Combat example and some questions

By Stuntie, in WFRP Rules Questions

Edit:

Just seen the other similar combat turn exampl thread. However will leave this up for folk to coment on as well.

Finally got a chance to start with 3rd Ed after reaching a convenient breakpoint in my previous 2nd ed campaign.

I've been through the books and run some mock comabts etc. but am still a little unsure on combat and the make up of the dice pool etc.
There is so much more to it than the old 'roll WS on the dice' that I'm unsure if I got all the dice and outcomes right. Not enough combat examples in the book to really guage things.

I did a turn of mock combat between a trollslayer and 3 ungor henchmen (checking how they work too) and recorded the details for people to look at and see if thats all right, or if I have missed anything. I have also added some questions at the end.

Combat Example:

Trollslayer:
Str 5 Int 3
To 5 WP 2
Ag 3 Fel 3

Def 1 (Slayer bonus)
Soak 1 (Slayer bonus)
Wnds 14
3 Axes 5 Dmg 3 CR
Weaponskill trained


3 Ungor Henchmen
Str 4/4 Int 3
To 4/4 WP 3
Ag 4/1 Fel 2
Dmg 4
Soak 1
Def 0

Wnds = Tough (4) per gor = 12 total.

Start - Initiaiative
Agility as combat

TrollSlayer= 3 Blue - 2 sucess
Ung = 4 Blue - 1 sucess
TrollSlayer goes first

Moves to engage - free action
Draws weapons - extra action - gains one fatigue.
Moves from neutral to R1
Uses Charge tactic + 1 White to attacks this first turn

Uses Double strike.

5 Blue 1 transforms to red for stance.
Trained so 1 yellow
Adds in the 1 white from charge mentioned above

Difficulty 1 purple
Ung have 0 def so no black from that
However Double strike has difficult 1 black.

Total:
4 blue, 1 yellow, 1 white, 1 purple, 1 black

Combat roll:
Hammer, Hammer, Hammer 2 Hammer, swords, skull - rest blank.
Cancels down to
4 hammer 1 skull

Lots of general succes but no boons. (skill and training but nothing spectacular)
Triggers either 1 Hammer or 2 Hammer row
Opts for 2 hammer row hitting with both weapons.
Hits for Str 5 dmg 5 (primary weapon) + dmg 5 (second weapon) = 15
minus tough 4 soak 1 = 10 damage

2 dead Ungor - other with 2 wnds

Extra Sample roll #1:
Eagle eagle comet eagle+hammer - rest blank.
Cancels down to
3 eagle 1 comet
Opts to convert comet to hammer to succed (recklessness and luck win help here more than skill, only just got a hit - but its a good hit)
3 eagles 1 hammer
Recovers 1 fatigue from boons

Triggers 1 Hammer
Triggers 2 eagle boon + 2 damage
(note: Had he used Troll-feller strike he could have trigger both the 1 eagle and 2 eagle effects on that card. But has only the single 2 eagle effect on this card)
3 eagles so triggers Critical hit (3CR on axe)
Draws sev 3 critcal card - converts to wnds on henchmen

Hits for str 5 + dmg 5 + 2 from boon + 3 from critcal = 15
minus tough 4 soak 1 = 10 damage

2 dead Ungor - other with 2 wnds
(Yeah same result from different effects)

Extra Sample roll #2:
eaqle hammer Hammer, swords, skull - rest blank.
Cancels down to
1 hammer 1 skull 1 eagle

A succes but no boons -a basic hit.
Triggers 1 Hammer

Hits for str 5 + dmg 5 = 10
minus tough 4 soak 1 = 5 damage

1 dead Ungor - one with 1 wnds

The Ungors strike back *well the surving one anyway.

Looses the ambush bonus as Trollslayer already acted.
Goes for a savage strike.
5 blue - no stance
1 challenge purple
1 defense black
Trollslayer opts to parry - extra manouver so takes one fatigue.
Adds 1 black, plus an extra black for having weaponskill trained

The Ungor goes all out and throws in all three fortune dice from the ACE pool - he reckons he'll need them vs this dwarf that has already slain his two packmates and wounded him.


4 blue, 1 purple, 2 black, 3 white

Rolls
Hammer hammer hammer sword eagle eagle - mostly helped by hammers on two of the white dice - so going all out helped big time
cancels down to Hammer hammer eagle eagle

Triggers
2 hammer row deals +1 critcal
2 eagle row + 2 damage

Hits for 4 str + 4 damage + 2 from boon + 1 crtical = 11 wounds 1 of which is critcal
minus 5 tough slayer soak 1 = 5 wounds including 'nasty gash 1 black for agilty checks).


The ungor failed to kill him in one, so is now looking for a way out, and spends a fatigue - which means a wound to a monster, to leap past into the forest and open up the distance from the deranged dwarf.

Round ends - 2 dead ungor, 1 almost dead (1 wound left) and one gashed and annoyed slayer with a chase on his hands - or possibly a hurled axe ranged attack. But he has the fatigue available to spend catching the beast up. Things don't look good for the fleeing beastman....

Outcome is a win for the Trollslayer here - unless he messes up big time.
However he got a bit lucky with iniitative and taking two down first strike, else he would most likley have had and extra hit on him or two at this stage had he faced three ungor attacking first, or if he only took one out first swing. So could well have been even half wounds or less by now.

Some questions:

What is the challenge rating of a normal combat with no extra or unusal difficiulties - 1 dice 2 dice?

Do monsters have a normal CR rating or do criticals come from there actions?
Do we use the weapon table based on what they carry - e.g. handweapons CR in this case. Maybe 2h wepon for a big axe armed wargor?
If so what about boars and other 'unarmed' but leathal beasts?

With henchmen does the damge carry over for members of that henchmen group only.
I.e. next round the Trollsalyer again does 10 damage - but only users up 2 to finish offthe remaining ungor, He does not carry the extra accross to a second henchmen group attacking another player.

Do monsters get the basic actions such as block parry dodge etc. So I could have had them block the Trollslayer for another black dice?

Does the wound affect combat as well - so 1 extra black till its treated?

One problem that I noticed in your “Extra Sample Roll #1” is that you made multiple use of the boons. This is not allowed according to the Rules As Written (RAW). You can only use a boon once. In your example you could have used the three boons to do one of the following options:

  • get an extra crit (CR 3 on axe)
  • recover one fatigue (and have one leftover boon without much use)
  • trigger the two boon line (and have one leftover boon without much use)

The rest seems fine on first sight.

Also, and I'm completely drawing a blank right now for some dumb reason. But monsters have natural stance that they are always assumed to be in. For some reason I can't remember if Ungors are naturally raged or not.

For criticals for monsters the default is CR3 unless you choose to give them a different weapon type. So a Wargor you could make that leap that he's using a two-handed weapon and use it's stats if you want. But the default rule is CR3.

Stuntie said:

Edit:

Extra Sample roll #1:
Eagle eagle comet eagle+hammer - rest blank.
Cancels down to
3 eagle 1 comet
Recovers 1 fatigue from boons

Triggers 2 eagle boon + 2 damage


.......

Trollslayer opts to parry - extra manouver so takes one fatigue.
Adds 1 black, plus an extra black for having weaponskill trained

.........

Hits for 4 str + 4 damage + 2 from boon + 1 crtical = 11 wounds 1 of which is critcal
minus 5 tough slayer soak 1 = 5 wounds including 'nasty gash 1 black for agilty checks).


Some questions:

What is the challenge rating of a normal combat with no extra or unusal difficiulties - 1 dice 2 dice?

Do monsters have a normal CR rating or do criticals come from there actions?
Do we use the weapon table based on what they carry - e.g. handweapons CR in this case. Maybe 2h wepon for a big axe armed wargor?
If so what about boars and other 'unarmed' but leathal beasts?

With henchmen does the damge carry over for members of that henchmen group only.
I.e. next round the Trollsalyer again does 10 damage - but only users up 2 to finish offthe remaining ungor, He does not carry the extra accross to a second henchmen group attacking another player.

Do monsters get the basic actions such as block parry dodge etc. So I could have had them block the Trollslayer for another black dice?

Does the wound affect combat as well - so 1 extra black till its treated?

As already noted, you have used the boons multiple times in the extra sample roll 1, whereas a boon can only be counted once and each boon effect can only be actioned once.

Parrying by using the action card is not a manoeuvre and therefore does not cost a point of fatigue, it is simply something the Troll Slayer can do when the requirements are met.

I'm not sure of the exact description on the card but +1 critical does NOT normally mean add an extra wound, it merely means convert one of the standard wounds already dealt into a critical, therefore I am pretty sure the damage done to the Troll Slayer will only be 10 damage, of which one is a critical. Check The FAQ for an up to date explanation of how "critical damage" and "+1 critical" should be interpreted.

To answer your questions, nornal combat in the RAW is normally 1 challenge die as a default, GM is obviously allowed to add more as they see fit though.

It's not really mentioned about monsters CR, except that if they are given weapons they use the CR of that weapon (also clarified in the FAQ). I would be inclined to assume that under normal circumstances the basic attack options of the monsters include an option for a critical and therefore this replaces a CR value for them. If you do decide to arm them with specific weapons though rather than generic non-descript ones, you are free to use the CR of that weapon (and the damage obviously).

I do not think that damage from one henchmen group carries over to another henchman group.

Yes, monsters can the basic atcions cards, and in fact any other action cards you choose to give them. This is mentioned in the ToA somewhere, i think.

Hope this helps

Thanks for all the replies.

They have cleared up a number of points, and spotted a number of mistakes I was making.