« 5.1 When to Assault An
assault occurs when personnel units begin an assault phase in base to base
contact with enemy units. Once contacted during either of the movement phases,
opposing personnel units (both attacking and defending) are locked in place.
Unless one side successfully orders a voluntary rout, neither participant may
break contact until the assault is resolved. Defending personnel units
involved in an assault may still employ small arms fire during their respective
fire phase. Normally equipped assaulting personnel units may not fire during
their fire phase, although nearby units and heavy weapons from the attacking
side may fire at the defending units if they are not in direct contact with
enemies and do not violate line-of-sight rules. Assaulting units or bases
which are equipped with assault weapons may fire during their respective fire
phase, as may any units whose original strength was three bases or less. They
will however still suffer a fire modifier for having moved, as well as all
other applicable small arms modifiers. This assault-fire ability does not
extend to normally equipped "host" personnel bases or units which have assault
weapon bases attached to them. Such personnel units are still not allowed to
fire while assaulting. See the Introduction
section for assault weapon definitions. Tank bases (both assaulting and
defending) may also fire during their respective fire phase, resulting in their
being able to fire machine guns twice during a turn.
« 5.2 Personnel vs
Personnel To conduct an assault which involves only personnel type
bases, each side in the assault (not each unit) rolls 1D6, with the loser
losing the difference in bases. This is done for three rounds or until one
group is eliminated, after which the overall loser of the assault (the side to
lose the most number of bases) becomes demoralized and must check morale.
Overall ties lose an additional stand each and are pinned for one turn. If a
side wins all three assault rounds and eliminates all assault
opposition, they breakthrough and may occupy any uncontested territory within
one assault movement.
Heroic fight- In some cases the only surviving side
of an assault may also be the side which lost the most number of bases. In this
instance, the surviving unit becomes pinned for one turn.
- Cavalry - Assaults involving mounted cavalry units
have their number of die roll rounds reduced from three to one or two. Involved
units must still take morale checks as required by the turn sequence, and are
subject to other fire restrictions and modifiers. Cavalry units may not assault
tanks or armored cars, nor may they assault troops in buildings, bunkers,
pillboxes, trenches or other enclosed cover.
- Cavalry vs Infantry: Assaults involving
mounted cavalry versus other non-mounted personnel units only have two die roll
rounds, with the cavalry receiving a +1 to each of their assault die rolls. If
the cavalry wins the assault, they have the option of either dismounting in
place or using their remaining movement to reposition
themselves.
Cavalry vs Cavalry: Assaults involving only
mounted cavalry units versus other mounted cavalry units will only have one die
roll round. The results are then calculated after the single round and the
loser reacts accordingly.
« 5.3 Tank vs Personnel
To conduct an assault round involving tanks versus infantry, each side rolls on
the Small Arms Fire chart. Each tank base in a participating tank unit may use
each of its machine guns to "assault fire" on any of the enemy infantry units
involved in the assault. Each involved infantry unit opposing the tanks will
compare their anti-tank assault value to that of the target tank unit
and use that difference (called the weapon differential) to modify their small
arms roll against the tanks. This may result in more than one tank base being
killed by one infantry unit. If opposing more than one tank unit, an infantry
unit must choose one of the enemy tank units for assault. Units without
an AT assault value are not capable of assaulting tanks. Assaulted heavy
weapons (mortars, machine guns and towed cannons) do not participate in assault
rounds. If unsuccessful in destroying or immobilizing the assaulting vehicles
during the movement or fire phases, they are simply overrun and removed from
play unless they are accompanied by friendly infantry which is able to destroy
or chase away all enemy tanks. Bunkers and pillboxes are not units but they do
prevent units occupying them from being assaulted by tanks, which cannot
assault bunkers, pillboxes or other tanks.
Armored Overrun - Tank units may resolve assaults
against personnel type units during their own movement phase. It costs each
participating tank one-quarter of its movement per three-round assault
conducted. So long as their morale remains sound, tank units may conduct any
combination of movement and assaults until their movement allowance is
expended. Also, tanks may continue their move after an assault round even if
their enemy is not destroyed or broken. They may simply drive through and keep
going.
« 5.4 Mixed Units Mixed
assaults, involving infantry, towed cannon and tanks on both sides should be
resolved keeping in mind the following allowances:
- Involved infantry units may only engage one unit type
opposing them in an assault . They may not for example, "split" off bases in
order to engage a separate tank base if they are already engaging infantry
units.
- Involved tank bases must either use machine gun fire on
opposing infantry or fire normally at opposing tanks, not both.
- Tanks do not "assault" other tanks.
- Involved towed cannon, machine guns and mortars will fire
normally during the fire phase and then suffer the fate of whatever unit they
are with. If they are not accompanied by an infantry unit and fail to kill all
attacking bases, they are overrun and destroyed.
« 5.5 Assault
Modifiers The following die roll modifiers apply to units involved in
assaults;
- Pinned or worse - Half or more of involved bases
for that side are from units which are currently suffering from negative morale
results of pinned or worse (withdrawn, routed, etc.).
- Hit in rear - Front edges of enemy bases are in
assault contact with the rear edges of units whose bases make up a majority of
defending bases. Limbered artillery bases are always considered to be hit in
rear.
- Unit hit on two or more sides - Half or more of
total bases involved for that side belong to units which are in assault contact
on any two of their four sides.
- Example 1: The defender has a unit
which has enemy bases striking its front and left flank. The defender suffers a
minus one on each die roll because of this.
- Example 2: A defending unit of four
bases has enemy bases in contact with its front and left flank, and a friendly
unit of six bases has joined the assault. If the unit joining the assault is
only engaged on one side, the defender does not receive a minus on the assault
rolls because a majority of involved bases are engaged on only one side.
- Prone - Half or more of involved bases for that
side are prone.
- In solid cover or better - Half or more of
involved bases are in solid or hard cover.
- Outstanding training - Half or more of involved
bases belong to units with outstanding training.
- Great training - Half or more of involved bases
belong to units with great training.
- Cavalry - Half or more of involved bases are
mounted cavalry engaging personnel targets. Does not apply if the personnel
targets in question are armed with flamethrowers, or are inside of bunkers,
pillboxes, buildings, trenches or other full cover.
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