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Confrontation is a miniatures skirmish game. It is not as grand as Warhammer or Warhammer 40,000 however it just as challenging if not more. The rules of the games come with the miniatures so all you have to do is buy your models and your ready to go.

Take a look at the models (click on each image for a larger version) they are extremely detailed and beautiful. The game plays differently from Warhammer as well, which changes the dynamic of battle. However these are models and the premise is the same as any other miniature game, if you are just getting into miniatures, check out our Warhammer hobby links. The Hobby, Painting, Why Use Terrain, Modelling Terrain, White Dwarf.

 

How The Game Plays

Confrontation relies heavily on the unit cards that come with the figures. When choosing an army, the player uses the points value on the card to purchase his units. For example, if he has six Skeleton Lanciers, the units costs 6 x 10 points. For each unit or individual model, the player has one unit card in his hand. So, if he wanted two units of three Skeleton Lanciers, he would have 2 of their unit cards in his hand. The number of models per card depends on the number of models in a single blister.

The cards are used for setting up the units. Both players combine their cards and shuffle them together. Then the player who rolls highest draws the first card. If it is his opponent's card, the opponent must deploy that unit. If the card is his own, then the player may either hold the card or deploy the unit. A player may never hold more than one card; he must play the card in his hand if he wish to hold another. Players alternate drawing cards until all are drawn and the battle set up.
A game turn has three phases: Movement, Shooting, and Melee. During the Movement phase, the players' unit cards are again shuffled together. The cards are drawn in the same manner as for set up with players either moving a unit or holding its card. A unit that moves, moves up to its movement characteristic in inches. Difficult terrain requires half rate movement. A model enters into melee with another by making a Charge move which is up to double its printed movement rate.

After all models have moved, each player alternate shooting with their missile troops who are not in melee. There are three range bands which each have a basic to hit score. The player rolls a d6 and adds his model's Shooting skill. If the result is greater than the range band's to hit score, the model is hit.

Hits are allocated against parts of the target's body and then the severity is determined based on the strength of the attack and the target's stamina. There are 4 levels of damage, from stunned to killed. Each level reduces a model's combat effectives appropriate to the damage level. If a model is at one damage level and receives a hit of an equal or lesser damage level, his damage level increases by one. If a model receives a hit of a greater damage level, his damage level becomes the greater.
After the Shooting phase comes the Melee phase. Models in base-to-base contact now fight in melee. Models roll a d6 and add their Initiative to see who is the attacker. Each model in a combat gets at least 2d6 plus more depending on the number of models in the melee and any special abilities. The player who lost the initiative must assign his dice to attack and defence. Each die assigned to defence can be used to save against one of the attackers attacks. Each die assigned to attack can be used to counter attack.
Once the defender has assigned his dice, the attacker does likewise. The attacker now picks a number to serve as the mark. The attacker rolls all his attack dice and adds his fighting skill to each one. Each score that equals or exceed the mark scores a hit. The defender now rolls all his defence dice and adds his defence skill to each one. Each score that equals or exceeds the mark saves against a hit. For each hit, the attacker rolls on the damage table and adds his attack force skill and subtracts the defender's stamina skill to determine the result. Once the attacker has finished his attack, the defender may counter attack if he survives.
The game continues in this manner until one side is wiped out or the scenario objective has been met.
"How The Game Plays" Written by Michael Tisdel, http://www.jmichaelt.org/pages/confrontation/confrontation.html
 

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