Rules - Close Assault

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CLOSE ASSAULT

Any infantry unit within 6 (3" 285th) inches of an enemy unit (3 inches (1/12") in the woods) may close assault that unit if so plotted. No other action may be taken in the current turn. The attacking unit is moved on top of the defending unit and the combat resolved. Written orders for the defending unit are ignored unless they are Close Assault orders (CA). If the two Close Assault orders are against each other, the combat occurs halfway between the two units. If the defending unit has Close Assault orders against another unit, the defending unit rolls two percentile dice. A roll of over 50% means his close assault will be performed and the original attacker will move to the second defender's attack point, unless it is more than one movement turn away (6"), in which case it moves to the defending unit's former position and performs no other function this turn.

1. If the defending unit is an AFV, the AFV conducts defensive fire against the attacking infantry on the Defense/Firepower Table. Only machine guns within 45 degrees of the direction of the attack, or turret-top AA guns (360 degrees) may be used for this final fire. When using turret-top guns the vehicle is considered "open". The attacking infantry may THEN use as many anti-tank devices (direct fire) that the unit has against the AFV, assuming that they have not been eliminated by defensive fire. `Point Blank' and `Firer Moving' modifiers do not apply to fire in Close Assault. Compartment hits on an AFV during close assault do not cause crew bailout. If direct fire fails, next, the Infantry vs. AFV (Close Assault) table is consulted to determine attack results. Roll two percentile dice first, then consult modifiers and table. If the AFV is not destroyed or immobilized it may move up to 1/2 of its plotted move. An AFV may be assaulted strictly for the purpose of immobilization; see grenade bundle rules.

2. If the defending unit is a non-AFV - both attacker and defender fire simultaneously on the Defense/ Firepower Table. Both sides use the appropriate firepower (NM or M) listed on the Infantry Sheet. The 0-4 range, NM fire factors on the Infantry Table are used on subsequent turns. The defender's firing modifiers are those at which the attacker is at maximum disadvantage along his attack route.

Example - if the attacker crosses a road, a "moving in the open" modifier is used. After fire is taken, the table is consulted to determine final results. If both units survive they are considered to be in melee. In this case, no modifiers are applied to subsequent fire. Note - Melee units have at each other each turn until a KIA is rolled by one, or all, of the units involved. KIA only effects one unit per roll.

3. If an AFV containing/carrying troops is close assaulted, only the infantry being transported are considered as being attacked. They must dismount and meet the attack. Both sides use their moving (M) firepower in this case. The transporting vehicle may move off at 1/2 movement during the current turn.

4. All "Suppressed" results are ignored.

5. Attacking open topped AFV's from a height advantage causes the AFV to conduct its defense using the next lower CA defense category.

6. Infantry attacking uphill must take the uphill movement modifier (1/2 movement).

7. A close assaulted suppressed unit gets
no defensive fire. However, if the unit survives, melee is initiated on the next turn.

8. If a pillbox is involved, the defending unit always gets the pillbox modifier (+8), even if in melee.

9. If the CA is unsuccessful and an AFV under attack by infantry cannot or does not move, and the CA continues into the next turn or turns, increase the percent chances in the CA table by 10% each turn the AFV is under attack.

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