Attack

From A Song of Ice and Fire : TMG Wiki

The Attack action allows a unit to perform either a Melee Attack or Ranged Attack on an enemy unit.

Type Action

When a Combat Unit selects an Attack action, it must choose whether to perform a Ranged Attack or a Melee Attack. Each of these has its own special rules.

Melee Attack

  • Melee Attacks may only be performed while engaged.
  • A unit must have a Melee Attack Ability to select the Melee Attack option.
  • When a unit performs a Melee Attack, and it is Engaged with only one enemy unit, it may first choose to change its facing so that it is facing said enemy head-on (in the case of an enemy being in its Flank or Rear). A unit engaged from multiple sides may not change its facing. The enemy has prevented them from doing so!
  • The unit may then choose to Shift its tray so that its tray is 100% aligned center-to-center with its enemy, or choose to move so that their trays are only 50% aligned (as to allow another friendly unit to later engage that enemy in the same Arc).
  • Once these moves are completed, the unit will then select and resolve 1 of its Melee Attacks against an enemy with which it is Engaged. Note that said enemy does not need to be in the attacker's Line of Sight. The attacker may freely target any enemy unit with which it is engaged!

Examples

Example 1: Pivot/shift

Example Attack 01.png

The unit of House Umber Berserkers has been engaged on its Flank by the Lannister Guardsmen. When it makes a Melee Attack, the Berserkers may choose to change their facing towards the Lannister Guardsmen, as well as shift to 50% engagement.

Example 2: Attacked two sides

Example Attack 02.png

The Berserkers are being attacked on two sides, meaning they cannot pivot at the start of their action. However, they can still target either enemy unit with their attack, regardless of Line of Sight.

Ranged Attack

  • Ranged Attacks may not be performed while Engaged.
  • A unit must have a Ranged Attack Ability to select the Ranged Attack option.
  • When a unit performs a Ranged Attack, it may first Shift up to 2", so long as, at the end of that shift, a viable target is still within their maximum range and Line of Sight.[1]
  • Once the shift is completed, the unit will then select 1 enemy unit in Line of Sight and within range of its Ranged Attack and resolve an attack against that enemy.

Checking Range

  • All Ranged Attacks list whether they are Short Range or Long Range. Short Range attacks have a maximum range of 6". Long Range attacks hae a maximum targeting range of 12".
  • To determine whether a unit is within range, place the ruler in contact with the Front Arrow of the attacker's tray and measure to any part of the target's tray. If any part of their tray is within the maximum range of that attack, that enemy may be targeted (assuming they are also in Line of Sight).[2]
  • A Ranged Attack’s maximum range is not an Ability, and can never be cancelled or removed.[3]

Examples

Example 1: In range
Example Check Range 01.png

The Stark Bowmen wish to make a Ranged Attack against the Lannister Guardsmen. Their "Arrow Volley" attack is Long Range (12”). Placing the ruler in contact with their Front Arrow, they see the Guardsmen are in range.

Example 2: Out of range
Example Check Range 02.png

In this example, while the Lannister Guardsmen are in the Front Arc of the Stark Bowmen, they are unfortunately out of range, meaning the Bowmen cannot target them for a Ranged Attack.

Firing Into Melee

Sometimes desperate measures must be taken, and destroying an enemy is all that matters. Units may freely fire at enemies that are Engaged with friendly units (assuming they have Line of Sight to said enemy), but by doing so, they will force all friendly units that were engaged with that enemy to suffer a Panic Test once that attack has been completed.

Combat Bonuses

There are various bonuses that a unit can gain when attacking, primarily based on whether it Charged and which Line of Sight Arc it is attacking its target in:

  • Charge Bonus: When a unit makes a Melee Attack resulting from the Charge action, it may re-roll any attack dice for that attack. Note that while many Abilities and effects might trigger from charges, Charge Bonus specifically refers to only the aforementioned re-roll![4]
  • Flank Bonus: When a unit makes a Melee or Ranged Attack while in a Flank Arc of an enemy, that enemy suffers -1 to their Defense Save rolls, as well as a -1 to their Panic Test roll.[5]
  • Rear Bonus: When a unit makes a Melee or Ranged Attack while in the Rear Arc of an enemy, that enemy suffers -2 to their Defense Save rolls, as well as a -2 to their Panic Test roll.[5]

Resolving Attacks

To resolve an attack, take the following steps, in order:

  1. Determine Attack Dice: Each attack lists a number of Attack dice it rolls, which is in turn based on the remaining ranks in the attacker’s unit.
  2. Roll Attack Dice: Each roll equaling or exceeding the attack’s To Hit Value is a Hit . Each roll failing to meet this value is a Miss. Additionally, each die that rolls a 1 is always a Miss, and each die that rolls a 6 is always a Hit, regardless of modifiers.
  3. Apply Attack Die Re-rolls: If either player has effects that would cause Attack Dice to be re-rolled, they are applied now. Once the final results have been generated, any effects that trigger "After Attack Dice are rolled" may be used.[6]
  4. Defender Rolls Defense Dice: For each Hit, the defender will then roll 1 die. Each roll equaling or exceeding their Defense Value is a success and blocks 1 of the attacker’s Hits. Additionally, each die that rolls a 6 is an automatic success and always blocks a Hit, regardless of modifiers. A roll of 1 is always a failure, regardless of modifiers.
  5. Apply Defense Die Re-rolls: If either player has effects that would cause Defense Dice to be re-rolled, they are applied now. Once the final results have been generated, any effects that trigger "After Defense Dice are rolled" may be used.[6]
  6. Defender Suffers Wounds: For each unblocked Hit, the defender suffers 1 Wound. Unless otherwise noted by the unit, each Wound removes 1 model from the defender’s unit. Remember that models are always removed from the last remaining rank in the unit, are removed from right to left, and that Attachments are always the last models removed from a unit.
  7. Defender Makes Panic Test: Once Wounds have been dealt, the defender then makes a Panic Test. If the defender did not suffer any Wounds from the attack (by either blocking all incoming Hits, or if the attacker simply missed with all their dice), they do not need to roll. They automatically pass this Panic Test. (It is important to note, however, that they still count as having taken the test, even if they automatically pass, as various Abilities or effects might trigger off of this)[7]
  8. Attack Completed: Once all these steps have been performed, the attack will be completed. At this point any Abilities/effects that trigger “After a unit is attacked” can be played. Once this is done, in the case of a Melee Attack, the attacker may also be able to Surge Forth.[6]

Example

Example Attack 03.png

A unit of Lannister Guardsmen and Stark Sworn Swords are engaged. It is the Lannister Guardsmen’s activation, so they choose to perform a Melee Attack on the Stark Sworn Swords. They have full ranks so, looking at their Stat card, we see they roll 6 Attack dice with a To-Hit value of 4+. They roll 6, 5, 5, 4, 1, and 1. That is 4 Hits and 2 Misses. Not bad!

Example Attack 04.png

The Stark Sworn Swords will roll 4 Defense dice, 1 for each Hit. They have a Defense Stat of 4+, so every roll of 4+ will block 1 Hit. They roll 6, 5, 2, and 1, blocking only 2 of the 4 Hits. This means the unit suffers 2 Wounds, which removes 2 models from the unit.

Example Attack 05.png

The Stark Sworn Swords must now make a Panic Test. They roll 2 dice, rolling 2 and 2, for a combined total of 4. They then compare this to their Morale Stat, which is 6+. Unfortunately, this means they have failed their Panic Test by 2 and thus suffer 2 additional Wounds, resulting in the unit having lost a total of 4 models from this attack.

Surge Forth

If the attacker completely destroys the defending unit with a Melee Attack (including the Panic Test), their momentum allows them to Surge Forth! Once all Abilities, effects, and/ or cards that trigger from the attack's resolution (including units being destroyed) have been resolved, the attacker may make 1 free Maneuver action (assuming they are unengaged). Additionally, any other friendly units that were engaged with that enemy (and only that enemy) may make a free Pivot.[1]

Frequently Asked Questions

If an enemy I am engaged with is destroyed by something other than a Melee Attack, can I Surge Forth/Pivot with units that were engaging them?

No. Surge Forth (and pivots allowed by it) only happen when an enemy unit is destroyed by a Melee Attack from units engaging it, no other time.[8]

References

  1. 1.0 1.1 Updated 1.5
  2. Text (No rule change, only clarification) FAQ v1.4
  3. Added to clarify that a Ranged Attack’s range (Short/Long) is not an Ability, and can never be cancelled or removed. FAQ v1.4
  4. 1.5
  5. 5.0 5.1 Added that both Melee and Ranged Attacks benefit from Flank/Rear Bonuses. FAQ v1.4
  6. 6.0 6.1 6.2 Added 1.5
  7. Clarification that a Panic Test happens if the unit suffered any Wounds from the attack, regardless if any models were destroyed (specifically in regards to Cavalry/Multi-Wound models). FAQ v1.4
  8. FAQ v1.4