• With
combat joined, the Space Marine squad rolls dice to see if they can
successfully bludgeon the Termagaunts with their rifle butts and
fists. The Space Marine player grabs 12 dice and rolls against the
combat abilities of the opposing Termaguants.
• As Termagaunts
are not as skilled in combat as the Space Marines any roll of a
3 or more will land a blow on
one of the offensive
aliens.
After the dice fall the Space Marine player rolls 8 hits.
• As the Termaguants are just as speedy in
combat as the Space Marines they will land their returning blows
at the same
time. The Tyranids
roll seven dice and will need scores of 4 or more to land hits.
To answer the Space Marines the Termagaunts land 3 hits.
• Just as in the shooting phase before the players must now see
if they injure their opponents with the blows they have landed.
The
Space Marines
roll their 8 dice due to their super-human strength every roll
of a 3 or more will wound one of the Termagaunts. The Space
Marines are
lucky and manage to wound 6 of the aliens. The ‘Gaunts
answer back scoring 1 wound.
• The luckily the Space Marines do not go into combat unarmoured.
They wear durable Power Armour that will turn aside most enemy
blows.
If the Space Marine player can roll a 3 or more the armour
will save the
injured Marine. After the dice lands unfortunately the
Battle Brother falls. The Termagaunts are not nearly
as well armoured as the
Marines and
need 5’s or more to save their hides. Two lucky 'Gaunts
makes the roll and 4 more are removed as casualties.
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