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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. |
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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.
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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. |
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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.
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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.
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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. |
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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.
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The
game continues in this manner until one side is wiped out
or the scenario objective has been met.
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