Direct Combat

Direct Combat occurs when two units end up on the same space and are not allied.

Direct Combat is resolved by rolling 3d10 for each side’s attack and defense, and adding any relevant modifiers. The difference between attack and defense is applied as damage. This repeats until one side or another is destroyed.

Red Swordsmen VS Blue Pikemen

Swordsmen Attack +1
Swordsmen Defense +1
Swordsmen HP 30

Pikemen Attack +1
Pikemen Defense +1
Pikemen HP 25

Red 3d10+1 (attack) = 18
Red 3d10+1 (defense) = 8
Red takes (15-8) = 7 damage
Red HP 23

Blue 3d10+1 (attack) = 15
Blue 3d10+1 (defense) = 12
Blue takes (18-12) = 6 damage
Blue HP 19

Combat repeats until one or both sides run out of HP. Mutual destruction is possible.

Leaders and Combat

A Leader may choose to directly engage their opponent on their own without the assistance of an army, but must be declared to being doing so in advance. While thus declared, a Leader is treated as an Army for the purposes of Shunting.

Indirect Combat

Indirect combat (such as ranged attacks or spells) works similarly, but is not repeated. Defending units do not typically attack back, but units capable of indirect combat will return fire. (Mages will be given an emergency communique if it is possible for them to counterattack in a ranged fashion, as they may not want to spend the Astral Gems to cast a spell.)

Red Archers VS Blue Cavalry

Archers Ranged Attack +1
Archers Defense +1
Archers HP 25

Cavalry Ranged Attack Null
Cavalry Defense +1
Cavalry HP 25

Red 3d10+1 (attack) = 22
Blue 3d10+1 (defense) = 12
Blue takes (22-12) = 10 damage
Red HP 25
Blue HP 15

Important Information on Indirect Combat:
Strongholds and Capitals are immune to most forms of indirect combat.
Forests protect units inside them from indirect combat.
Some units receive additional defense when targeted by indirect combat.


If a unit with Prey deals damage to it’s prey through any means, it deals an additional 15 points of damage.

Mass Direct Combat

Mass Direct Combat occurs when three or more unallied forces appear in the same hex.

Instead of rolling Attack – Defense to determine damage, damage is determined as below:


Where n = the number of combatants. Each unit attacks all opposing units in each round of combat. The effect of this is a much higher mutual destruction rate, as burst damage is limited.


TactHex Revised Ananvil Ananvil