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Miniatures Adventure => Interwar => Topic started by: Ratman on August 31, 2021, 01:09:04 PM

Title: Went The Day Well melee & nerve tests.
Post by: Ratman on August 31, 2021, 01:09:04 PM
Couple of questions following our first game last night.

A. What happens when a unit loses a melee but passes the resulting nerve test?

B. When a unit, following a second turn of melee, loses the roll off following another tie, does it take a nerve test and what happens  if it passes?

On another note, if there a list of shooting modifiers around or a comprehensive QRS?

Cheers.
Title: Re: Went The Day Well melee & nerve tests.
Post by: Roo on August 31, 2021, 01:29:33 PM
P18 covers all the options move 2d6” away from melee
Title: Re: Went The Day Well melee & nerve tests.
Post by: Ratman on August 31, 2021, 01:54:27 PM
Thanks for the reply Roo.

The options on page 18 only cover the situations where the losing unit fail their nerve test. What happens if they pass?
Title: Re: Went The Day Well melee & nerve tests.
Post by: Psychlic Bob on September 08, 2021, 08:07:11 PM
Thanks for the reply Roo.

The options on page 18 only cover the situations where the losing unit fail their nerve test. What happens if they pass?

We had this happen in a game but couldn't find a ruling.
We decided they fought on
Title: Re: Went The Day Well melee & nerve tests.
Post by: Roo on September 08, 2021, 08:51:22 PM
Bottom left paragraph…if the losing unit rolls higher ( ie beats their morale score) they move 2D6” away from the melee.  Melee continues only if it’s a draw.