A unit that is in a ZOC must initiate combat against one or more of the units it is adjacent to.
All enemy units in a friendly ZOC must be attacked.
Of the units stacked together in a hex, a maximum of 8 infantry or cavalry SP can be used to attack or defend, plus up to 10 SP of artillery in the hex; but all units in a hex must abide by combat results even if their SPs weren’t counted in the combat.
A stack is considered a single unit in that it cannot split its attack or defense against multiple hexes. Combat must be determined as if there were single units in each hex and all enemy units in a friendly ZOC must be attacked.
Friendly units in an enemy ZOC are not required to attack as long as all enemy units in a friendly ZOC are attacked.
a. Example: Friendly units in hexes A and B both have enemy hex C in their ZOC. The Phasing player opts to only attack with the units in hex B. Hex A is not required to attack so long as C is attacked by someone.
- If a phasing player’s units find themselves in a ZOC, such as when a defender advances after combat, even if they are not in command or have used road movement, they may attack and even advance after combat. The enemy unit, by advancing and putting the friendly unit in its ZOC has effectively put that unit in command for this combat phase.
- Units do not have a facing, but units attacked from 3 or more hexes, or from two hexes that are not adjacent, are said to be flanked and receive a negative DRM.
- Determine the odds on the Odds Determination Table and roll one 6-sided die on the Combat Results Table (CRT) for that combat. Apply the results of the CRT as explained on the player aid card.
Combat Die Roll Modifiers #
The DRM table on the player-aid card presents all DRMs available to the attacker and defender. The final die result is always the cumulative total of both attackers’ and defenders’ DRMs.
Example: A stack of regiments defending in breastworks is attacked by two stacks of units separated by one hex (flanking attack), they are on a higher elevation, but one stack is disorganized, and they have a commander with a command value of 5 stacked with them. The total DRMs are -1 for a flanking attack, -1 for elevation favorable to the attacker, -1 for the commander, +1 for disorganization, and +1 for breastworks. The total result is -1-1-1+1+1 or a -1 net DRM for this combat.
Elimination Priority #
- When a stack is required to take losses, because of CRT or Cavalry Charge results, the loss must first be a unit with a Cohesion Rating (CR) the same as was used in the combat. In an EXC, the defender chooses whatever unit in the stack with the requisite CR to lose, the attacker must lose units whose strength points at least match those lost by the defender, and the first unit must have a CR matching what was used in the combat. If additional units must be taken to at least match the defender’s losses, their CR may be different.
Any stack that suffers an adverse combat result (elimination or retreat) by artillery fire, cavalry charge, or regular combat must roll for each commander in the hex above 1 star to determine if any become casualties. On a roll of 1, the commander is considered a casualty and is flipped to their replacement side. Replacement commanders cannot be eliminated. A leader’s elimination may change who is considered the “army commander” for the purpose of initiative determination
