May be elected only by side winning first tactical impulse; may not elect if opposed by formed cavalry within 8".
Each side rolls percentile dice and modifies as follows:
Skirmish Quality: +20 excellent, +10 good, 0 average, -15 Poor
Cover:+30 super heavy, +20 heavy, +15 medium, +10 light
Troop density(of skirmish lines): <1.5:1=0; 1.5:1=+10; 2:1 = +30; 3(or more):1=+40
Difference in ACE rating: +2 for each level
Compare modified die roll.
Victory results:
Difference of 0-10 = draw; both sides withdraw 10"
Difference of 11-25 = limited victory; winner 1/2 fire, defender withdraws 10"
Difference of 26-50 = victory; winner 1 fire, defender withdraws after taking 10% casualties if skirmishers or 25% casualties is semi-skirmishers.
Difference of 51 or more = decisive victory; winner double fire, defender withdraws 10" after taking 25% casualties if skirmishers or 50% casualties if semi-skirmishers.
Screens forced to withdraw may not voluntarily advance during tactical combat for the remainder of the hourly round.
If winning side is under attack order screen may then advance 5" and fire onto any enemy within fire zone and range using following fire factors (adjusted for victory results e.g. 1/2 for limited victory, etc.):
Excellent – 30 per casting
Good – 20
Average – 12
Poor – 4
If mounted use 1/4 of above
Modifiers:
for cover: super heavy x.10, heavy x.33, medium x.5, light x.90
For unformed: artillery crew x .33, semi-skirmishers x.5,
skirmishers x.2
Defender returns fire (using above modifiers) as follows:
For artillery – use next to closest range table
For others – return fire once using their skirmish combat fire rating (see above)
Winner returns to start point and skirmish combat is ended.