Each attack will yield one of two results on the AP Combat Table: a dash (—), indicating the attack had no effect, or Casualty Points (a result), indicating units in the target hex have suffered casualties or damage.
Applying Casualty Points
When casualties are inflicted by an AP attack, the computer will automatically apply the damage to the legal targets in the defending hex.
The computer will apply the resulting casualty points until all points are expended or all units in the hex are eliminated.
A unit may be pinned for the cost of a single casualty point.
A squad may be reduced to a half squad for the cost of the difference in the casualty points between the full and half squads. For example, a British 4-6-4 squad has 4 casualty points. It’s half-squad is 2-6-2, and so has 2 casualty points. The computer could reduce the 4-6-4 squad to a 2-6-2 half squad for the cost of 2 casualty points.
Finally, a unit may be eliminated for its full casualty point cost.
The computer will apply casualty points to defending units in the order of the least valuable units first. The game determines the value of units using the Units Points Table found in the appendices. For example, the same British 4-6-4 rifle squad has a value of 9 points. A British 5-5-6 paratrooper squad has a value of 14. The computer will try to assign casualties to the rifle squad first. Note that the presence of support weapons also affects the points value of a unit, so more valuable squads without a support weapon may be damaged before squads that are carrying a weapon.
Pinned Units
Units may be pinned as a result of the application of combat results. A pinned unit is marked and is unable to perform any actions.

If the pinned unit is a vehicle, any passengers are also pinned. A unit remains pinned unless it successfully rallies during the After-Action Phase, or until the owning player’s next Command Phase when it automatically rallies.
