Chapter Eight: Squads
||Infantry and Cavalry Squads
||All For One and One For All
||Hand to Hand Attacks
||Targeting a Squad
|Just like a BrikWars
player, an Officer's job is to send as many of his minifigs
as possible to a horrifying yet entertaining death. At the same time, he's always aware that he
won't get any medals for getting killed himself!
|None of us is as dumb as
all of us."
|- Despair Incorporated,
Four soldiers working separately can complete four soldier-sized tasks,
but combine those troops together into a finely-tuned combat machine,
and they become something greater: a Squad. And Squads can
accomplish the big missions that individual soldiers can only dream
Of course, many other types of units can be grouped into Squads besides
just the soldiers - Squads of horsemen or assault helicopters operate
by the same rules. A Squad is much simpler to handle if it's composed
of identical or similar units (a group of knights all on horseback
or a squadron of starfighers), but heterogeneous Squads are just as common
(a catapult and its defending crew or a necromancer and his summoned
Using Squads offers a number of advantages over handling
|A turn spent
trying to run this many units individually
could literally take hours. Broken into Squads,
the battle will still take awhile, but there's
a much greater chance of players reaching
the second turn.
shown: LEGO, Mega Bloks, Little Armory
Efficiency is the number one reason to form a Squad. BrikWars
games take long enough as it is; there's no need to slow
things down further by handling troops separately when
you can run big groups of them at once.
There's only so much damage an individual trooper can
do, and many targets have the kind of Armor that's beyond
his ability to penetrate. By combining forces with a bunch
of his buddies, he can increase his firepower significantly.
Giant Attack Rolls
If you have a pile of identical troops making identical
attacks with identical weapons, you can roll all their
Attack and Damage Rolls together in giant handfuls
of dice. The intimidation factor alone is extremely satisfying.
Safety in Numbers
It's a lot easier to kill one guy than to kill a whole
bunch of guys watching each other's backs. Because incoming
attacks are spread among the Squad members, individual
kills are less likely, and low-ranking soldiers make great
meat shields for more important units.
If you hit a guy and he hits you back, you're in a fair
fight. If you hit a guy and a dozen guys hit you back,
it might be time to re-think your tactics. Strength in
numbers makes a big difference in Close Combat.
Squads can divide and re-form to adapt to any condition
- two medium Squads giving each other cover can suddenly
combine into one big Squad to take down a heavy target
or break into a dozen indivudal troops to confuse pursuit.
|Tired of flintlock muskets,
this squad of redcoats can't wait to give the rebel colonists
a taste of their new submachineguns.
LEGO, Best Lock
The difference between a random group of soldiers and a Squad is organization,
and the expression of that organization is the Squad's Formation.
Even if the units' arrangement appears to be random, every man in
the Squad knows the location and condition of every one of his Squaddie
comrades, and they coordinate their efforts to achieve the Squads
Formations have three important features: the Squad Plate on which
the units are placed, the Standard they rally around, and the arrangement
of the units themselves. The Squad Plate is used to determine what
spaces they can move through and their physical presence when they're targeted by Ranged Attacks or engaging in Close Combat. The
Standard is used as the measuring point for calculating movement distances and range away from the Squad. Finally, the arrangement of the units themselves determines the
distribution of location-based damage from Explosions or Charge
The constructible nature of brick warriors makes them easy
to group into quick formations just take all the Squad members
and stick them to a shared baseplate.
The Squad Plate, in effect, combines a number of lesser units
into a single super-unit. Instead of having to move Squad members
around individually, you can now pick up the Squad Plate and move
them all at once. Instead of running individual Squaddies' Attacks,
a Squad is set up to roll them all together as Combined Attacks (5.1: Making Attacks). Instead of sending Squad members up to use objects individually, the Squad touches its Squad Plate to an object and all the Squaddies are considered to have
access to it at once.
The Squad Plate should be an appropriate size for the Squad. As
a very general rule of thumb, there should be a 2x4-stud area for
each minifig on foot, for example, or 4x8 for each rider on horseback.
These numbers can be fudged quite a bit, however, depending on the
sizes of available plates in the players collections, and
whether the troops need to be arranged in some specific formation.
Munchkin players will try to pack their troops on the smallest baseplates
they can get away with, but a couple of friendly group beatings
from the other players should help deter this kind of funny business.
When measuring distances away from a Squad, players might try estimating
an arbitrary point towards the middle of the Squad from which to measure,
but the imprecision of this method will tend to cause disagreements. The
better method is to give the Squad a Standard from which all
range and movement distances are measured. (When measuring to a Squad, players can use whichever portion of the Squad Plate, Squad members, or Standard that's closest.)
|Holy icons make good
standards for especially religious Squads, as shown by
these dung-worshipping Dungan Jaw-Jaws and their sacred Poo-On-A-Stik.
Banners and flags are the most typical Standards, but any special
decoration or equipment item can be used if it's appropriate to the
battle a modern police Squad might be organized around whoevers
holding the communications radio; a Squad of Civil War cavalry might
organize around whoevers blowing the bugle. For quickly-improvised
Squads, the Standard might be defined as simply as "the guy standing
in the middle." As long as all players are clear about which
object represents the Standard for each Squad, almost any item can
If an object is used as a Standard then it should ideally be carried
by or mounted on one of the units. If that's too impractical, then
the object can simply be attached directly to the Squad Plate. The
only restrictions are that the Standard must be positioned near the
center of the Squad, and that players cant cheat and move it
around to improve their measurement results later on.
A Standard doesnt necessarily have any existence
as an in-game object if it's not convenient. Its main purpose is to
act as a navigational symbol for the players rather than as a physical equipment
item for a unit (although a Standard may be mounted on a "real"
equipment item, such as a pennant thats attached to a knights
lance). A soldier holding a banner in one hand may still use a Two-Handed
Weapon held in the other hand as if he weren't holding the banner, for instance.
Standards dont cost any CP, and players may choose to add or
remove Standards from the battle at will as new Squads form and old
Squads dissolve. In general, minifigs should not be allowed to use
a non-existing Standard as a weapon or tool (especially
a Standard that magically appeared in the middle of battle)
unless theyre using it to do something funny enough that the
other players are laughing too hard to object.
For most purposes, how a player decides to arrange the units on a Squad Plate is an aesthetic
decision more than anything else. Movement and weapon ranges are based
solely on the location of the Standard, and in most cases Damage is distributed
evenly among the Squad members regardless of their placement. Although
the plastic figures appear to remain in static positions on the plastic
baseplate, in game terms they might potentially be at all positions on
the baseplate at once, like the tactical equivalent of quantum particles.
|The ambassador from
Reptilia keeps his personal medik close at hand, and puts
as many armored bodies as possible between himself and
LEGO, Little Armory
Regardless, for the sake of attractive battle scenes, the units should be arranged in such a fashion that
they could believably make their attacks. A heavy cavalry charge
works a lot better when the horses run side-by-side than in a single-file
line, and soldiers packed together like sardines are going to have
a hard time swinging poleaxes or rifles around.
While unit positions are ignored for most normal types of Damage,
it becomes important again in cases where a Squad is damaged by
location-specific effects. In some cases this will be determined
by where the Squad is standing when the effect is set off, such
as when a booby trap is activated or when they are struck by an
unexpected freight train. In other cases an attack may be distributed
among the Squad members as usual, but have secondary location-specific
effects - a bazooka blast could be distributed to any member of
the Squad, for instance, but the Explosion damage that follows is
then treated as a location-based effect centered on that unit.
At the beginning of a battle, players can group their units into Squads
however they like, assigning Squad Plates and Formations according
to whim. Once the battle is underway, the soldiers have a lot more
on their minds, and they arent always so quick to reorganize
on the fly.
|The ultimate in disposing
one's troops is to be without ascertainable shape.
Then the most penetrating spies cannot pry in nor
can the wise lay plans against you.
|- Sun Tzu
As long as a player doesnt have to add a new Squad Plate to
the field, or change the size of an existing one, most simple types
of reorganization have no special cost. Leaving a Squad costs no penalty
to a unit or to the rest of the Squad; the unit simply declares itself
independent and walks off the Squad Plate. Rearranging the units already
on the Squad Plate is also free, unless a player is trying to abuse
this ability to cheat a couple of free extra movement inches for one
or more of the units. When in doubt, you can force the offending unit
to pay the extra inches for moving across the Plate, but in most cases
theres no reason to bother.
If units reorganize in a way that requires a player to set up a new
Squad Plate or resize an old one, or if new units join up with an
already-existing Squad, then things get more complicated. Any time
a unit is placed onto a new or different Squad Plate, it must Form
Up with the new Squad, which counts as an Action for the turn.
If the unit doesn't have an Action to spend then he can't Form Up,
regardless of how tempting the invitation may be. If he is able to
Form Up, because it costs him his Action, the unit is prevented from
participating in any Action the Squad might take later in that turn.
(But see The Officer, below, for ways to avoid the Action cost of
Example: Joining Forces
|Example: Throwing on blue
livery and running around with swords and shields
doesn't appeal to just anyone, so when these swordfighting
enthusiasts encounter like-minded individuals, they're
eager to join together and adopt a silly group name.
In this case, a blue-shirted swordsman encounters
two similarly dressed Squads of two swordsmen apiece.
The Squad Plate of the closer group is rather optimistically
sized, large enough to support all five swordsmen,
so they elect to all pile on board and name themselves
The lone swordsman and the two swordsmen from the
smaller Squad Plate spend their Actions to join
the larger plate. For the two swordsmen already
on the Squad Plate, there's no cost to remain there
as the other three join. If the newly-reformed Squad
takes an Action this turn, only those two swordsmen
will be able to participate; the three that joined
during the turn have already spent their Actions.
|An individual and two
small Squads of swordsmen join together to form a larger
Example: Splitting Up
|Example: A squad of Coke-loving
Shadowhawks is horrified to discover that two of
their brothers-in-arms are secretly Pepsi drinkers.
Unable to resolve their differences, they are forced
to go their separate ways.
Two of the swordsmen split off from the original
Squad of seven in disgrace. Forming their new smaller
Squad of two costs them their action for the turn.
The five swordsmen remaining in the orginal Squad
continue using the original, suddenly-roomier Squad
Plate, so they retain their Actions and may use
them to sneak-attack the departing group from behind.
|A Squad of seven swordsmen
splits into Squads of two and five.
Example: Changing Formation
|Example: After losing a
few members to meddling girlfriends, these four
remaining swordsmen no longer need such a large
Squad Plate. They tighten up their Formation to
present a smaller target against further girl interference.
Changing Formation doesn't carry any cost on its
own if the Squad Plate remains the same, but in
this case, because of the switch from one Squad
Plate to another, the Squad must Form Up again and
spend its Action to change to the new, smaller plate.
|A Squad of four swordsmen
There are many cases in which a unit might leave a Squad and later
rejoin it in the same turn (most often when a Squad breaks formation
to navigate a difficult obstacle and re-Forms when it reaches the
other side). However, the opposite is not allowed: units joining a
Squad are not allowed to leave again until the following turn. Such
tactless behavior would be the Squad equivalent of a one night stand,
and no Squaddie would dream of treating his mates with such disrespect.
(Especially if they're armed.)
Example: Breaking Formation
|Example: The brotherhood
of this Squad is too strong to be disrupted by women
or cola selection, but the narrow passages of this
rocky terrain will require them to break formation
if they hope to continue forward.
Because their Squad Plate is too wide to fit through
the narrow archway, the soliders must break up and
move through individually before spending their
Actions to re-Form on the other side.
The player doesn't have to actually separate the
minifigs to act out their individual trips in most
cases, unless for some reason the soldiers are interrupted
in mid-transit. He can usually just pick up the
Squad Plate from one side of the obstruction and
deposit it on the other, spending the Action and
leaving the breaking and reforming implied.
|A large Squad must squeeze
to fit through a tight arch.
Losing Actions every time a Squad changes formation is inconvenient
at best. Fortunately, new squaddies can get organized and sent into
fresh Action immediately if they just have a little trained leadership.
|A team effort is a lot
of people doing what I say.
|- Michael Winner
While not Heroes in their own right, there are certain minifigs that
are possessed of a stubborn mindset that leads them to push themselves
and their comrades harder than most would find reasonable. While this
results in abilities slightly improved from those of their peers,
it is their special pigheadedness rather than any actual skill that
qualifies these minifigs for Officer training.
In most regards, an Officer is nothing more than a slightly-improved
Minifig with a couple extra decorations. He has a Skill of 1d8 (or 1d6+1 for players without d8s),
a Move of 6, and Armor of 1d10. His one unique advantage
is his Leadership training, which allows him to organize new Squads
or reorganize existing ones and put them into immediate Action.
Any time an Officer is involved with creating, reorganizing, joining,
or splitting a Squad, the usual Action cost for Forming Up is cancelled.
Units may Form Up and immediately join in with the Squads
Action for the turn. Even units who've already spent their Action
may still Form Up for free.
Squads that expect to reorganize frequently in response to enemy
tactics should always start with at least one Officer. Squads lacking
Officers will want to avoid reorganizing as much as possible, to
avoid the Action cost involved.
Example: Splitting Up
|Example: As a parting gift,
the benefits of an Officer's Leadership even extend
to groups of units breaking off from his Squad to
form new ones. In the example shown, a large Squad
of an Officer and seven swordsmen break into three
smaller Squads. All three of the new Squads have
switched to smaller baseplates, but thanks to the
residual effects of the Officer's Leadership, none
of the three have to spend their Actions to do so.
|An Officer directs his
Squad to split up and search for clues.
LEGO, Mega Bloks, Little Armory
For the purposes of Squad Movement, a Squad Plate is treated
very much like a single unit. Its Move rating and abilities are limited
to those of its Squad's slowest and least able members. A Squad runs
as fast as its worst runner, jumps as high as its worst jumper, climbs
as fast as its worst climber, and so forth.
A Squad's travel is measured by the movement of its Standard
a Move of 5 means the Standard can travel five inches
over the course of the turn, regardless of whatever twists and spins
the Squad Plate may perform underneath it.
The main difference between moving a Squad and moving one of its members
is that a Squad Plate is naturally much larger, and doesnt move
as easily through confined spaces as an individual unit might. Doorways,
corridors, stairs, and terrain obstacles may be too constricted for
the full width of a Squad Plate to fit through; the Squad will need
to either split up or find other ways around the obstacles in order
to proceed. Players should try to optimize their Squad sizes for the
environments they expect to operate in room-to-room combat
favors much tinier groups than battles across an open plain.
Example: Rough Terrain
|Example: Squads can deal
with rough terrain like this in two ways: they can
remain in formation and sacrifice a few Movement
inches to climb over the rubble, or they can break
formation to thread through individually and spend
an Action to form back up afterwards.
When there's an Officer in the group, the choice
is a lot easier - breaking and reforming is free.
|An Officer leads his
Squad out of a cursed temple.
LEGO, Mega Bloks, Little Armory
A Squad Plate is also restricted by the fact that it cant stop
half-way into a maneuver, or at any spot not large enough for the
whole Squad to stand. For example, a Squad climbing over a wall must
have enough Move to get the entire Squad Plate to the other side;
it cant end the turn while only partway over. The Squad may
have to wait at the base of the wall for its full Move to reset at
the beginning of the next turn (if that would be enough to get it
over the wall), or it may have to split up and allow its members can
climb over the wall individually.
Note that even if the Squad has enough Move to make it over the wall,
enemies may be able to interrupt with Response Actions and prevent
the Squad from doing so. If the Squads Movement is disrupted
in any way that prevents it from clearing an obstacle by the end of
its Move, the Squad is Rebuffed and must either break Formation
or return to its last legal position.
Infantry and Cavalry Squads
|Cavalry Squads can't
zig-zag left and right the way an Infantry Squad can.
They have to wheel around their Squad Plate's front corners
in order to turn.
LEGO, Red Bean Studios
|There are not enough
Indians in the world to defeat the Seventh Cavalry.
|- General George Armstrong
Squads are divided into two types, depending on their composition.
A Squad composed entirely of minifigs, or of units that can move
like minifigs (animals, some robots, humanoid aliens), is called
an Infantry Squad. An Infantry Squad is treated in much the
same way as a regular minifig it can instantly face in any
direction, or run, jump, climb, and swim in a minifigs standard
Any Squad that contains vehicles (chariots, pirate ships, starfighters),
ridden animals (horses, dragons, giant spiders), or any other unit
or device that is directed or operated by another unit (catapults,
undead slaves, artillery pieces), is a Cavalry Squad. A Cavalry
Squads abilities are determined by those of its Squad members
as usual, but with two further restrictions:
||Cavalry units cant turn as quickly as Infantry
can. When turning, a Cavalry Squad Pivots around
one of its Squad Plate's front corners. The smaller the
Squad Plate, the more tightly the Squad can turn.
||Cavalry units in Formation cant sidestep or pull
other such lateral maneuvers. A Cavalry Squad can only
move or turn in the direction it is facing, or backwards at half
speed. A Squad of Cavalry butted up against a wall may
have to break Formation in order to get itself turned
Like individual minifigs, Squads are allowed one Action per
turn. Some Actions will involve only one or a portion of the Squads
members, but most will involve them all. Any regular Action is possible,
as long as there's not a specific Squad member preventing it - a Squad
of minifigs could use their Action to Sprint, for instance, but it
won't do them any good if the Squad also includes a creeping Combat Snail
slowing them down.
If some Squad members dont participate in the Squad's Action,
their individual Actions are wasted - the Squad doesnt get to
take a second Action to give the unused units something to do. If
those members want to use their individual Actions for something other
than the main Squads Action for the turn, theyll have
to split away from the Squad.
Even if they're not identical, attacks that are similar enough can
be grouped into a single Squad Action. A Squad can declare a general
Close Combat attack even if some units are using paired sabers and
others are swinging battleaxes. Similarly, a Squad making a Ranged
Attack might have some units firing blowguns and others throwing knives.
This is perfectly legal. Dissimilar attack types cannot be combined:
a Squad of spearmen cant have half its members using their spears
to Charge while the other half throws theirs in a Ranged Attack.
All For One and One For All
When handling a Squad, the Squad Plate stands for all the units in
the Squad. If the Squad Plate climbs over a wall, each of its members
takes the Move penalty, even if the wall would realistically hamper
only few. If a Squad Plate is hit by a truck, the Squad members can Brace
(8.5: Squad Combat: Charge Attacks) to absorb the impact as a group, even if only a couple of Squaddies
appear to be in the trucks path. If a Squads standard
is five inches from a target, then all the members make their Ranged
Attacks from a distance of five inches, no matter where they stand
in the formation. If a Squad enters into Close Combat with a target,
then all of the members are engaged in Close Combat, even the ones
standing far to the rear. In a Squad, what goes for one goes for all.
There are two main exceptions to this rule. The first is that Damage
to a Squad can be distributed to individual members in uneven ways
(8.5: Squad Combat).
The second is that theres a limit to how many Squad members
can act on a single small object at the same time.
If a Squad or Squad Plate is touching an object, then any single
Squad member can be considered to be touching that object, no matter
where in the formation he is standing. But some objects are too small
for large numbers of Squaddies to handle during a single turn. No
more than three Squad members can touch a minifig or 2x4-sized object,
no more than two can touch a 2x2-sized object, and only one can touch
a 1x1-sized object in a single turn. (Note that these are the same
size distinctions used for Attack Modifiers for Target Size (5.1:
If units need to touch an object in order to make a specific Action,
then the number of Squad members able to take that Action may be limited.
This is especially important in Close Combat and Charge attacks, where
it puts a limit on the number of hits a target minifig can take in
a single round of combat.
Players are free to argue other cases as they become necessary
how many minifigs can attack a hot dog stand at once, for instance?
but in most cases the point will be moot. If there are enough
minifigs making successful Attack Rolls that the question comes up,
then the hot dog stand is probably toast regardless.
Attacking with Squads is much like any attack with multiple units
(5.1: Making Attacks: Combined
Attacks). Attack Rolls are combined into a single toss
of a giant pile of dice, the successful rolls are counted up, and the resulting Damage is combined in a
similarly massive roll. The larger the Squads you have in play, the
more dice youll need; in fact, the number of dice available
will often make a good practical limit for the size of the Squads youll
want to field.
The limitation on Squad attacks is that, because a Squad is limited
to one Squad Action in a given turn, all of the Squaddies attacks
must be of the same basic type. While they might not all use the exact
same weapons, the Squad has to decide between making a Ranged, Hand
to Hand, or Charge Attack for their turn. Squaddies unable or unwilling
to participate in the chosen type of attack take no Action that turn,
and just hang around uselessly while their Squadmates get the real
Although a Squad is limited to a single type of attack for its own members,
it may still attack cooperatively with other Squads or units using
different types of attacks, as usual.
(5.3: Ranged Combat)
A Squad making a Ranged Attack is largely the same as any regular
group of units engaging in Combined Fire (5.1:
Making Attacks: Combined Attacks). For expediencys
sake, rather than measuring Range for each Squaddie individually,
the Range for the entire Squad is measured as the distance from the
Squads Standard to the target.
When ready to fire, roll all the Squaddies Attack Rolls at once.
Count the number of hits, and roll all the resulting Damage Rolls
at once. The target takes the entire sum of combined damage; hopefully
this will be enough to reduce it to a fine plastic mist. After the effects
of the combined damage have been resolved, any missed shots that may
have come up in the Attack Rolls can be handled separately (5.3:
Ranged Combat: Missed Shots), if players decide they're important.
Example: A Mixed Attack
Example: A whole platoon of Death Marines
has combined into a single Squad for efficient
management on a mission to secure provisions.
The mega-Squad contains two dozen grunts armed
with Pistols (Short-Ranged Weapons, Use:3 Dmg:1d6),
a dozen snipers with Rifles (Long-Ranged Weapons,
Use:3 Dmg 1d6+1), and three mobile Artillery units
(Use:4, Dmg: 1d10).
Since the hastily-assembled Squad has no Standard,
the player estimates the center of the Squad Plate
as best as he can and measures the Attack Range
from that point - the target is four inches away.
This places him within the Weapon Range of everyone
in the Squad, so they'll all get to attack.
Although their weapons have the same Use ratings,
the player makes separate Attack Rolls for the
grunts and snipers, since their attacks do different
amounts of damage. Rolling twenty-four Skill dice
for the grunts, eighteen meet the weapons' Use
requirement of 3 or better; out of twelve dice
for the snipers, five are hits. Only one of the
Artillery pieces hits on its Use rating
The resulting damage is eighteen hits of 1d6 from
the grunts, five of 1d6+1 from the snipers, and
one hit of 1d10 from the Artillery, for a total
of twenty-three d6es and one d10 plus five. The
player loads the appropriate amount of dice into
a bucket (there are too many to fit in his hand),
shakes them up, and rolls them into an empty tray.
Adding the dice together, the total Damage comes
to ninety-eight points (the player elects to forego
the option of rolling additional Critical Success
dice or tracking any Missed Shots). This is more
than enough to overcome the Armor rating of the
Squad's target. The fast-food cashier who refused
to serve them any lunch-menu items before eleven
is reduced to a cloud of reddish particulate matter.
The players may now refer to the Overkill rules
Taking Damage) to determine if any
of the kitchen equipment behind him survives.
Hand to Hand Attacks
(5.2: Close Combat)
As with minifigs, a Squads melee attack may be as simple as
jumping an Angry Inch and doing a dice-piles worth of standard
Ganging-Up Damage to an unresponsive target (5.1:
Making Attacks: Combined Attacks). But if the target
fights back, then the Squad is entered into Squad Close Combat,
and subject to the standard rules of Close Combat Maneuvers.
Squad Close Combat
Close Combat for Squads works the same way as for regular
units, except that a Squads Attack is the combined Attacks
of all its members, and the Counter of a defending Squad is the
combined Counters of its members. If the Squad makes a second Attack,
its the combination of all its Squaddies' second Attacks,
and the defender's second Counter is the combination of its Squaddies'
second Counters, according to how many units in each group have
a second hand weapon and are still alive to use it.
In Squad Close Combat, each Attack and Counter involves a full pile
of dice, as all of each Squad's members roll in unison for each
step and remove casualties afterwards. Squad members must act uniformly
if one Squaddie attacks with two weapons, all his mates able
to do so must follow suit. The defending squad, similarly, cant
have some members Parry while others Counterattack it chooses
one Counter for all its members and sticks to it for that step.
Parried damage is distributed among the parrying defenders in exactly
the same way as regular damage (8.6:
In order to use the full strength of all Squad members in
Close Combat, a Squad must fully Engage with its enemies
by bringing its Squad Plate into contact with the target. Once Engaged,
all members of the Squad may make Close Combat Attacks (and Counters)
against that opponent, regardless of where in the Formation theyre
Although in real life the units remain neatly arranged on their
Squad Plates, in game terms a Squad that Engages a target in Close
Combat is considered to be all mixed up with that enemy. If either
the Squad or the enemy is hit by Ranged Attacks or other non-Close
Combat Damage, then the Damage is distributed equally between both
of them. The first hit goes to the intended target, and further consecutive hits alternate
between the sides afterwards. The alternation may be interrupted
if necessary to ensure that no unit among the group of potential
targets takes a second hit before all of the targets have taken
Multiple Squads and units can Engage with the same target, and multiple
targets can Engage back, sometimes creating a long chain of Engagements
called an Engagement Ring. The chain of Engagements can only
connect through direct Close Combat a Squad cant connect
to the Ring by trying to Engage with another friendly Squad, or
by brushing up against an enemy Squad but not attacking them.
All Squads and units in an Engagement Ring are treated as one giant
Close Combat, regardless of how far one end of the Ring is from
the other. That is, all attackers across the Ring attack as one
group, and all defenders across the ring Counter as one group, rather
than fighting in a number of separate engagements.
Example: An Engagement Ring
Example: Tybalt and Mercutio, each armed
with rapiers, are fighting in Close Combat. Seeing
this, Romeo leaps in to help his friend, attacking
Tybalt with a rapier of his own. Two against one
seems mighty unfair to a Capulet Squad of swordsmen,
who attack Romeo at once. A passing Squad of Montague
swordsmen immediately intercede, Engaging with
the Capulet Squad in response. The result of all
this aggression is a single large Engagement Ring,
with Tybalt and the Capulets on one side, and
Romeo, Mercutio, and the Montagues on the other.
Once the dust has settled and all the Montagues
lie dead, Tybalt wipes the blood off his rapier
and sets off to find his cousin Juliet to boast
about his amazing swordsmanship.
Two-Handed Weapons and Skirmishing
If a Squad attacks without first being Engaged, then Formation matters
a lot more only the Squaddies who can physically strike the
target with a weapon from where theyre standing can participate
in the attack. This type of limited attack is called Skirmishing,
and is usually the best choice for Squads of pikemen or other troops
with long Two-Handed Weapons. A Squad can jump back and forth between
Skirmishing and full Engagement as a part of Close Combat, depending
on how they use their Angry Inch to maneuver around.
Two-Handed Weapons require a lot of room to swing. For a Squad that's
Engaged with an enemy in Close Combat, that's room that the troops
don't have. With Two-Handed Weapons, the Squad will have to use its
Angry Inch to leap backwards and give themselves room to swing their
weapons in a Skirmishing Attack. If the Squad is unable or unwilling
to Disengage, the units with Two-Handed Weapons are limited to using
them to Shove or Parry only.
Remember that individual minifigs within a Squad can be struck by
no more than three Close Combat attackers at once (although each of
those attackers might hit multiple times, if they have more than one
weapon). Any further hits in excess of this number are wasted. However,
the attacker should still roll Damage for all hits, even the excess
ones, since hes free to pick and choose the strongest results
when deciding which hits to keep and which to discard.
(7.6: Creation Combat)
Charging with an Infantry Squad (8.3:
Squad Movement: Infantry and Cavalry Squads) is pretty
simple - the Squad's effective Momentum is the sum of the Momentums of all
its units, and the Charge is handled as normal. A large Squad can Knock Back and Plow Through smaller obstacles exactly the way a large Creation might.
A Cavalry Squad is much less maneuverable, and their Formation becomes
much more important. When calculating Momentum and Damage for a Cavalry
Charge, only the units in the front row of the Formation are counted,
and of those, only those whose path will actually carry them into
the target. The rest of the units are unable to participate, and are
primarily along to provide moral support and to help resist against
When a Squad is the target of a Charge, it has two options - either the the Squad members receive the Charge as a collection of individual targets, according to their physical placement on the Squad Plate, or they unite together like a rugby scrum and Brace for Impact. When a Squad Braces against a Charge, the entire Squad resists as
a unified force, combining the members' Physical Opposition and counterattacks with Charging
Bracing for Impact costs the Squad an Action, and they remain Braced against all further Charges that turn. As long as they have the ability to Brace together in the first place, a Squad that makes a Charge Attack is automatically Braced for the rest of the turn.
If a Braced Squad is Knocked Back, then the KnockBack is
applied to the entire Squad Plate, making them much more difficult
to Knock Over. If the collision is strong enough to knock over the
entire Squad, then the Squad's Formation is broken completely and
all its units are Disrupted.
If a Squad is unable or unwilling to Brace itself, then all the
units are treated as separate targets to be Plowed Through, which
means that individual members are much more susceptible to Damage
and KnockBack, but others might escape getting hit entirely. Units
that are Knocked Back far enough to land outside of the Squad Plate
are considered to have left the Squad, however involuntarily.
Targeting A Squad
One of the biggest advantages of forming a Squad is that it makes
it much harder for enemies to focus Damage on any single unit. The
drawback is that targeting a Squad as a whole is much easier than
targenting individuals - as long as an attacker can target any unit
or object within the Squad, or even the Squad Plate itself, it can
make an Attack on the Squad. Furthermore, since Squad Plates are generally
larger than minifigs, opponents making Ranged or Charge Attacks on
the Squad will usually get an Attack Bonus for Large Target Area (5.1:
Making Attacks: Attack Modifiers). (Close Combat Attacks
are still based on the Size of the individual units within the Squad,
There is an exception to this rule: an attacker can Single Out a specific
unit within a Squad as long as the target unit is at least twice the
attacking unit's Size. Targets any smaller than that are too difficult
to distinguish in the chaos of battle. A Rat (Size
0) could Single Out a Peasant (Size 1) in a Peasant Squad; the Peasant
could Single Out a Squad-bound mounted Knight (Size 2); and the Knight could
Single Out an individual Giant of Size 4. Otherwise, Damage done to a Squad is distributed among its members according to the defending player's preference.
Whenever a Squad takes Damage from a single attack, the Squad's
player may assign the Damage to any single unit within the Squad
he wishes. It's customary to choose a unit who could "reasonably"
have been struck by the attack - a bruiser using brass knuckles
to take a swing at a Squad from one side isn't likely to see the
punch land on some guy at the far opposite end, for instance - but
a great deal of fudging is allowed in this regard. Squad members
are well-known for making crazy leaps in order to take bullets for
each other; you might take that Squaddie from the far end, place
him on the near side to receive the punch, and claim that he jumped
to the rescue just in the nick of time.
When the Damage is of a type that has additional location-based
effects afterwards, such as when an Explosion is set off, or a massive
laser blast has enough Overkill to burn through a whole line of
targets, it's less acceptable to be moving units around when distributing
the damage. The player may still choose whichever unit he wishes
for the initial impact (once again, trying to make a "reasonable"
selection if he has any sportsmanship at all), and the side effects
then proceed as normal based on wherever that impact occurred and
the arrangement of the Formation of units around it.
There are many instances in which a Squad might be hit by multiple
attacks at once - the collected attacks from an enemy Squad, a group
of enemy units attacking in cooperation, the concentrated firepower
of a multi-payload weapons platform, or any combination of the above.
The Damage from these attacks is distributed in sequence among the
Squad members, chosen by the defending player according to certain
Rather than assigning Damage as he goes along, the attacking player
just rolls all the Damage Rolls at once, separating and arranging
them by total Damage in order from greatest to least.
Starting with the largest and proceeding in order, the defending
player assigns the Damage Rolls to each member of the Squad until
every Squaddie has taken a hit. If any Squaddies survive and there's
still more Damage to deal out, the process is repeated on the survivors
until there's either no more Damage Rolls or no more Squaddies.
All Squad members must take one hit before any one of the survivors can take
a second. All Damage Rolls are cumulative, and Squaddies are removed
from the rotation as soon as the Damage is enough to kill them.
The defending player may choose his stricken Squad members in any
order, but if there's enough Damage to go around multiple times,
he should do his best to keep to the same order with each new round.
Multiple Attacks with Secondary
If the defending Squad is unlucky enough to get hit by multiple secondary-effect
attacks at the same time, get the complicated stuff out of the way
first. Handle all Explosions first, all attacks with potential Overkill
Damage second, and all normal types of Damage third. In each case,
handle all the attacks, ordered from most to least powerful, before
moving on to the next Damage type.