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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