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Date Posted: 17:25:34 10/20/03 Mon
Author: Alan Yngve
Subject: Re: Close Combat Clarification
In reply to: Jesse 's message, "Close Combat Clarification" on 14:55:00 10/20/03 Mon

Jesse asks:
>In Close Combat, the rules state that the combat
>occurs simultaneuos and that a roll equal to or lower
>than the Kill Number eliminates the attacked units.
>What occurs if the dice roll is GREATER than the Kill
>Number? The rules are not specific but am I correct
>in assuming that the attacker is eliminated? Or, are
>the units locked in melee? If they do become "locked
>in melee", who is the attacker in the subsequent Close
>Combat Phase, the original attacker or do the roles
>switch?

Okay, some clarification is indeed in order. I'll try to tie all my comments into specific sections in the rules, too.

We should start with rule 4.8 in the sequence of play (both sides participate) and the following:

The full text of rule 20.2 is: "Unlike regular Fire Combat, Close Combat is considered _simultaneous_ and _both_ sides fire on the other - even if one or both sides is eliminated by opoposing fire."

Since Close Combat involves both sides, the procedure is outlined in rule 20.4, all attacks must be predesignated before any are rolled. Usual process is for the moving player to declare his/her CC attacks first, followed by the non-moving player making his/her declarations.

Once these designations are made, dice roll results are described by the end of 20.3, "... If the kill number or lower is rolled the attacked units are eliminated. The dice must be rerolled for each separate Close Combat attack."

True, this does not state what happens if a larger number is rolled. Like other sections of SL, if you roll greater than the "kill number" the attack fails (eg. no effect).

If both sides still have units in the Close COmbat hex at the conclusion of the attacks, the remaining units are "locked in melee," resulting in the restrictions and details contained in rule 20.8.

An example:

1) Lets suppose that there is a German hex containing
9-2/LMG/467 and during the Russian Advance Phase, three 447 squads advance into the hex (maximum possible, due to stacking limits).

2) During the Close Combat phase, since there are units of both sides in this single hex, Close Combat must occur.

3) The moving (Russian) player looks at the CC Table and declares two attacks, 2x447 versus the German 467 (at 2:1) and 1x447 also versus the German 467 (at 1:1). Note that the LMG has no effect in the defense (rule 20.5) nor does the German leader effect the defensive calculation (per rule 20.7). The Russian player likely makes this attack choice because there is no 3:1 on the table, just 2:1 and 4:1.

4) The non-moving (German) player looks at the situation and sighs ... not such a nice place to be! The German leader can not attack by himself unless he uses the LMG, which won't help much. Best choices are everything against all three Russian squads (6:12, or 1:2) or everything against ONE Russian squad (6:4, or 3:2).

5) With all the attacks declared, they are all rolled. Any "kill rolls" that are achieved elimintae the targeted enemy squads. If the German squad is elimintated, this eliminates the leader, as well (per rule 20.71).

6) There are many possible results from the declared CC attacks, which I will not detail here. If the German squad survives and at least one Russian squad also survives, there will be a (continuing) melee in the hex. Continuing melee means that the Close Combat attack process will be repeated during the next CC Phase (of the other player) ... continuing until either both sides are eliminated or all units of one side are eliminated.

7) Of course, each side has the option of moving new units up adjacent to a melee hex during their turn, and during the advance phase advancing reinforcements into the hex. As long as the three squads per side stacking restriction is never exceeded, this can continue for a long time.

In fact, if you take one 467 squad and one 447 squad in CC together, it is possible for melee to go a very long time. Until one or both of the squads "manages" to roll a 5 or less in their CC attack.

Hope this description helps!

-- Alan

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