RED ELF
REMOVING CASUALTIES

Most human-sized troops can only sustain one wound before they fall casualty. Some models can take several wounds before they become casualties, but these are the exceptions rather than the norm. The number of wounds a model can sustain before it falls casualty is indicated by its Wounds value or 'W' on its profile.

Casualties

Where troops have only a single wound, casualties are removed as follows. If a unit of troops is hit and suffers wounds which it does not save then for each wound, one model is removed as a 'kill', Although it is convenient to think of casualties as slain, individual warriors are not necessarily dead, they may be temporarily knocked out, incapacitated, or simply too badly wounded to carry on fighting. For our purposes, the result is the same so we treat all casualties as if they were killed and remove them.

Although casualties would really fall amongst the front rank, for the purposes of gameplay remove models from the rear rank of the unit. This keeps the formation neat and represents rear rankers stepping forward to cover gaps in the line. If the unit is deployed in a single rank then casualties are removed roughly equally from either end, representing the troops gathering about their leader and standard.

Multiple Wound Casualties

If models have more than 1 Wound, casualties are removed as follows. Imagine that a unit of Minotaurs suffers 5 wounds from arrow fire. Minotaurs are huge creatures and each model has 3 Wounds. The arrows would fall randomly among the unit, possibly wounding several creatures, but for our purposes we shall remove whole models where possible. So, S wounds equals 1 model dead (3 wounds) with 2 wounds left over. The wounds left over are not enough to remove another model, so the player must make a note that 2 wounds have been suffered by the unit. If the unit takes another wound from some other attack then another Minotaur model is removed. It is obviously important to keep a record of wounds taken by units such as this.

Cavalry Casualties

In the case of cavalry models, all shots are worked out against the rider. If the rider is slain, the mount is removed as well. This is a convenient and practical way of representing cavalry, as it dispenses with the need for individual dismounted riders and loose mounts. Obviously some riders are dead, horses bolt and run away, and some mounts are killed, throwing their riders to the ground. But these things can be left to the imagination while models are removed as a single piece. Note that this only applies to ordinary cavalry (mounts which have 1 Wound) and not to monsters with riders. Monsters have more than 1 Wound on their profile and are covered by the rules for Monsters (see p.103-105).

Panic Tests

It is very difficult for troops to keep their nerve while people around them are falling to arrow fire. To simulate this, any unit taking substantial casualties may be called upon to take a Panic test. A Panic test is a Psychology test described in the section on Psychology along with other effects such as fear, terror, etc.

Fast Dice Rolling

You will have gathered by now that it is necessary to roll quite a few dice to resolve shooting - whole handfuls at once in fact! This doesn't take as long as you might imagine because all the dice are rolled together. The most practical way of going about this is to take as many dice as you have troops shooting and roll them all at once. So, if you're shooting with ten Archers roll ten dice. Then pick out any dice which score a hit and re-roll them to wound. So, from ten dice rolled, four might typically score hits. These are re-rolled and may score 2 wounds, for example.

Dice which score wounds are picked out and handed over to your opponent to take his saving throws with. This same system applies when working out close combat damage too.