Chris Kemp’s Not Quite Mechanised
The attacker can close assault with any fighting stands that have unwounded figures on them, and in addition, if there is more than one stand close assaulting, must have an unwounded Bn command figure in the assault. The defender can defend with any stand, on the position that is under attack, that has an unwounded figure on it.
The attacker takes 1 die for each unwounded figure assaulting, and the defender takes 1 die for each unwounded figure defending, both up to the following maximums:
CLOSE ASSAULT – Table 9
|ATKDIE||DEF DIE||Attacks up to X times||BREAK TEST AT||Score to Hold Firm|
All the collected dice are rolled at once and matched up; attackers highest against defender’s highest and so on. Unmatched excess dice are ignored, equally matched dice are standoffs, the remaining winning dice each cause 1 casualty on the loser.
This sequence can be repeated up to the maximum of attacks that the attacker can roll (e.g. 3 times for veteran attackers), until the attacker wins, or gives up or either side loses a break test. The whole assault from start to finish takes one hour unless a result is not reached, in which case the combat may carry on for further attacks in the next hour. Every point that the attacker wins allows one base to break into the position. Every point that the defender wins allows them to push an attacking base back out of the position. Large positions may be broken down into areas, each containing one or more defending bases.
SPECIAL ATTACK RULES
- TANKS IN CLOSE COUNTRY Once tank terror has been overcome, infantry in close country may choose to fire at all tanks in range unsupported by infantry as if they were light targets. This represents the infantry’s ability to seek out a tank’s blind spots. Alternately, they may close assault the tanks as normal
- FOLLOW ON ATTACKS Having completed an attack sequence, the attacker can chose to fight or move on without pausing to reorganise. With one exception (see below) the subsequent moves count towards disorganisation as if the unit is still in battle. Reorganisation begins when the attacker stops moving, fighting, or being under fire. Disorganised support stands cannot fire.
- COUNTERATTACKS The defender may counterattack if he has uncommitted troops to hand. If these are Veteran (morale permitting) or Elite they may do it immediately the attacker has taken the position. If the defender does this then all except Veteran and Elite attackers, who are still in supply, will count as disorganised. If the defender has Regular or worse troops, the counterattack will go in in the next move (morale permitting). At this stage, the attacker may well still be disorganised. Properly timed, a counterattack can be devastating; but it is a hard act to pull off.
- UNIT OVERRUNS The exception is a unit which overruns another unit without having to fight it during the close assault phase, because the defender has no unwounded figures with which to resist the assault, or the unit is broken and therefore cannot resist.
- Note: Unsupported tanks can overrun infantry positions that cannot cause casualties through anti-tank fire, without achieving fire superiority, but if the infantry do not break, surrender or withdraw due to morale, the tanks must continue on through the position or suffer attrition in subsequent moves from infantry close assault on the position.