Close Assault is fast and bloody. No Reaction Rolls are made.
Units in Close Assault roll either their FP Dice or AT Dice depending on the target type. Infantry lacking any AT Dice suffer a +2 TN penalty to their FP Dice when assaulting armored units.
Unit Type
Soft Units = FP Dice
Armoured Units = AT. If no AT, use FP with +2 TN
Close Assault
- Each side rolls to hit. The results are compared to see which side
- The loser is always forced back (if not Dispersed).
- Each side has an initial 4+ TN modified by the Close Assault Table.
- Suppressed units have a 5+ TN.
Roll the Attacker’s Dice First
- Roll to hit the defender.
- The attacker has a -1 TN bonus in the first round of Close Assault.
- Remove any non-scoring dice – leave any successful dice on the table.
The Defender now rolls
- Roll to hit the attacker.
- Remove any non-scoring dice – leave any successful dice on the table.
Determine the Winner
Compare the difference in results:
- The winner is the side with the most successes.
- The loser takes Disruption Points equal to the difference in the scores.
- If the loser is Dispersed, remove it from the table.
Draws
A draw occurs when both sides roll the same number of successes:
- Check for and apply any suppressions by comparing the number of 6s rolled.
- If one side rolls less 6s than the other, it is suppressed.
- Fight the Close Assault again by rolling all dice again taking into account any new suppressions.
- In second and subsequent rounds of Close Assault, the Attacker does not gain the -1 TN bonus.