OPTIONAL RULE FOR SOLDIERS
Alan R. Arvold
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.
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.
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.)
(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
(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
(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
(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
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.