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


Prepared Attack

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:


Note that when retreating, units must attempt to retreat towards a source of supply and away from enemy units. If possible.