Multiple opponents
15th May, 2010

This post follow one from the last post and makes use of the ‘Highest Successful Roll Wins‘ house rule. This post deals with taking on multiple opponents, one vs many. In the case where there more than one combatant on both sides, split them up into groups where there is one vs two or more, i.e. if you had three vs two, split them up into two groups of two vs 1, and 1 vs 1.

All the house rule states ‘highest successful roll wins’ and this applies to multiple opponents too! If you are a PC taking on multiple opponents you need roll higher roll than all your opponents, yet still be under your WS. In a case of doubling up, you would have to roll the higher than both of their opponents.

The problem for the fighter (your PC) is that they can only strike one of the multiple opponents at a time, and the other opponent (the one not struck) will be free to attack.

Example: You have WS:45, and take on two guards with WS:35 and WS:25. You roll 33, they roll 18 and 03. You win and can strike one of the guards. You hit the more experienced looking on (WS:35), but at the same time WS:25 can strike you. Not good.

To get around this, and to tie it a little more to reality, you would have to strike and manoeuvre with some fancy footwork to get out of the way of the other attacker. This can be accomplished with a new action of ‘Strike and Move‘.

Strike and move (half action)

This action allows you to strike an enemy, side-step, and use them as a obstacle to impede any further enemy attacks. It is basically a parry and dodge combined. As such it is not a ‘free’ parry, but a half action. In essence the aim is to step out to the side with the attack, and manoeuvre in such a way that the opponent you strike is now placed between you and the other opponent/s. You can only take ‘one step’ to take you out of base to base contact.

To do this, move into base to base contact with one of your opponents (an opponent on the end of the line is preferable) and test your WS.

If the die roll result is lower than your WS, but higher than all your opponents, you get to ‘strike and move’. The opponent you are in base to base contact with is struck (they may parry to save themselves but it will not stop you from moving), and you may immediately step around to the side of them (one square or a couple of metres). The places them between you and their comrades, you are using that comrade as temporary ‘cover’ or ‘human shield’.

As you managed to pull this manoeuvre while attacking, and attacked first (using your initiative), the other opponents attack roll is wasted. Of course in the next turn or half action everyone will move, and the enemy will try to get into base to base contact again. However the lone fighter (you) can keep side-stepping will each successful WS test. Round and round in circles.

What happens if you are successful in your WS test, but you did not get the highest roll?

Then all those who rolled higher than your roll get to attack you first. You loose your opportunity to strike and have to convert it to a parry. You can attempt to parry as many attacks as your ‘attack’ characteristic. If you have A:2, then you can parry 2 attacks at a time (very handy). If you parry all these attacks then you can side step (once again) and this will nullify all those opponents who rolled under their WS (successful test) but also under your roll.

If you do loose the roll, I would recommend a new type of Dodge. Modify the Dodge rule some it comes with a side-step too, and acts in much the same way. This Dodge is a last chance save.

What happens if you fail your WS test outright?

You loose the opportunity to convert your attack into a parry. You can still dodge (the same holds true for your opponents).

Changing parries from ‘free action’ to an ‘action’ can be seen as a bit harsh, but taking on multiple opponents is not easy.


You can expand this and have ‘Parry and Move’, and ‘Dodge and Move’ (which seems obvious!). All these could be bundled up into a new ‘side-step’ add-on which changes Strikes, Parries and Dodges.

Later we can add in special expansion rules to ‘parry and move’ to allow counters – but first we need a fast system in place.

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