7.2 Combat Values

Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the unparenthesized number (not the parenthesized number, which is its Manpower value). A unit with a disorganized Strength marker may have a Combat Value of ½. If so, this fraction is retained in combat -- it is not rounded up or down. A unit's Fatigue Level has no effect on its Combat value.

In combat, the attacker and defender must combine the Combat Values of all their participating units. Players cannot withold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat Value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.

MAXIMUM VALUES

The maximum combined Combat value of defending units is 60. The maximum combined Combat value of attacking units is 70. (Exceptions: If at least one-half of the infantry units defending in a hex are entrenched, the maximum Combat value is 100; if all of the infantry units defending in a hex are entrenched, the maximum Combat value is 130. In a grand assault, the total Combat value of attacking units may exceed 70 as long as each hex containing attacking units does not exceed 70.)

7.3 Artillery Values

A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).

7.4 Combat Die Roll Modifiers

Several factors modify combat die rolls. Modifiers are cumulative.

RATIO MODIFIER

The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ration down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from -12 to +13 is listed next to each ratio. This is the ratio modifier.

ARTILLERY MODIFIER

The attacker's die roll may be modified by the artillery modifier. The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier. Note: If neither the attacker nor the defender have Artillery values, no artillery modifier applies. Also, if the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect."

ARTILLERY MODIFIER SUMMARY

Artillery Value Differential...

(Attacker's Artillery Value minus Defender's Artillery Value)

DEFENDER'S

TERRAIN

-4 or less -3 to +1 +2 to +4 +5 to +7 +8 or more
Clear

-3

-2

NE

+1

+2

Rolling

-2

-1

NE

+1 *

+1

Rough

-1

-1 *

NE

NE

+1 *

Woods/City

NE

NE

NE

NE

NE

Swamp/Mountain §

NE

NE

NE

NE

NE

* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used.

Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead.

Also applies to provisional swamp hexes in non-rain turns.

§ Also applies to provisional swamp hexes in rain turns.

NE: No effect


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