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player turn.
6. CLOSE COMBAT
6.1 Basic Close Combat Resolution
6.1.1 20.1 Close Combat is an alternate type
of fighting which can occur only during the
Close Combat Phase between opposing units in
the same hex. There are no terrain
modifications to Close Combat dice rolls.
6.1.2 20.2 Unlike regular Fire Combat, Close
Combat is considered simultaneous and both
sides fire on the other-even if one or both sides
is eliminated by opposing fire (Exceptions: poor
visibility, Partisans, concealed counters)
6.1.3 20.3 In Close Combat, the firepower
factors of attacking Units are compared to the
firepower factor of the enemy units being
attacked in order to arrive at a ratio of attack to
defence strength known as odds. For example,
if two 6-2-8 squads attack a 4-6-7 squad the
odds would be 12-4 or 3-1. Fractions are always
rounded down in favour of the defender. Once
odds are determined the Close Combat Table on
the Quick Reference Data Chart is consulted to
determine the Kill Number for those odds. If the
Kill Number or lower is rolled the attacked units
are eliminated. The dice must be re-rolled for
each separate Close Combat attack.
6.1.4 20.4 You may divide your Close Combat
attacks in any manner you wish so long as no
unit attacks more than once per Close Combat
Phase. You may attack all or only some of the
enemy units in the hex. You may combine all
your Close Combat into one attack or break it
down into smaller combats. All Close Combat
attacks must be designated prior to any Close
Combat dice rolls.
6.1.5 20.5 LMGs are the only support
weapons which can be used In Close Combat.
They add to the firepower of an attacking unit
but are not included in the firepower of a
defending unit when determining Close Combat
odds. LMGs have no penetration factor when
utilized in Close Combat.
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6.3 Melee
6.3.1 20.8 If units of both sides remain in the
hex after all Close Combat attacks have been
executed, those Units are "locked in melee" and
may not leave the hex until one side or the other
has been completely eliminated.
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6.5 Cowering
6.5.1 121.2 All IFT or Close Combat
attacks which derive any portion of their
firepower total from the inherent firepower
of a squad or crew may be adversely
affected due to that unit's partial failure to
fire under stress. If the IFT or Close Combat
resolution dice roll, prior to any
modification, results in "doubles" (same
number on both die) the attack is executed
on the next lower column of the IFT or
Close Combat tables UNLESS a leader
(even a '0' or' +'leader) is directing that fire.
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