- [10.0]? GROUND ASSAULT
After combat units have been designated to attack and Barrages have been resolved, it's time to carry out Ground Assaults. This represents what is universally known as "closing with the enemy."
The active side is always the attacker and the non-active side the defender, regardless of the overall situation. During the Ground Assault segment, the attacker resolves combats in any order he chooses, with each attack being completely finished before starting another. An attack is not finished until all losses, retreats and/or advances have been fully applied.
- [10.1.0]? Unit Strength & Combat Strength
All units have one or more steps that measure how many men and/or armored fighting vehicles (AFVs?) are present in that unit. Each step is approximately equal to one company. As a unit takes losses in combat, the number of steps in that unit is reduced. Each hit subtracts one step from the unit. When a unit loses its last step, it is eliminated and removed from the board.
Play Note: Most eliminated units may be rebuilt. Units eliminated while isolated may not be (21.3.0).
Step Losses and Combat Strength
The Hit Markers are placed under the unit's reduced side to record the second step loss. The values under the hit marker show the unit's actual combat strength.
- [10.1.1]? Number of Steps in a Full Strength Unit
- A unit with a battalion symbol possesses three steps if it is at full strength. Full strength units with a white company equivalent stripe possess a number of steps equal to the number of unit boxes and/or silhouettes shown on their full strength side. All HQs? are two step units at full strength. No unit in the game ever possesses more than three steps. All artillery units, heavy bridge column units, and individual company-sized units have only one step of strength and are removed from the board if that step is lost.
- [10.1.2]? Ground Assault Strength and Step Losses
A unit's Ground Assault strength (attack and/or defense) is reduced by step losses. A unit with no step losses uses the Ground Assault strength printed on the front side of its counter. When a unit with more than one step takes its first step loss, it is flipped over to its reduced strength side (indicated by a color band), and uses the strength on this side. When a three step unit suffers a second step loss, a step loss marker, (in this case, the Ace of Spades), is placed underneath the unit's reduced strength side, and the Ground Assault strengths on that reduced side are modified as follows:
- if the printed strength is 7 or greater, it is halved (round fractions up)
- if it is 4, 5 or 6, subtract two
- if it is 3 or less, subtract one.
Example: A US infantry unit is a 7-8-0 in terms of Ground Assault strengths. If it takes one loss, it is flipped over to its reduced strength side, (the lighter color band denotes this) which is 5-6-0. If it were to take another loss, to its final step, a step loss marker would be placed underneath the unit. Its Ground Assault strengths would now be 3-4-0. If the reduced side strength had been 2-3-0, another hit would have reduced the unit's final strengths to 1-2-0.
- [10.1.3a]? When to Halve a Unit's Ground Assault Strength
A unit's Ground Assault strength is halved (round fractions upward) under the following conditions:
- The unit attacks across a river hexside (bridges and fords do not effect this).
- A pure armor unit not stacked with any type of infantry or engineer unit defends in, attacks out of or attacks into a woods, forest, town or city hex.
- It is a hybrid unit or pure armor unit that defends in, attacks out of or attacks into a marsh/soft ground hex.
- The unit has a Resting marker.
- The unit is Out of Supply.
- An artillery unit is defending while stacked with another unit (10.1.6).
- [10.1.3b]? Voluntarily Halving a Unit's GA Strength
A unit's GA strength may be voluntarily halved (round fractions upward) under the following conditions:
- A unit with armor (AFV of any type) chooses to Standoff during a combat (10.5.4).
- The unit is in On Hand Supply status and desires not to go to Out of Supply status (14.6.0).
- During Extended Night Activity a defending unit desires to avoid Resting status (4.3.3a).
- [10.1.4]? When to Quarter a Unit's Ground Assault Strength
A unit's Ground Assault strength is quartered (round fractions upward) under the following conditions:
- The unit bears a Fatigued marker.
- Any of the conditions in 10.1.3a & b are in combination.
- [10.1.5]? Maximum Reduction of GA Strength
- A unit's strength is never reduced below one for any reason. This applies to attack and defense strengths.
- [10.1.6]? Artillery Units
An artillery unit alone in a hex being ground assaulted by enemy units defends using its normal defense strength. If an artillery unit is stacked with other defending units, (including other artillery units), its defense strength is halved (round fractions up). An Ammo Depleted artillery unit's GA defense factor is one (1).
An Artillery unit that barraged can still use its defense factor to defend against attacks.
- [10.2.0]? Lead Units
- A lead unit is the unit chosen to spearhead an assault or lead the defense in a Ground Assault. This enables a player to use that unit's Proficiency Rating for that Ground Assault. It is this unit whose leaders are mainly upfront in the combat and whose men are predominantly being exposed to fire (at least initially). There is no restriction on what unit may be chosen as the lead unit in a combat except as in 10.3.2.
- [10.3.0]? Combat Proficiency Bonuses
- Units have attack and defense Proficiency Ratings (PRs?) that measure intangibles like training, morale, and leadership. The Unit Type Chart shows the location of these ratings on the unit counters.
- [10.3.1]? Generating Proficiency Bonuses
After calculating the Ground Assault strength, each side chooses one friendly Lead Unit for that combat. The attacker compares the attack PR of his unit to the defense PR of the enemy's lead unit. If the two are equal, there is no bonus. The side with the larger rating receives a number of Proficiency bonuses equal to the difference of the two proficiency ratings. Each proficiency bonus is equal to a DRM of 5 points. Note that the Lead unit is usually first in step loss priority (11.5.1).
Defensive proficiency ratings are increased by plus two in fortifications (max. 9).
- [10.3.2]? Lead Unit Restrictions
- An Armor unit in a Standoff Role can not be designated as Lead Unit (see 10.5.4).
- [10.4.0]? Regimental Integrity Combat Bonuses (RIBs?)
- Units belonging to the same sub-formation fought more effectively when operating near each other. Regimental Integrity Bonuses (RIBs?) reward players who keep the subunits of regiments, brigades, combat commands and Kampfgruppen together. A RIB is a favorable DRM worth 5 points to a player's Ground Assault dice-rolls.
- [10.4.1]? How to Receive RIBs?
- If two or more units of the same sub-formation are in or adjacent to the defending hex, that sub-formation's side may be eligible for a RIB. Each attacking unit of a sub-formation awards one RIB to the attacking side. For each defending unit of a sub-formation, or those in adjacent hexes that are not being attacked, one RIB is awarded. Units that have been attached to a sub-formation or formation are considered part of that sub-formation or formation for this rule.
- [10.4.1a]? RIBs? Requirements
For a unit to receive or contribute a RIB it must not be in Strat Mode, fatigued, resting, or out of supply. A unit stacked with a unit from a different division cannot receive or contribute a RIB.
Example: Three US units from the CCA/9th Armored Division, in this case stacked separately, are attacking. The US player would be awarded a total of three RIBs? (3x5 = 15). Had one of the CCA units been stacked with a unit from another division, then it would not contribute to the bonus unless the entire CCA was attached to that other division.
Regimental Integrity Bonus:
All units of the 9th Infantry Regiment are in PA Mode so they may all attack enemy I/78th Battalion. The II/78th Battalion is adjacent and not under attack, so it may contribute a RIB bonus to the I/78th. The US receives three bonuses, the Germans two, for a net US of one RIB, which is a DRM of five points on the GA dice-rolls in favor of the US player.
Q. A stack containing bns from two different divisions might be ahistorically more effective for combat purposes; re, getting more RIBs? from two different divisions and being able to observe artillery fire for two different divisions, as opposed to one.
A. Two points:
1. Rule 10.4.1a states that if a stack has units from more than one division present, that stack may not receive or give RIB bonuses (unless of course, units are attached to the other division).
2. The rules also state that for the purposes of barrage, only one UNIT at a time actually observes for each barrage, meaning that even though two units were in a hex, only one from that hex could be used to spot for any particular barrage. Of course, the other unit could be used to spot for a totally different barrage, but the only way you could get the guns of more than one division participating in the same barrage would be if 1) it was a US Barrage and 2) the observer was in PAssault? mode or 3) the observing unit was in an ET during the enemy's Combat Phase.
- [10.4.2]? Limits on the Number of RIBs?
A unit can only contribute a RIB once per segment. No more than three RIBs? can be awarded to each side per combat, but more than one sub-formation may be used to get those RIBs?.
Play Note: An RIB award will never be less than 10 or more than 15.
- [10.4.3]? German Divisional Assets & RIBs?
- German divisional engineer, reconnaissance (rec or recon) and fusilier (fus) units may be used to provide RIBs? to any sub-formations of that division (not ersatz units). They are treated as if they were attached to those sub-formations when they attack or defend with those units.
- [10.5.0]? Armor & Anti-Tank Bonuses
- A Unit possesses an armor value if it contains armor (an AFV silhouette; see Unit Type Chart). Units that don't contain armor have anti-tank (AT) values, instead. When units with an Armor Value attack or defend, they may generate Armor bonuses for the owning side; units with AT values may generate AT bonuses only for the defending side. Each Armor or AT bonus is a favorable Ground Assault DRM worth 10 points to the receiving side. In each attack, only one side (attacker or defender) can receive such bonuses. The maximum number of bonuses a side may receive is four for the attacker and one for the defender (Armor or AT).
- [10.5.1]? Armor Bonus Requirement: Armor/Infantry Stacks
To qualify for armor bonuses, pure armor units must be stacked with infantry units. Infantry (Mech or leg), engineers and armored recon are considered infantry for this rule. Hybrid units meet this requirement automatically, as do pure armor units stacked with them.
Exception: A Pure Armor unit may receive armor bonuses when not stacked with infantry if the armor unit is attacking into or defending in clear terrain hexes, unless it is a night GT (see below 10.5.5). At least one step of infantry must be present for each two steps of armor in the stack, unless the unit is a Hybrid unit. A Hybrid unit also satisfies the infantry step requirement for one other armor step in the same stack.
Example: The US 12-10-4 Hybrid unit contains three steps - one M5, one M4, and one armored infantry company at full strength. This unit automatically meets the armor/infantry stack requirement for armor bonus by itself. It could also meet that requirement for an additional step of armor. So the US player could have this unit and one step of pure armor in a stack and qualify for an armor bonus.
Armor/AT Bonus:
The two units of CCR/11th Armor Division are in PA mode so they may all attack the enemy I/78th Battalion, which is entrenched. The attacking units are Hybrid units so they automatically possess combined arms, and can qualify for attacking armor bonuses. The US player chooses the 8-7-4 as his lead unit with an armor value of 4. The defender is entrenched in Rough Terrain, so the defender's AT factor is 0 +1(rough) +2(Entrenchment) for an AT value of 3. Since the attacking armor factors are greater (4-3=1), the US receives one Armor Bonus in his favor. If the unit had not been entrenched, the US would have received 3 Armor bonuses (4-1=3) for a DRM of 30 in his favor.
- [10.5.2]? Calculating the Armor/AT Bonus
For each Ground Assault, after calculating the combat odds, each side picks one friendly participating unit and their Armor/AT values are compared. The side with the larger value receives a number of bonuses equal to the difference between the two (however see 10.5.0, defender bonus maximum). No bonus is awarded if the values are equal. If a unit's armor value is underlined it is reduced by one if it is attacking.
If the defender has armor and the attacker has none, and the defender's armor value is larger than any printed (unmodified) AT value among the attacking units, the defender receives one defending armor bonus. If there is an attacking unit with a larger AT value, no bonus is awarded to either side.
- [10.5.2a]? Towed AT and Infantry AT Values
- There are two categories of modifiers for AT values: towed AT and infantry AT modifiers. Artillery, Heavy Flak and Anti-Tank units use the towed AT modifiers. Infantry units (armored, motorized, Leg and recon) use the Infantry AT modifiers.
- [10.5.3]? Terrain Modifiers
- Armor/AT values may be modified by terrain. The Ground Assault and TEC Chart lists the modifiers for each terrain type. Armor values may never be reduced below one. Armor values are reduced to one if pure armor units defend in or attack into woods, forest, town or city hex and they aren't stacked with infantry.
- [10.5.3a]? Cumulative Terrain Modifiers
Only the AT modifiers of Infantry units stacked in Fieldworks and Fortifications are cumulative; otherwise, use the single largest modifier for AT values. An Armor unit's armor rating is never reduced below one.
EXAMPLE 1: An Infantry unit with an AT value of zero stacked in a Village hex and in an IP would receive a +1 for the Village and +2 for the IP for a total AT value of 3.
EXAMPLE 2: An Anti-Tank unit with a AT value of 3 is stack in a Location hex and in an entrenchment would have its AT value raised to 4. (Fieldworks are not cumulative in this case.)
- [10.5.4]? Armor in a Standoff Role
For each combat, before attack and defense strengths are revealed, each player may declare his armor to be in a standoff role to avoid opposing Armor/AT effects. When this happens, that side's pure armor and hybrid units involved in the GA have their current combat strength halved (round up), and they can't generate armor bonuses for that GA; the opposing side ignores any AT bonus (but not Armor bonus). Standoff may not be chosen in Clear or Rough terrain. Also, a side that has only pure armor (or only hybrid) units involved may not choose this option. An Armor unit in a Standoff Role can not be designated as Lead Unit.
German Medium Armor in Standoff does not need to check for Bridge Collapse (15.4.0).
- [10.5.5]? Armor/AT Bonuses and Night
- At night, the maximum number of armor or AT bonuses that can be awarded in each combat is one.
- [10.5.6]? Armor/AT and Supply
- Out of Supply units have their Armor or AT value halved.
- [10.5.7]? Ammo Depleted Artillery
- An Ammo Depleted artillery unit has its AT value reduced to one (1).
- [10.6.0]? Combat Reserve Bonus
- Units in Combat Reserve can generate Combat Reserve Bonuses for units belonging to the same formation that are involved in a Ground Assault. A Combat Reserve Bonus is a favorable DRM worth 5 points to a player's Ground Assault dice-rolls.
- [10.6.1]? Using the Combat Reserve Bonus
If a Ground Assault occurs within three hexes of a unit in Combat Reserve, the owning player (attacker or defender) may receive a Combat Reserve Bonus if the following conditions are satisfied:
- At least one unit from the same formation (Division or Independent Brigade) is involved in that combat.
- The unit in Combat Reserve could hypothetically move into the same hex without having to stop before getting there in one normal Tactical Mode move.
Units in Combat Reserve are unaffected by the results of a combat they provided a bonus to. A maximum of three Combat Reserve Bonuses may be received per ground assault per side. As soon as a unit in Combat Reserve provides a bonus, remove the Combat Reserve marker. It can provide no more combat bonuses in that segment.
- [10.7.0]? Engineer Assault Benefits
- If a defending unit occupies a fieldwork, fortification, town or city, an attacker can use engineer units to shift the Ground Assault Value. For each stack of attacking units with an engineer unit (company or battalion) in PA Mode, the attacker gains one shift to the right on the GAT, up to a maximum of two shifts. Engineers can never give more than one shift against an IP or town. (This is all that is needed to negate the defender's shift.)
Simplifying the RIB rule w new concepts --quest, Fri, 17 Nov 2006 20:37:03 +0100 reply
I think that the introduction of half/full RIB will make it a lot clearer.
... --Scipio, Fri, 17 Nov 2006 21:02:43 +0100 reply
Full/half/no RIBs?? Like 0/10/15?
Suggested wording for RIB rule --quest, Fri, 17 Nov 2006 22:40:01 +0100 reply
- [10.4.0]? Regimental Integrity Combat Bonuses (RIBs?)
- Units belonging to the same sub-formation fought more effectively when operating near each other. Regimental Integrity Bonuses (RIBs?) reward players who keep the subunits of regiments, brigades, combat commands and Kampfgruppen together.
- [10.4.1a]? RIBs? Requirements
There are two RIB classes:
- Half RIB gives +10 DRM to Ground Assault. Half RIB is awarded when there are 2 units of the same sub-formation participating in a particular Ground Assault.
- Full RIB DRM is +15. It requires (a) 3 participating units of the same sub-formation, or (b) 2 half RIBs? produced by two different sub-formations (that may belong to different divisions).
Requirements for a unit to be eligible:
- Units must belong to the same regiment, brigade, combat command or Kampfgruppe. Units that have been attached to such a sub-formation can receive and provide RIB.
- For attacking units, must be part of the same GA. For defending units, must be (a) present in defending hex or, (b) adjacent to defending hex, and not target of a separate GA.
- Unit must not be stacked with unit of a different division.
- Unit must not be in Strat Mode, fatigued, resting, or out of supply.
- A unit can only contribute a RIB once per segment.
- [10.4.3]? German Divisional Assets & RIBs?
- German divisional engineer, reconnaissance (rec or recon) and fusilier (fus) units may be used to provide RIBs? to any sub-formations of that division (not ersatz units). They are treated as if they were attached to those sub-formations when they attack or defend with those units.
Should work --Scipio, Sat, 18 Nov 2006 15:29:16 +0100 reply
It would make it easier to be clear about the RIB modifiers when talking during play as well.
