« 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 six 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. The mounted cavalry units receive a +2 to their first assault round die
roll, and a +1 to their second assault round die roll. 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
Tanks conduct assaults by firing their available weapons into the personnel
targets engaged. Opposing infantry (if present) successfully damage a tank base
on a die result of 6 on one six-sided die (1D6). Only one
infantry assault attempt per tank is allowed per assault round. For example,
three infantry units assaulted by one unit of two tank bases may only conduct
two assaults, one against each assaulting tank base. Cavalry and non-infantry
personnel style units (trucks, cars, artillery limber teams, etc.) may not
assault tanks. During their movement, tank units may resolve assaults against
infantry units at a cost of one-quarter of their movement per three round
assault conducted. As long as their morale remains sound, tank units may
conduct any combination of movement and assaults until their movement allowance
is expended.
« 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. Cavalry modifier number one
is used on the first turn of assault. Cavalry modifier number two is used on
the second turn of assault (see cavalry assault rules above).
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