@Tristan - I didn't notice at the time, but I suspect you are right. Oh well, not to worry.
So the Orcs are 3 units down for only 1 Empire unit. Time to Waaagh I think!
Impetus charges:
Chariot unit charges Knights1
Orcs 8 charge Crossbows 2
Reaction shooting by crossbows:
Result of the throw of dice "3d6" :
6 + 3 + 1 = 10
1 hit save on 6
Result of the throw of dice "1d6" :
3
No, so 1 wound on Orcs as they charge
Orcs 5 charge flank of Halbeldiers 5 and 6
Orcs6 charge Halberdiers 5
On to regular orders:
Hero2 tries to order Orcs3&4
Result of the throw of dice "2d6" :
3 + 1 = 4
They move south and closer to the Flagellants. Positions at this point:

-2 for second move and proximity to enemy
Result of the throw of dice "2d6" :
4 + 2 = 6
Just made it - Orcs4 charge the front of the Flagellants and Orcs 3 charge the flank
Hero1 tries to order most distant unit of Goblins - needs 6 or less
Result of the throw of dice "2d6" :
1 + 1 = 2
They shuffle forward
Orc General tries to order remaining Chariots
Result of the throw of dice "2d6" :
3 + 2 = 5
They move east towards the flank of the lone stand of Knight
Tries for another move at -3, so needs a 5
Result of the throw of dice "2d6" :
6 + 5 = 11
Fails
Characters move - Hero 1 joins Orcs8 in battle
And Orcs7 lose their Confused status
Pic at the end of movement

Combat:
Chariots vs Knights
15 attacks
Result of the throw of dice "15d6" :
3 + 2 + 5 + 5 + 5 + 1 + 4 + 1 + 3 + 5 + 6 + 2 + 3 + 4 + 3 = 52
7 hits saved on 4+
Result of the throw of dice "7d6" :
4 + 1 + 5 + 4 + 2 + 2 + 5 = 23
That's 3 wounds
6 attacks back
Result of the throw of dice "6d6" :
2 + 5 + 4 + 1 + 5 + 6 = 23
4 hits saved on 6s
Result of the throw of dice "4d6" :
5 + 1 + 6 + 1 = 13
So 3 wounds too, and both sides fall back. The order we do that in may be important, so I think we are supposed to dice off for the choice of moving first or second. My roll
Result of the throw of dice "1d6" :
4
I'll move on to the other combats and we can do the Fall Backs later.
Orcs6 and 1 stand of Orcs5 against the Halberdiers - 20 attacks
Result of the throw of dice "20d6" :
5 + 1 + 6 + 6 + 4 + 4 + 1 + 2 + 1 + 3 + 6 + 1 + 2 + 3 + 6 + 4 + 5 + 6 + 6 + 3 = 75
11 hits saved on 6
Result of the throw of dice "11d6" :
4 + 4 + 2 + 4 + 1 + 3 + 2 + 1 + 5 + 1 + 2 = 29
Unit wiped out
1stand attacks Halberdiers4
Result of the throw of dice "5d6" :
1 + 4 + 2 + 4 + 4 = 15
3 hits saved on 6s
Result of the throw of dice "3d6" :
3 + 5 + 3 = 11
3 wounds
As you can split your return attacks across 2 units, I'll leave the Empire attacks for you
Orcs3 & 4 vs Flagellants - 4 Orc stands so 20 dice
Result of the throw of dice "20d6" :
1 + 1 + 5 + 4 + 6 + 1 + 3 + 6 + 5 + 3 + 6 + 4 + 5 + 3 + 2 + 5 + 1 + 6 + 5 + 1 = 73
11 wounds so unit wiped out
The Flagellants could split their attacks between my units, so I'll let you decide this, and roll for the attacks yourself.
I'll leave it there before resolving the combat with the Crossbows as possible pursuit from this combat could affect that one.
So, still to do:
Resolve Fall backs from Chariots vs Knights
Resolve Flagellant attacks
Resolve Halbardier5 attacks and conclude combat
Then resolve combat with Crossbows
Tidy up reforming after combat etc
And since it is now almost Christmas here, Merry Christmas everyone!
Orcs_vs_Empire.xml - 110.8 KB