@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