Battles are checked and resolved one ordered unit at a time, in the sequence of the player’s choice. Announce and resolve one unit’s battle entirely before beginning the next one.

  • A unit that is ordered does not have to battle, even when adjacent to enemy units.
  • A unit may normally battle only once per turn.
  • A unit may not target or split its battle dice between several enemy units.
  • The number of casualties (figure losses) a unit has suffered does not affect the number of battle dice the unit rolls in combat. A unit with a single figure retains the same combat strength as a unit at full strength.
  • An ordered unit may only engage in one type of combat when ordered, even if it is capable of both ranged and close combat.

The combat sequence is purely at the owner’s choice and a player may freely switch between ranged combat and close combat from one unit to the next unit’s combat.

Ranged Combat (Fire)

A battlefield unit with range weapons, battling an enemy unit more than 1 hex away is said to conduct ranged combat against the enemy target unit.

  • For an infantry unit and a machine gun unit, the target unit must be within both range and in line of sight of the firing unit.
  • For a mortar unit, the target unit must be within range, but line of sight to the target unit is not required.
  • A tank must be within both range and in line of sight to the target unit to engage in ranged combat.
  • A tank may not engage in ranged combat the turn it moves onto a building hex.
  • There are no range or line of sight restrictions for a reserve artillery battery.
  • Ranged combat may not be used against an adjacent enemy unit.
  • A unit adjacent to an enemy unit may not target and fire on another more distant enemy unit. If it chooses to battle, the unit must close combat an adjacent enemy unit.

Battlefield Unit Ranged Combat Procedure

The player taking his turn is the active player and will follow the sequence shown below.

1 - Announce Firing Unit
2 - Check Range
3 - Check Line of Sight
4 - Apply Terrain Modifiers
5 - Determine Battle Dice Adjustments
6 - Resolve Combat
7 - Score Hits
8 - Collect HQ tokens
9 - Apply Retreats

1. Announce Firing Unit

Announce which ordered battlefield unit is going to fire and the target enemy unit.

2. Check Range

Verify that the target unit is within range. The range is the distance between the firing unit and the enemy target unit, measured in hexes.
When counting the range in hexes, include the target unit’s hex, but not the firing units hex.
Determine the number of battle dice the unit is entitled to roll, based on the unit’s range to the target unit.

Infantry Unit Ranged Combat

A rifle infantry unit has a range of 4 hexes:
(adjacent no range combat, the 3 dice is close combat)
(two hexes to target 2 dice)
(three hexes to target 1 die)
(four hexes to target 1 die)
An ordered infantry unit may hold or move up to 1 hex and perform ranged combat.

Machine Gun Unit Ranged Combat

A machine gun unit has a range of 5 hexes:
(adjacent no range combat, the 3 dice is close combat)
(two hexes to target 3 dice)
(three hexes to target 3 dice)
(four hexes to target 1 die)
(five hexes to target 1 die)
An ordered machine gun unit may not perform ranged combat when it moves.

Machine Gun Units Cross Fire

Two or more ordered machine gun units may target the same enemy
unit in range combat. Each unit will determine the number of battle
dice it will roll separately, and then all their ranged combat dice are
rolled together at the same time.

Mortar Unit Ranged Combat

A mortar unit has a range of 6 hexes:
(adjacent no range combat, the 3 dice is close combat)
(two hexes to target 2 dice)
(three hexes to target 2 dice)
(four hexes to target 2 dice)
(five hexes to target 1 die)
(six hexes to target 1 die)
An ordered mortar unit may not perform ranged combat when it moves.

Reserve Artillery Ranged Combat

For a complete description of the reserve artillery ranged combat: see the Reserve Artillery rules section.

3. Check Line of Sight

Verify that your target is within line of sight. An infantry and machine gun unit must be able to “see” the enemy unit it wants to target. This is known as having “line of sight.”
Imagine a line, drawn from the centre of the hex, containing the firing unit to the centre of the hex containing the target unit. This line of sight is blocked only if a hex (or part of a hex) between the battling unit and the target hex contains an obstruction. Obstructions include a unit (regardless if friend or foe), some terrain features and the half-hexes that border the side of the battlefield. The terrain in the target unit’s hex does not block line of sight.
If the imaginary line runs along the edge of one or more hexes that contain obstructions, line of sight is not blocked, unless the obstructions are on both sides of the line.
There are no line of sight restrictions for a mortar unit or a reserve artillery battery.

4. Apply Terrain Modifiers

Some terrain from which the attacking unit battles will reduce the number of battle dice rolled; forest, building and wire for example.

5. Determine Battle Dice Adjustments

After any terrain dice reductions are applied, adjust the number of battle dice, based on any special personnel abilities, command card modifiers and/or combat card modifiers.

6. Resolve Combat

Roll the adjusted number of battle dice and resolve the resulting dice roll.
Terrain protection modifiers, that the target unit is on, will impact what is needed to score a hit on the targeted unit: see the Terrain rules section for terrain protection and combat modifiers.

7. Score Hits

The unit firing scores one hit for each burst symbol rolled and one or more soldier symbols after applying terrain protection modifiers: see the Terrain rules section for terrain protection modifiers.
Effect of Range Combat Hits - For each hit scored, one figure is removed from the target unit. When the last enemy figure is eliminated in the unit, place a Victory Medal on your Victory Medal Card. If more hits are rolled than the number of figures in the enemy unit, these additional hits have no effect.

  • When a tank is being attacked in combat, each burst symbol is rerolled to confirm the hit against the tank. Each Deadly Die side symbol, that scores a hit under normal combat circumstances, is also rerolled to confirm the hit. All dice are rerolled together once. 

Deadly Die side reroll examples:

  • A machine gun unit rolls three dice in ranged combat against a tank. The roll is 1 soldier, 1 Deadly Die side and 1 burst. Only the burst die is rerolled to confirm the hit on the tank, because a machine gun unit does not hit on a Deadly Die side rolls in range combat and therefore is not rerolled.
  • An infantry unit, with a bomber figure, is attacking a tank in ranged combat from two hexes away. The roll is 1 soldier, 1 Deadly Die side and 1 burst. The burst and Deadly Die side dice are rerolled to confirm the hit on the tank because an infantry unit, with a bomber figure in ranged combat from two hexes, will hit on a Deadly Die side roll.
  • A reserve artillery On Target combat roll against a tank is 1 soldier, 1 Deadly Die side. The Deadly Die side die is rerolled to confirm the hit on the tank because a Deadly Die side die roll scores a hit when reserve artillery is On Target.
  • On the reroll, a burst symbol will confirm a hit and one tank silhouette token is removed from the tank for each confirmed hit.
  • When all tokens have been removed from the tank, the next confirmed hit will remove the tank model and the opponent will gain the tank Victory value in medals for eliminating the tank: see Tank Specifications rules section Victory Value.
  • Do not collect HQ tokens on the reroll to confirm tank hits.
  • A tank on a terrain hex will not receive any terrain protection.

One additional die is added to the confirming hit die roll when:

  • A tank has a bogged down marker
  • A tank has a ditched tank marker
  • One or more hits are scored by artillery (field or reserve)
  • One or more hits are scored by a male tank cannon attack

8. Collect HQ tokens

In ranged combat, collect one HQ token for each HQ symbol rolled, when targeting an enemy unit.

9. Apply Retreats

A flag rolled in ranged combat does not cause a hit, but may cause the unit to retreat. After all hits have been resolved and casualties removed, retreats are resolved: see the Retreat rules section. Some terrain will allow a unit to ignore one or more
flags: see the Terrain rules section for terrain effect on retreats.

Close Combat

A battlefield unit, battling against an enemy unit in an adjacent hex, is said to be in close combat with the enemy unit.

  • A unit, adjacent to an enemy unit, must close combat the adjacent enemy unit if it chooses to battle, it cannot use ranged combat against the adjacent enemy unit or another enemy unit within its range.
  • Each close combat attack is declared and resolved one ordered unit at a time, in the sequence of the player’s choice.
  • Resolve one unit’s close combat entirely, including any gaining ground and possible bonus close combat, before beginning the next unit’s combat..
  • Regardless of the number of ordered units adjacent to an enemy unit, each ordered unit’s close combat attack must be resolved separately.

Battlefield Unit Close Combat Procedure

1. Announce Close Combat Unit
2. Apply Terrain Modifiers
3. Determine Battle Dice Adjustments
4. Resolve Combat
5. Score Hits
6. Collect HQ tokens
7. Apply Retreats
8. Possible Gain Ground and Bonus Close Combat

1. Announce Close Combat Unit

Announce which ordered unit is going to attack in close combat and the enemy unit it is attacking. A unit must be in an adjacent hex to an enemy unit to engage in close combat.

  • A tank may not close combat the turn it moves onto a building hex.

Determine the number of battle dice the ordered unit is entitled to in close combat.

Infantry Unit Close Combat - An infantry unit has 3 dice in close combat. An ordered infantry unit may hold or move up to 1 hex and close combat.
Machine Gun Unit Close Combat - A machine gun unit has 3 dice in close combat. An ordered machine gun unit may not close combat when it moves.
Mortar Unit Close Combat - A mortar unit has 3 dice in close combat. An ordered mortar unit may not close combat when it moves.
Tank Unit Close Combat - An tank unit has 3 or 4 dice in close combat. An ordered tank unit may hold or move hexes up to movement allowance (2-3 hexes) and close combat.
Field Artillery Unit Close Combat - A field artillery unit has 3 dice in close combat. An ordered field artillery unit may not close combat when it moves.

2. Apply Terrain Modifiers

Some terrain from which the attacking unit battles will reduce the number of battle dice rolled.

3. Determine Battle Dice Adjustments

After any terrain dice reductions are applied, adjust the number of battle dice, based on any special personnel abilities, command card modifiers and/or combat card modifiers.

4. Resolve Combat

Roll the adjusted number of battle dice and resolve the resulting dice roll.
The terrain protection modifiers that the target unit is on, will impact what is needed to score a hit on the targeted unit: see the Terrain rules section for terrain protection and combat modifiers.

5. Score Hits

The unit attacking in close combat, scores one hit for each burst symbol rolled and one or more solider symbols after applying terrain protection modifiers: see the Terrain rules section for terrain effects.
The biggest advantage when battling in close combat is that in close combat one hit is also scored for each Deadly Die side symbol rolled.
Effect of Close Combat Hits - For each hit scored, one figure is removed from the target unit. When the last enemy figure is eliminated in the unit, place a Victory Medal on your Victory Medal Card. If more hits are rolled than the number of figures in the enemy unit, these additional hits have no effect.

  • When a tank is being attacked in combat, each burst symbol is rerolled to confirm the hit against the tank. Each Deadly Die side symbol, that scores a hit under normal combat circumstances, is also rerolled to confirm the hit. All dice are rerolled together once. 

Deadly Die side reroll examples:

  • A machine gun unit rolls three dice in ranged combat against a tank. The roll is 1 soldier, 1 Deadly Die side and 1 burst. Only the burst die is rerolled to confirm the hit on the tank, because a machine gun unit does not hit on a Deadly Die side rolls in range combat and therefore is not rerolled.
  • An infantry unit, with a bomber figure, is attacking a tank in ranged combat from two hexes away. The roll is 1 soldier, 1 Deadly Die side and 1 burst. The burst and Deadly Die side dice are rerolled to confirm the hit on the tank because an infantry unit, with a bomber figure in ranged combat from two hexes, will hit on a Deadly Die side roll.
  • A reserve artillery On Target combat roll against a tank is 1 soldier, 1 Deadly Die side. The Deadly Die side die is rerolled to confirm the hit on the tank because a Deadly Die side die roll scores a hit when reserve artillery is On Target.
  • On the reroll, a burst symbol will confirm a hit and one tank silhouette token is removed from the tank for each confirmed hit.
  • When all tokens have been removed from the tank, the next confirmed hit will remove the tank model and the opponent will gain the tank Victory value in medals for eliminating the tank: see Tank Specifications rules section Victory Value.
  • Do not collect HQ tokens on the reroll to confirm tank hits.
  • A tank on a terrain hex will not receive any terrain protection.

One additional die is added to the confirming hit die roll when:

  • A tank has a bogged down marker
  • A tank has a ditched tank marker
  • One or more hits are scored by artillery (field or reserve)
  • One or more hits are scored by a male tank cannon attack

6. Collect HQ tokens

In close combat, collect one HQ token for each HQ symbol rolled, when targeting an enemy unit.

7. Apply Retreats

A flag rolled in close combat does not cause a hit, but may cause the unit to retreat. After all hits have been resolved and casualties removed, retreats are resolved: see the Retreat rules section. Some terrain will allow a unit to ignore one or more flags: see the Terrain rules section for terrain effect on retreats.

8. Possible Gain Ground and Bonus Close Combat

See Close Combat Special Action rules section.
Gaining Ground - When an ordered unit attacks in close combat and eliminates or forces the defending enemy unit to retreat from the hex it occupies, it has conducted a successful close combat. The victorious attacking unit may advance onto that vacated hex. This movement is referred to as gaining ground.
Gaining ground, after a successful close combat, is not mandatory. The following situations do not allow a unit to gain ground:

  • A machine gun unit or mortar unit may not gain ground after a successful close combat.
  • A unit that moves onto a terrain hex that prevents further movement on the turn will prevent a unit from gaining ground.
  • A unit ordered by a “First Strike” command card is not eligible to gain ground.
  • A unit ordered by a “Surprise Ambush” combat card is not eligible to gain ground.
  • A unit using a “Butt & Bayonet” combat card is not eligible to gain ground.

When an ordered tank attacks in close combat and eliminates or forces the defending enemy unit to retreat from the hex it occupies, it has conducted a successful close combat. The victorious attacking tank MUST advance onto that vacated hex. This movement is referred to as gaining ground. Gaining ground, after a successful close combat, is mandatory for a tank.
The following situations do not allow a tank to gain ground:

  • A tank, that moves onto a terrain hex that prevents further movement on that turn, will prevent a unit from gaining ground.
  • A tank, ordered by a “First Strike” command card, is not eligible to gain ground.
  • A tank, using a “Surprise Ambush” combat card, is not eligible to gain ground.
  • A tank, using a “Butt & Bayonet” combat card, is not eligible to gain ground.

Bonus Close Combat

After a successful close combat, an infantry unit using a “Battle Fury” combat card that gains ground is eligible to battle in close combat a second time. This bonus close combat is optional and gaining ground does not require an eligible unit to attack in close combat again.
A unit, that qualifies for a bonus close combat attack, after gaining ground, may choose to battle any enemy unit in any adjacent hex.
It does not have to battle the enemy unit that just retreated from the hex. When a unit’s bonus close combat is successful, it may gain ground onto the vacated hex, but may not battle again this turn.
Some terrain movement restrictions may prevent a unit from making a bonus close combat.

After a successful close combat, a tank that gains ground and it does not bog down (see the Bog Down rules section), is eligible to battle a second time. This bonus combat is optional and gaining ground does not require an eligible tank to attack in combat again.

  • A female tank, that qualifies for a bonus combat after gaining ground, may choose to close combat any enemy unit in any adjacent hex or when not adjacent to an enemy unit may engage in ranged combat against any enemy unit that is in range and that is in line of sight.
  • A male tank, that qualifies for a bonus combat after gaining ground, may only choose to close combat any enemy unit in any adjacent hex.
  • A tank, when it gains ground and moves onto a vacated hex and it bogs down, will prevent the tank from making a bonus combat.
  • Some terrain movement restrictions may prevent a tank from gaining ground and a bonus combat.
  • A tank may only gain one bonus combat during a turn.
  • When a tank’s bonus close combat is also successful, the tank must again gain ground onto the vacated hex, unless prevented by terrain it had entered and roll to see if it will bog down.

Retreats

During a combat, after all hits have been resolved and casualties removed, retreats are resolved. Each retreat flag rolled, against a unit that cannot ignore it, will require the unit to retreat one hex back toward its own side of the battlefield. Two flags will push the unit back two hexes, etc.
The player controlling the unit that is retreating decides which hex the unit retreats onto, using the following rules:

  • A unit must always retreat toward its controlling player’s side of the battlefield regardless of what direction the attack came from.
  • There are usually two hexes of choice when retreating to a player’s side of the battlefield, except near the side of the battlefield. The retreating player may choose either of these two hexes, but must choose one that is not blocked, occupied, or impassable.
  • A unit may never retreat sideways.
  • A unit may never retreat onto any half-hexes that border the side of the battlefield.
  • A unit may not retreat onto, or through, a hex already containing another unit regardless if friend or foe.
  • Terrain has no effect on retreat movement, therefore a retreating unit may retreat through, for example; forest, building, building rubble, and a hex with wire, without stopping. However, impassable terrain may not be retreated onto or through during a retreat.
  • When a unit cannot retreat because the unit’s retreat path is occupied by other units, or impassable terrain, one hit is scored on the unit (figure is removed from unit) for each retreat hex of movement that cannot be completed.
  • When a unit cannot retreat because it is at its army baseline, one hit is scored on the unit (figure is removed from unit) for each retreat hex of movement that cannot be completed.

Bolster Morale

Some terrain or a combat card played will allow a unit to disregard one or more flags rolled against it: see the Terrain rules section for terrain effecting flags.
A unit may disregard one or more flags each time it is attacked. Disregarding a flag result, when eligible, is purely a matter of choice. The owning player may decide to accept a flag result and if two flag results can be ignored, the owning player can choose to ignore one and accept one. All flags rolled against a unit, above and beyond those that can be ignored, automatically trigger a retreat, and must be taken.

  • A soldier unit, attacked in close combat by a tank, suffers from “Tankschreken” and may not ignore flags rolled against it.
  • A soldier unit, attacked in close combat by a tank, when on a building hex, does not suffer from “Tankschreken” and may still ignore flags based on the terrain it occupies.
  • A field artillery soldier unit, attacked in close combat by a tank, does not suffer from “Tankschreken” and may still ignore flags based on the terrain it occupies.

Tank Retreat

  • A tank will always ignore the first flag rolled against it.
  • A tank will never retreat when a flag is rolled on it in combat.
  • Flags that cannot be ignored are treated as a potential hit that must be confirmed. Roll one die for each flag that cannot be ignored along with any other hits that must be confirmed, when rolling to confirm hits on a tank.

For example:

  • When two flags are rolled against a tank, one flag must be ignored and the second flag will add one die when rolling to confirm hits on the tank.
  • When reserve artillery targeting dice creates a shell crater in a hex with a tank, by rule all dice symbols will count. In this case it will override the tank’s ability to ignore one flag.
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Mark-McG replied the topic:
4 years 1 week ago
www.boardgamegeek.com/thread/2060474/article/30014832#30014832

Perhaps the rule should have been written and two lines created to make it clearer.
One hit is scored for each burst symbol rolled.
One hit is scored for each soldier symbol rolled.

Richard Borg
gorilladaddy replied the topic:
8 years 3 months ago
I was confused by that too. It's why I'm here. This is why examples are such a useful thing in game rules. It would have cleared the whole thing up right away.
alecrespi replied the topic:
8 years 5 months ago
I do read the 2nd one as correct.
After applying terrain modifiers, all soldier symbols hit.
The difference is that "burdt symbol" always hits.
chris01 replied the topic:
8 years 5 months ago
Can you confirm the meaning of the wording used in step 5 (Score Hits) of the Close Combat Procedure please.
When the rules say 'scores one hit for each burst symbol rolled and one or more solider symbols after applying terrain protection modifiers'.
Does it mean you can only ever score one hit for solider symbols rolled or do you score one hit for each of the solider symbols rolled after applying the terrain protection modifiers?