OPTIONAL RULE FOR SOLDIERS
by
Alan R. Arvold
Close Assaults:
Close Assaults are dismounted bayonet
charges conducted by
infantry and dismounted cavalry units.
This would also include
point blank fire and hand-to-hand
combat as well. Perhaps a
better term for this is Shock Combat
as these type of assaults
were more reminiscent of the bayonet
attacks of the previous
century then of the actual close
assault tactics that started to
develop towards the end of World War
I. Like cavalry charges they
were all but useless against troops
except in special occasions.
The following rules reflect these kind
of attacks.
General Rule:
Close Assaults occur at the end of the
Mutual Fire Phases of each
turn. The player who makes the first
fire attacks in a Mutual
Fire Phase is the only player who may
make close assaults in
during that Fire Phase. Close Assaults
are made after all fire
attacks and mounted cavalry attacks
have been completed in the
Fire Phase. While any unit may be the
target of a close assault,
only infantry companies and dismounted
cavalry units may actually
make close assaults. Close assaults
are optional to the attacker,
just because he has units adjacent to
enemy units does not mean
those units have to close assault
those enemy units.
Procedure:
In order to make a close assault, the
assaulting unit(s) must be
adjacent to the target unit(s) at the
time that they make the
assault. The combat odds are computed
by comparing the total
stacking values of the assaulting
units to the total stacking
values of the defending units. From
the computed odds the
attacking players then rolls one die
on the Combat Results Table
using the appropriate odds column. The
result is then applied to
the defending player's unit(s).
(Example: Two Russian infantry
companies close assault a German
infantry company. The odds are
eight to four, which equals two to one
which are the odds used on
the Combat Results Table.)
Cases:
(A) Close assaulting units may move in
their preceeding movement
phase but must have at least two
unexpended movement points in
order to conduct the close assault.
Close assaulting units may
not fire in the same combat phase in which
they perform close
assaults.
(B) Close assaulting units may only
attack enemy units in one
adjacent hex. Multiple units close
assaulting the same hex from
different hexes must combine their
close assault (stacking)
values into one total.
(C) An attacking unit that is
disrupted or eliminated by enemy
fire in the fire phase in which it
close assaults may not add its
close assault value to the close
assault attack.
(D) Close assaulting units may still
act as observers for
Observed Fire from other units in the
same Fire Phase which they
close assault.
(E) The attacking player must announce
at the beginning of the
Fire Phase which of his units is
conducting close assaults and
which enemy units they are attacking
before any fire attacks are
made.
(F) A unit defending against a close
assault may still conduct
fire attacks in the Fire Phase in
which they are close assaulted.
(G) Combat Results affect the
defending units as follows:
No Effect: Means just that, nothing happens to the defender.
Disrupted: Defending units which are disrupted receive a
disrupted marker and must retreat one hex away from the hex
that they are in. A disrupted unit may not retreat into an
enemy occupied hex. If the disrupted unit can not retreat due
to being surrounded by enemy occupied hexes, it is
eliminated. Defending units which are already disrupted
before the Close Assault occurs are eliminated if they
receive a disrupted result from the attack.
Eliminated: The defending unit(s) are removed from the board.
(H) Attacking units may move into the
hex vacated by the
defender. The number of attacking
units which move into the hex
can not exceed the number of stacking
points allowed in that hex.
(I) The odds of close assault attacks
may be lowered in the
defender's favor by virtue of the
terrain his units occupy. The
following terrain hexes reduce the
odds as follows:
Improved Positions and Woods lower the
odds one column to the
left.
Slopes and Crests lower the odds one
column to the left if all
attacking units are in lower terrain.
Canals lower the odds by one column
unless at least one attacker
is in an adjacent canal hex.
Towns and Trenches lower the odds by
two columns.
In the case of combination of terrain,
such as Trenches in a
Crest hex, all odds modifications are
cumulitive. (In this case
the odds would be lowered three
columns.)
(J) Machine Guns, Field Guns,
Howitzers, and Mounted Cavalry may
not Close Assault enemy units,
although they themselves may be
the target of a close assault from
enemy units.
(K) In the case where a Mounted
Cavalry unit is performing a
charge against an enemy unit that is
attempting to close assault
it, the cavalry attack is resolved
first. Any surviving non-
disrupted enemy units may then close
assault the cavalry unit.
Note that close assaulting units may
not fire at the cavalry
units that are charging them due to
Case (A) above.