| Important Major concepts |
| In a Assault Sequence - |
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Use of Assault CRT mandatory. |
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non-active formations may join in attacks with active formations. |
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For active HQ to use its command points, more than half of units must be of active Formation. |
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| In a Mobile Sequence - |
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Assault CRT or Mobile CRT can be used. To qualify for Mobile CRT, requirements must be met, as explained below. |
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non-active formations may not participate in attacks. |
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| No more than one Headquarters can contribute its command points to each combat,
with the sole exception being the Arko HQ which can contribute its command points to artillery coordination (only).
Leaders can contribute their command points to a combat, even if a Headquarters is already contributing
its command points to the same combat. |
| In both types of Sequences, activated Army units are considered part of the activated Formation. |
| The "0" on the die is considered a 10. |
| Defense values are never halved. |
| Rounding: fractions are dropped (except when they can be used in movement along a road). |
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Artillery units are halved individually and rounded down before adding multiple artillery unit values together.
Attacking units are totalled first, then halved, then rounded down.
Combat odds are rounded in favor of the defender (ie 3.9 to 1 becomes 3 to 1).
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The Combat Sequence
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| 1. Place Declared Attack markers |
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Once placed, the attacks are mandatory.
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Eligible:
If all defenders are non-disrupted Red Box MA or non-disrupted cavalry. |
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Conduct ER check on Lead Unit.
Headquarters cannot contribute Command Points and no DRMs are applied. |
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If successful, unit(s) retreat 2 hexes. They cannot pass though any empty hex in enemy ZOC. They cannot end their retreat in another hex that is under attack. They cannot end in enemy ZOC unless another friendly unit is already present. They cannot do reaction movement later in this sequence.
Attacking units may advance into first hex vacated by the successfully refusing unit(s). This is the end of combat for the attacking units. They cannot attack again
in this sequence. |
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Eligible: defenders are -
Within two hexes of a defender hex.
Does not occupy a defender hex.
Has red box MA.
Not Disrupted or OoS.
Part of same formation, or an activated Army Unit.
Not in enemy ZOC (Soviets only).
Did not already do Combat Refusal this turn.
Not a Headquarters.
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Conduct ER check for each unit.
Headquarters can contribute Command Points, but no other DRMs are applied. |
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Successful units move HALF their MA. Can move adjacent to enemy unit only if friendly unit already occupies the hex. Does not have to pay +1 ZOC cost - but stops immediately. |
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| 4. No Retreat Declaration |
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Eligible: defenders are -
Defender must have at least two steps.
Defender hex has a Strongpoint.
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Conduct ER check on Lead unit.
Headquarters can contribute Command Points.
If Lead unit bears OoS or Disruption, those DRMs must be applied.
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If ER check succeeds, place No Retreat marker on defender hex. Gives a +1 DRM on combat roll. Units do not retreat, but suffer additional step loss if there is a R
result. Applied to the Lead unit.
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Assault CRT required in an Assault Sequence.
Assault CRT required in Rain.
Assault CRT required if attacking force has no armor.
Assault CRT required if Defender Hex has town, hill, swamp, or Strongpoint.
Assault CRT required if all units attack across river.
Mobile CRT may be used if it isn't restricted by above. Assault CRT may be used despite qualifying for Mobile CRT.
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| 6. Close Air Support Coordination |
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Conduct ER check on Lead air units.
Headquarters can contribute Command Points, and possible DRMs are Mobile Sequence, Woods, Cloudy or Rain weather.
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| 7. Artillery Coordination |
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Conduct ER check on Lead artillery unit.
Headquarters can contribute Command Points, and possible DRMs are Mobile Sequence, Assault Sequence, Woods.
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If ER roll fails, but is less than 10 (after mods), artillery support is halved. Halving is addition to other halving (for firing into swamp, or marsh in Rain).
Artillery does not get reduced to less than 1.
Support given cannot be greater than ground combat factors.
After firing, artillery is flipped to "Fired" side.
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| 8. Attacker Combat Unit Coordination |
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If attackers are in one hex and none are disrupted, they automatically pass ER check.
Otherwise, conduct ER check on Lead unit.
Headquarters can contribute Command Points, and possible DRMs are Mobile Sequence, Assault Sequence, 3 or more hexes.
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| Command Points can modify ER check - if |
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> Mobile Sequence - Lead unit is part of active Formation or qualifying Army unit. |
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> Assault Sequence - more than half of units must be of active Formation. |
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Failed ER gives +2 DRM to combat roll.
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Add total attacking strengths and compare to total defending strengths. Take into account any halving and artillery support. Round in favor of the defender.
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| 10. Add in DRMs for ER differential between Lead units |
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Compare Lead units ER to come up with differential.
Headquarters cannot contribute Command Points, only DRMs are due to Disruption (-2) and Oos (-1), cumulative.
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Eligible: attacker gets -1 DRM if
Attacker has at least on red attack strength and one motorcycle, mot. infantry, mot. engineer, or recon (not car) units.
Qualifying attacking units are not Disrupted, or attacking across a River.
Defender has no armor, anti-tank, or heavy anti-air.
Defender not in swamp, town, or strongpoint
Weather is not Rain.
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Eligible: attacker gets -1 DRM if
There is a +1 or +2 DRM for attacking across a stream, a strongpoint, or a town.
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