1943
BATTALION LEVEL GROUND COMBAT FOR WWII

 
1 Introduction   2 Movement   3 Firing   4 Morale   [5 Assault]   6 Barrages

When to Assault · Personnel · Tanks · Mixed Combat · Assault Modifiers
 

« 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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