Starcraft Invasions: Combat Resolution
Page: Guide.StarcraftInvasionsPage4 - Last Modified : Sat, 28 Jul 12 - 3339 Visits
The combat resolution is very similar to the original game, it's just that the card played by the AI is determined by a table entry instead of using real cards. So most combat rules are exactly like the original rules.
| The player will arrange the skirmish even if he is not the attacker. Like in the original rules, he must arrange the most skirmish possible, but he must now also make sure that the front line unit is always capable of attacking the player's unit. So in the illustration, this is an invalid placement because the vulture cannot attack the scout. |  |
| So the player must rearrange the skirmish differently. In this case, the marine can attack the scout and the vulture can attack the zealot so it's a valid placement. |  |
| Then player place his combat cards like in the original rules. For each front line unit, take the table of the corresponding unit and roll a die. If one of the units in the back has a support table, roll a die too. This is generally the case of assist units. |  |
| Here is the resolution, in the left skirmish, the marine rolled 5, so the attack-defense is 6-4, but since the AI has all technologies, the stim pack is triggered which gives the unit 7-3. Since the scout has 7 of health, it dies but the scout also kill the marine with an attack of 7 vs 3. In the right skirmish, the vulture rolled spider mines which gives it 7-7 and gets +1 support from the wraith for a total of 8-7. The zealot is destroyed and has no chance to reply. I did not roll for the wraith support table, since cloaking is only effective if the front unit is a wraith or ghost. Spider mines also does splash damage that I ignore because there was no other units. |  |
| Here is another example. Since the science vessel is an assit unit, it must be placed behind the wraith and it will roll a die for it's support table. The protoss player adds a reinforcement card to his scout to make sure it survives. |  |
| The wraith rolled 2 which gives it strength-health of 6-7, but the science vessel rolled 5 which activate EMP shockwave that gives +1 vs protoss and cancel the reinforcement card. The Scout has 7-8 with it's reinforcement card, but that card is cancelled by EMP shockwave dropping it to 7-7. Since wraith now has 7-7 with it's +1 vs protoss, it destroys the scout. The scout also destroy the wraith with it's strength of 7 vs 7. |  |
I hope you enjoyed this picture guide and that it will make you understand the game better. I hope that this guide will make you like playing the variant. Remember that the only person you need to convince to play the game is yourself.
Enjoy and have fun!
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