unwounded victors may follow up and remain in contact or not, as they wish. (Wounded figures are generally glad of any respite).

If a figure follows up they may, (but not necessarily), break away from other combatants they are in BtB with.

Surrounded
A figure is surrounded if a pushback would mean going through an enemy. Another way of looking at it might be, 'if you draw imaginary lines between the heads of engaged enemies, then the figure is surrounded if they can't be pushed-back without their own head crossing those lines'.

If a surrounded figure knocks down or forces a push-back on one of their opponents, then they may disengage from all opponents if they can move a base depth in any direction away from their foes without colliding with other enemies or obstacles. This represents a surrounded figure escaping by forcing a gap in their encircling foes.

You might think then that it is better to be surrounded than face two foes to the front, as you cannot disengage willingly from a second opponent to the fore if you disable the first. The excuse for this is that two figures attacking from the same direction are likely to be acting in more concert than a general swirl of figures on all sides, and also, a figure is more likely to seek to disengage when surrounded than when left with a single adversary to fore. It's a combination of desperation and confusion that gives the surrounded figure the ability to escape their predicament.

A figure can also play Acrobatics to escape being surrounded.

Morale
In the heat of the action the fighters haven't much time to take stock, but as soon as there is a respite they can see how their side is faring. Rather than testing each time a figure is rendered hors de combat, test for morale, if necessary, at the end of the round.

Winning the Mêlée
If a party's morale fails then it flees (see Morale). If all parties lose heart then the engagement is over. If stalwart enemies are still engaged then a winner must be determined.

  • After each round the side with the most knockdowns, including any damage that couldn't be allocated, but not including damage that was saved or avoided, has won the mêlée round. Note that combined forces (allies under attack or making a combined attack) count as one side
  • If it's a draw on knockdowns then count wounds
  • If it's still a draw on wounds then count push-backs
  • After that then the player with the least Mutinous Dog points has won, (as their figures are more committed).
  • If it's still a draw cut a dice or something.
The losing side(s) can now withdraw. If this is a boarding action then, if the losers are the boarders they may retreat back to their own vessel(s), if they are able to. If they are the boardees then they may strike colours and surrender, or Abandon Ship, or they may choose to fight on while their morale holds. Otherwise, if this is not a boarding action, just break off contact and move surviving figures in any losing party a bold retreat move away from the enemy. Note: That's all the figures in a losing party, even if they didn't actually fight.

If no figures in the winning party are engaged then the mêlée is over.
The losers must withdraw, strike their colours etc.

Fighting On
If still engaged with members of the winning party, the loser(s) can decide to fight on while morale holds. If so then players may move any unengaged figures in a reaction move as above but alternate between the players, winner moving first.

Cornered Rats

Generally speaking figures on the losing side can disengage without penalty, but if an individual figure is surrounded, or backed up against impassible obstacles, then they cannot withdraw but must surrender or fight on as a cornered rat.

Cornered rats fight on even as their comrades scarper. These little fights are continued after the mêlée proper until each cornered rat is knocked down, captured, surrenders or cuts their way free. Check for the morale of the retreating party if any friends are lost, an orderly withdrawl might become a rout.

If they force a push-back, or knockdown one of their encircling foes they have cut their way free and must immediately take the bold decision to leave it for another day. They try to catch up with their comrades.

Acrobatics
can allow a cornered rat to escape.

Disarming and Capture
Those fighting an isolated figure, (i.e. if the target figure is not in BtB with friends), can convert a knockdown into a Disarm, (saving throw as usual).
  • The disarmed figure stays in BtB, and cannot break off. Imagine the disarming figure has a blade at their throat.
  • A disarmed figure can immediately surrender and become a captive, though not yet a prisoner until the mêlée is resolved. Neither figure will count toward the MQ of future rounds until the mêlée is resolved unless a rescuing figure attacks the captor.
If the disarmed figure chooses not to surrender, a figure can try to capture them by force in the next round, by allocating wounds or knockdowns to the figure. If this damage is not saved then figure is captured by the disarming figure. If nobody intervenes then when the mêlée is resolved the captive is now a prisoner and either dragged off by the retreating side or left behind as their friends retreat. If the captor's side fails a morale throw at this point the prisoner is abandoned.

If the disarmed figure saves, then they re-arm themselves, (the old concealed dagger/cutlass/halberd trick).

Mounted Figures
Pyrates are not generally associated with horses, but it is entirely possible that some of the Spaniards, Coastguards, Revenue Collectors, Militia of Concerned Citizens, Dragoons, Gentlemen of the High Toby, Customs and Excise Officials etc. whom they encounter should be mounted.

En Passant
This is a special attack allowed to mounted figures. This rule covers the ability of riders to strike a passing blow. When charging in open ground, if they can move into BtB contact with a single adversary not armed with an Reach weapon, and if they have remaining MA, then they can declare an En Passant attack.

They immediately disengage and continue their movement and the controlling player immediately rolls for the result of the side swipes/thrusts they have just made. Even if there are several riders involved, each rider rolls as an individual, not as a group.

The attacking player does not have to engage in mêlée if they can avoid it, all the rider figures might end their move unengaged, having struck several passing blows. Footsloggers should be wary of cavalry in open country.

Dismounting
Mounted figures don't enjoy the benefits of the Pushback as horses don't reverse that well, but when a mounted figure is wounded, if the player has an appropriate figure they may elect to say that they are dismounted instead. Should the player wish to re-mount the figure, the beast will be found to have wandered d6 inches away. If a mounted figure is knocked down, the owning player may elect to say that they are in fact dismounted, though on this occasion wounded, and that it was their unfortunate steed which bore the brunt of misfortunes unkind thrust, (or hack, or slash, or blunt instrument, or pyrotechnic contrivance, etc).

Duelling
A leader can always challenge another leader to single combat if they are in hailing distance, as long as they are not already in mêlée. If in Parley, or a parleyed truce currently exists between the two leaders, then a challenge can only be made if Offence has been given/taken. A challenge may be refused if the challenged party takes a Mutinous Dog point and skulks like a scurvy dog.
If accepted then the leader figures will be set up in base to base contact, on mutually agreed ground. Their supporters will be set up behind them. The challenged leader chooses the weapons and may limit attendees to two supporters apiece. Either party may invite an available surgeon to attend.

If hand-to-hand combat is chosen then use the mêlée tables.

Terms, conditions and stakes may be set or wagered on the outcome of the duel and if accepted the survivors must honour them or take a Mutinous Dog point. The Pushback option may be employed, as may the Main Gauche and/or relevant chance cards.

A duelist may attempt to disarm and/or capture their rival, or simply discard any damage that they cause. Perhaps to show contempt for their enemy they slit their braces rather than their gizzard, or slash an initial into their doublet. Such panache would certainly redeem a Mutinous Dog point.

If either duelist is wounded, (& fails saving throw), then both duelists may agree to break off the fight. Quarter may be requested or offered. If a duelist takes a push-back and the pusher chooses not to follow up then this is taken to mean that they are willing to end the fight, as victor.

If both combatants take a push-back then the duel has ended in a draw.

If both leaders are armed with pistols then the challenged party can elect to duel at 2" range with pistols. The first player to shout "Fire!!", (or make some other signal such as slap the table, or burst a balloon, or use a costume flintlock with "real" sound), gets to roll 4 dice. If the other player survives then they may return fire carefully with 5 dice if unhurt, or 3 dice if wounded. A player can still try to disarm their opponent, but not capture them. If the players shoot simultaneously then both roll 4 dice. If neither player is wounded, then either "honour is satisfied" or they try again with a second pistol. If the second shot likewise causes no damage then, if either party wishes to continue, they must resort to blades as above.

If parties had previously been in a state of treaty, the victor can decide if it still holds.

Fighting in the rigging
Fighting in the rigging, including spars, and tops, is close quarters so anyone armed with a reach weapon gives their opponents a +1MQ advantage. If a combatant in the rigging is wounded, they will fall if they roll a d6:1..3. If feasible their player can have them fall into the sea. If they hit the deck check with the Drop Table in the Movement section to see if further injury ensues.

Main Gauche
Figures with mêlée weapons in both hands, or a hook on one hand, can perform a "main gauche" or off-hand attack. The attacker feints and strikes an unexpected blow. This is a Sneaky Attack and like that card means that the defender cannot choose to avoid a blow by being pushed back. However a Dodge/Duck card will still counter it. The attacking player rolls a d6 after declaring the wound or knockdown, d6:1..2 and the victim did not fall for the ruse, the blow is wasted. D6:3..6 and their only hope is a good saving throw.

Mêlée Example
Player A has scored a straight and Player B has scored two pair. Player A gets to allocate casualties first.

One of her Crew, armed only with a small fruit knife, (close weapon), is engaged by three Pyrates. She taps that figure and allocates the two knockdowns, one each to two of the opponents, thus channeling all the damage that she could inflict through this one figure rather than spreading the mayhem.

Player B decides to risk a saving throw on the first casualty, as d6:5..6 will save because Player A's heroine only has a close weapon. A 4 is rolled, and in this case, the first pyrate is knocked down, and Player B decides that the other casualty prefers to take a wound and a push-back, rather than risk similar.

Player A says her girl will follow up, breaking away from the last remaining healthy Pyrate but staying in contact with the chap now sporting a small red token.

Player B now gets to choose. He has two wounds to parcel out. If any of Player B's figures were in contact with more than one adversary then that figure could inflict both blows, but instead Player B decides to tap the wounded Pyrate who is still in contact. Although Player B is the only one who has damage left to allocate, the casualties are still evaluated one at a time. The slightly punctured pyrate hacks at his pursuing harpy with his cutlass. The swipe catches our heroine off her guard, and she jumps backwards, not risking the saving throw, to avoid a nasty cut.

This inevitably brings her back to where she started, in contact with the unharmed member of her original trio of adversaries.

Player A has no more damage to allocate but Player B still has a wound to give. This last fellow has a cutlass in one hand and a dagger in the other so elects to play the Main Gauche and knife our heroine in the back. He rolls a 4 so the ploy is successful and Player B's figure cannot avoid the wound with a push-back. Fortunately player B's foul blow glances off a corset stay, (she rolls a 6 to save).

Player A's figure is still in a tight spot, but one foe is down and another is standing off, wounded, while she is as yet unscathed.

© Baggins Wood Ltd. 2009

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