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+@Section @Title { @ColoredTitle {Close Combat @Rule 11.1} } @Begin
+@BulletList
+ @ListItem{@Arty may @B not initiate close combat}
+ @ListItem{@Cap transport @Vehicle may @B not initiate or support close combat}
+ @ListItem{entering a hex for close combat does not trigger @ReactionFire}
+ @ListItem{@AMoveFire and @AFireMove @B cannot be used to initiate close combat}
+ @ListItem{a @AFallback unit is @Eliminated if attacked in close combat}
+ @ListItem{is resolved simultaneausly}
+ @ListItem{ends on @Eliminated @AFallback or voluntary withdrawal}
+ @ListItem{@B remove action markers at the end of the first round}
+@EndList
+
+@BeginSubSections
+
+@SubSection @Title { @ColoredSubTitle {Close Combat Support @Rule 11.3} } @Begin
+@BulletList
+ @ListItem{each player may assign 1 @B adjacent unit (1 @CMP)}
+ @ListItem{non-activated @InfArty{@Sym slash}@Vehicle mark it with @AFiring}
+ @ListItem{allow to re-roll 1 @Defense @B and 1 @Attack dice during @B first round}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Attack Dice @Rule 11.4} } @Begin
+#/.2c @Display @Tbl
+# rule {yes}
+# i {ctr}
+# iv {ctr}
+#{
+# @Row format {@StartVSpan @Cell | @Cell A | @Cell B } A{@Veteran @Elite} B{+ @Blue}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest result}
+# @Row format {@StartVSpan @Cell 90d @Rotate X | @Cell A | @Cell B } X{@B First round only} A{@ASuppressed} B{@B cannot attack back}
+# @Row format {@VSpan | @Cell A | @Cell B } A{close combat @I Support @LLP @Vehicle @I Outflanked or @AImmobile} B{1 re-roll}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@I Activated} B{@SingleSuccess}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@I Activated @Sym ampersand @Half @LLP crossing obstacle @LLP @AAttack} B{lose @Weakest die}
+#}
+/.2c @Display @Tbl
+ rule {yes}
+ i {ctr}
+ iv {ctr}
+ aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B }
+ bformat { @VSpan | @VSpan | @Cell A | @Cell B }
+ cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B }
+{
+ @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B }
+ A{@Veteran @Elite} B{+ @Blue}
+ @Rowa
+ A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest result}
+ @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B }
+ ruleabovewidth { 1p }
+ X{@B First round only} A{@I Support} B{1 re-roll}
+ @Rowa
+ A{@AAttack} B{lose @Weakest die}
+ @Rowc
+ ruleabovewidth { 1p }
+ X{@Attacker} A{crossing obstacle} B{lose @Weakest die}
+ @Row format {@VSpan | @VSpan | @Cell A | @Cell B }
+ A{@Vehicle @I Outflanked or @AImmobile} B{1 re-roll}
+ @Rowc
+ ruleabovewidth { 1p }
+ X{@Defender} A{@ASuppressed} B{@B cannot attack back}
+ @Rowb
+ A{@I Activated} B{@SingleSuccess}
+ @Rowb
+ A{@I Activated @Sym ampersand @Half} B{lose @Weakest die}
+}
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Defense Dice @Rule 11.5} } @Begin
+#/.2c @Display @Tbl
+# rule {yes}
+# i {ctr}
+# iv {ctr}
+#{
+# @Row format {@StartVSpan @Cell | @Cell A | @Cell B } B{ @Strongest terrain or fortification dice}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@Hardened @Veteran @Elite} B{+ @Blue}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@Arty} B{@Weakest @Defense dice}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@Vehicle vs @Vehicle} B{use frontal armour, no terrain}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@Inf vs @Vehicle} B{use top armour}
+# @Row format {@VSpan | @Cell A | @Cell B } A{@AImmobile @Vehicle} B{use read armour}
+# @Row format {@StartVSpan @Cell 90d @Rotate X | @Cell A | @Cell B } X{@B First round only} A{attacking with @AFast} B{lose @Weakest @Defense dice}
+# @Row format {@VSpan | @Cell A | @Cell B } A{close combat @I Support} B{1 re-roll}
+# @Row format {@VSpan | @Cell A | @Cell B } A{} B{@Strongest terrain + @Strongest fortification}
+#}
+/.2c @Display @Tbl
+ rule {yes}
+ i {ctr}
+ iv {ctr}
+ aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B }
+ bformat { @VSpan | @VSpan | @Cell A | @Cell B }
+ cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B }
+{
+ @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B }
+ B{ @Strongest terrain @LLP @B or fortification dice}
+ @Rowa
+ A{@Hardened @Veteran @Elite} B{+ @Blue}
+ @Rowa
+ A{@Arty} B{@Weakest @Defense dice}
+ @Rowa
+ A{@Vehicle} B{@B frontal armour, @B no terrain}
+ @Rowa
+ A{@Inf vs @Vehicle} B{@Weakest armour, @B no terrain @Rule 11.7}
+ @Rowa
+ A{@Vehicle @AImmobile} B{@B rear armour, @B no terrain @Rule 11.7 @LLP even in the @B First round}
+ @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B }
+ ruleabovewidth { 1p }
+ X{@B First round only} A{@I Support} B{1 re-roll}
+ @Rowc
+ X{@Attacker} B{@Weakest terrain dice}
+ @Rowb
+ A{@AFast} B{lose @Weakest @Defense dice}
+ @Rowc
+ ruleabovewidth { 1p }
+ X{@Defender} B{@Strongest terrain @LLP @B and fortification dice @LLP reduced @B once @I flank, @B twice @I rear}
+ @Rowb
+ A{@Vehicle vs @Vehicle} B{@B facing armour, @B no terrain @Rule 11.7}
+}
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Assign Damage @Rule 11.5.4} } @Begin
+@BulletList
+ @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2}
+ @ListItem{during @B First round, all units ignore 1 @Suppress (@I{Adrenaline Rush})}
+ @ListItem{on any uncancelled @Suppress : @AFallback @Rule 13.3 , the other unit is marked @ANormal}
+ @ListItem{each uncancelled @Critical : reduce @Half}
+ @ListItem{if 1 unit is @Eliminated, the other unit is marked @AFast}
+ @ListItem{@ADugIn stays if the unit wins the close combat}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Voluntary Withdrawal @Rule 11.5.6.1} } @Begin
+@BulletList
+ @ListItem{other player execute a final close combat attack}
+ @ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective}
+ @ListItem{the other unit is marked @ANormal}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Close Combat against transport @Rule 11.8} } @Begin
+@BulletList
+ @ListItem{may attack each transported unit with range 0 @Strongest die}
+ @ListItem{transported unit use printed @Defense dice}
+ @ListItem{then execute an @B{Emergency Disembark} @Rule 10.11.3}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Desperate Attack @Rule 11.9} } @Begin
+@BulletList
+@ListItem{each round, @Inf vs @Vehicle may target the vehicle's drivetrain
+ @BulletList
+ @ListItem{@Vehicle counter attack is resolved as normal}
+ @ListItem{@Inf @Green vs @Vehicle @Blue, @Green if @B first round and @Inf @AFast :
+ @BulletList
+ @ListItem{on @B double success : @AImmobile + 1 @Hit}
+ @ListItem{on @Critical @Sym slash @Hit : @AImmobile}
+ @ListItem{on @Suppress: @Suppress @Sym ampersand must @B Withdraw}
+ @RawEndList}
+ @RawEndList}
+@EndList
+@End @SubSection
+
+@EndSubSections
+@End @Section
+