RED ELF
CLOSE COMBAT

In close combat, the enemy is faced with a deadly monster and, more often than not, a potent Hero as well. The monster will attack using its own characteristics, and the rider attacks separately using his characteristics. As the monster and rider are likely to have different Initiative values they might strike their blows at different times. These attacks are worked out entirely normally, one batch for the rider and one batch for the monster.

Enemy Attacks

When it comes to attacking back, the enemy will be faced with two potential targets, the rider and the monster. The enemy can choose to direct his attacks against either the rider or the monster, and can distribute attacks between them in any way he likes.

The opposing player must state how many attacks are against the monster and how many are against the rider before he rolls any dice, otherwise all attacks are assumed to be against the rider.

Attacks are worked out exactly as normal, and the score required to hit will depend upon the relative values of the monster or the rider's Weapon Skill, like all hand-to-hand fighting.

Slain Riders & Monsters

Wounds must be recorded separately for the rider and his mount. If the mount is slain the rider may continue to fight on foot if you have a separate model to represent him. If the rider is slain, the monster will behave in an erratic fashion, possibly going wild and attacking either its own side or running rampant amongst both armies. Remember that these big monsters are often hand reared by their masters, and are likely to go uncontrollably wild if their rider is slain. Take a Leadership test against the monster's own Leadership (you may not use the Leadership value of the General for this even if he is within 12").

Monster reaction chart
D6 Reaction
1-2

The monster makes for the nearest table edge as fast as it can and tries to leave the battlefield.  The monster will avoid any troops or scenery blocking its way and will attempt to go round them to find an escape route. If attacked, the monster will fight back, but if will not charge of its own volition unless it is forced to do so by a Psychology rule.  It will not use any breath or other range weapon.  Once it has left the table, the monster will not return

3-4

The monster attacks the nearest target that it can see, favoring enemy if there is a choice of two equally distant targets.  It must charge if able to do so, and if unable to charge must move towards the nearest target it can see as fast as possible.  Once in close combat it will fight, pursue, etc, normally.  It will use any breath or other range weapon to attack the nearest troops if able to do so.

5-6

The monster remains steadfastly where it is, guarding the fallen body of its beloved master.  The monster will not move but it will face towards and use any breath or similar ranged weapon to attack enemies who approach within range.  If the monster is engaged in close combat it will fight, but it will not pursue fleeing enemy.  It is unbreakable and immune to Psychology.  The monster will remain by its master to the end, faithfully protecting him against hare or capture.

If successful, the player may control the monster as normal for the rest of the game. If the test is failed, roll a D6 and consult the chart above. Note that if the monster's rider is killed in close combat, you should resolve the combat first tie, fight the combat until one side is broken or destroyed, resolve fleeing and rallying, etc.). If the monster is victorious than make the Leadership test on the first turn when the monster would be free to move and act normally.

Victory Points

Victory points are rewarded separately for the monster and the character riding it (see p.198).