Combat questions - disengage and opposed attack

By stanmons, in WFRP Rules Questions

Hi,

These I could not find answered in the rulebook:

1) What is the effect of disengaging the enemy? Free attack?

2) When should you make attack opposed check? Opposed checks are generally always harder than unopposed. I would say that if you have two individuals fighting they are "opposing" to each others' attacks but this would not work as a standard game rule judging by the examples.

Would Active Defense make all incoming attacks "opposed"?

A bit lost..

And 3) Damage calculation

MELEE:

(Str + Wpn DR + Action card bonuses) - (Toughness + Soak) = total damage dealt to target (not considering criticals)

Ranged = just replace Str with Agility.

Correct?

stanmons said:

1) What is the effect of disengaging the enemy? Free attack?

2) When should you make attack opposed check? Opposed checks are generally always harder than unopposed. I would say that if you have two individuals fighting they are "opposing" to each others' attacks but this would not work as a standard game rule judging by the examples.

1) Using a manoeuvre to disengage would put you back at Close range, that's the only rules effect.

2) We don't know. Make it opposed if you prefer that combat method, otherwise it's just a standard Weapon Skill check with difficulty modified by the target's defence. I've been considering making WS v. WS and BS v. 'Agility modified by equipment Soak.' Just as a suggestion. Hopefully the FAQ/Errata will give some good examples.

3) Correct

Regarding #1: Do you mean what is the cost of moving away and not first disengaging from an enemey (i.e. like if you don't first disengage you receive an attack of opportunity)? They don't explicitly call it out but they do suggest there might be a penalty for doing so. You could go with a free melee attack if their opponent is armed appropriately, or perhaps it costs a fatigue if you're more generous.

I personally don't add Challenge dice or make combat checks opposed; however I suspect I might design some creatures who add a Challenge dice when attacked via range, or another creature that increases challenge for melee, etc. So far, we really like the fact that combat is fast and furious, even more so than in prior iterations of WFRP since WS has scaled up for beginning characters.

I remember some early fights in v2 that lasted FOREVER because all the combatants had WS of 35 or less. Despite our flavour text, they became boring combats; even when folks when all-out attacks and didn't save anything for parrying, defensive stances, etc.