All units also have an intrinsic defence value which is shown on the unit card and again, this may bemodified by various factors such as terrain.
Just a note here to explain the battle dice. There are 4 sets each of 4 dice, and each set is in a specific colour, which, in order of 'power' are as follows: Red, Yellow, Green, Blue.
The faces of the die are marked with symbols to represent one or more hits and / or suppression. One of the results is also a 'critic hit' which may inflict additional damage or effects. Obviously, the Red set is more likely to result in damage, and this diminished as we descend through to Green. All the dice also have a minimum of one blank face to indicate a miss.
Most units have 4 steps, being flipped to their reduced side after 2 hits and 'odd' hits are signified by a small red 'hit' marker being placed on the unit.
In order to resolve a combat, we therefore look at the firing units data card and check the range to the target. For example, our basic infantry squad at 7-9 hex's will roll 2 green and 1 blue die. At 4-6 this will be 1 yellow, 1 green and 1 blue, while at 1-3 hex's we will roll 1 red and 1 yellow.
This may be modified by various events which I will cover later. Furthermore, there is a value for when units are engaged in a same-hex close assault situation which, again, I'll describe later.
Now, our target, another basic infantry squad, has an intrinsic defence of 1 yellow die. Its in clear terrain which gives and additional green dice.
Both side roll their die and we compare the results to see if any of the defenders die cancel out any/all of the attackers rolls. There is a handy matrix to show how this works, but its not hard to follow and the process is quickly assimilated.
Any unsaved hits are applied which may result in step losses or even destruction, or maybe suppression, in which case the unit is marked with the appropriate counter.
If there is an uncancelled critical hit, then we use a sub-routine to determine any additional effects. This may result in suppression or the unit having to make a 'fallback' move, in which case it is again marked with a 'fallback' counter.
Once we have activated all our units we go to a 'clean-up' phase. Here, we remove 'white' markers, such as 'basic move', 'fired', 'suppressed' and so on. Other 'yellow' markers such as 'extended move' and 'fallback' are flipped to their white side to show that a different effect now applies. For example, the reverse of the 'Extended move' marker indicates that if that unit now fires, it loses its 'weakest' attack die. Since this is now a 'white' marker, it will be removed at the end of the current game turn.
As you can see, all units with the exception of the MG34 took 'extended move' actions in order to dash to take up position as close to the objective marker as possible. Flipping the marker now shows that the units will lose their weakest attack die if they make a fire action this turn.
Turn two and the Germans win the initiative roll. First action is to fire the MG34 at the Maxim MG unit in the forest. Because the Maxim is in terrain that provides a defensive modifier, and it is not marked with a moved or fired marker, we have to make a spotting check. In this instance, we need 2+ on 1D6, but this roll will have a -1 modifier as the Maxim has a 'Low Silhouette', as indicated on the unit card. We fail the spotting roll, so that will add an extra green die to the defender.
The range is 6 hexes so the MG34 will roll 1 red, 1 yellow and 1 green dice. Looking at the defender card, we get a base 1 yellow, plus a yellow and a green for the forest terrain, added to which is another green due to the failed spotting roll.
Both sides roll resulting in 1 hit and 1 suppression, both of which are cancelled out by the defenders roll. The MG34 is now marked with a 'fired' marker.
We now activate the Maxim to return fire at the MG34. No spotting roll is needed since the MG34 is marked as fired. At 6 hexes the Maxim rolls 1 red and 2 green dice. However, since the unit is marked with an 'attack dice -1' marker (as a result of conducting an extended move last turn) one of the green dice is removed. Defending unit has a base 1 yellow, plus another yellow and a green for the defensive value of the forest.
The attacker rolls 3 hits, only 2 of which are saved thus inflicting 1 hit on the defender. Since the MG unit only has 2 'steps', we flip it over to its reduced side.
Units which are reduced to half strength or less are treat any 'double success' rolls as a single only.
This brief description illustrates how the basic movement and combat system operates. I should mention that units which have not been activated have an option to make a 'reaction fire' against units moving within its range and LOS. Units also have an option to 'dig-in' as an action which imparts a defensive bonus of 1 green die.
Next, I'll take a look at how the close combat rules function.