8.0 Combat
Combat is done the
same way during a Meeting Engagement or Prepared Attack, but the modifiers
involved and they way results are applied differ. Either way, whenever
combat is declared, the units involved each draw a random combat chip,
flip it, and place it underneath their unit. Both players then determine
DRM, both roll dice, subtracting the defender’s modified result from the
attackers to determine the Combat Differential. The different modifiers
for Combat are summarized below and in the game charts. All modifiers are
cumulative. Note that the Defender does not go static from the combat
unless it chooses to do so in order to absorb losses.
Meeting
Engagement
- MP Spent
Modifier: -1 to +2 Die Roll Modifier (DRM)
- Air Support:
Effectiveness Rating
- Fleet Support:
+2 DRM if within 2 hexes of a committed coastline -UN ONLY
- Expended Depot:
+2 DRM -UN ONLY
- Armored or
Mechanized unit Present: +1
- Terrain: See
terrain charts
- Non-Static
defenders adjacent to combat hex: +1 DRM each excluding lead unit.
- Flanking
Attackers : +1 DRM each (max of +3).
- Unit Quality
Difference: +1-3 scaled difference in quality.
- Results are
applied 2:1 against the defender, 1:1 against the attacker.
- If an Armored
or Mechanized unit attacks infantry with a meeting engagement in clear
terrain, results are applied 1:1 against the defender.
Prepared Attack
- Air Support:
+ER
- Fleet Support:
+2 DRM -UN ONLY
- Depot
Expenditure: +3 DRM -UN ONLY
- Armored or
Mechanized Unit Present: +1
- Each Adjacent
Non Static Attacking Unit: + 1 DRM each including lead unit.
- Flanking
Attackers: +2 DRM each (max of +6)
- Unit Quality
Difference: +1 -3 scaled difference in quality
- Terrain: See
terrain charts
- Results are
applied 1:1 on both sides unless modified by terrain.
8.1 Unit Quality
DRM
This DRM is scaled by
class, meaning an 'A' unit fighting against a 'D' unit would get a +3 DRM
(Starting at D, C(+1), B(+2), A(+3). A 'B' unit against a 'C' unit would
only receive a +1 DRM etc.
8.2 Flanking
Units
A unit is considered
Flanked if there is a friendly unit (fresh or static) on the opposite side
of the lead unit, or if there are at most 3 units (with or without the
lead) in 3 non adjacent hexes. The Flanking bonuses are cumulative with
the bonuses for unit adjacency.
8.3 Loss Points
Units suffer Loss
Points in combat in relation to the Combat Differential and the applicable
Loss Ratio.
All losses that are called for must be satisfied. Loss Points may be
satisfied in several ways cumulatively:
- A defending
unit may flip to static to satisfy 1 loss.
- A UN Depot
within supply range may be eliminated to satisfy 1 loss.
- All units may
retreat 1 hex to satisfy 1 loss.
- Quality B-A
units may retreat 2-3 hexes to satisfy 2 losses.
- Either side
may spend 1VP to satisfy 1 loss.
- A supporting
unit may go static to satisfy 1 loss each.
- The Lead unit
can be eliminated to the Rout box to satisfy ALL losses.
Note that when
retreating, units must attempt to retreat towards a source of supply and
away from enemy units. If possible.