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close combat

In document AE WWII (Page 60-63)

For each action point spent by any combatant in a melee, a single round of combat is fought.

Each opponent rolls a d6. Each player applies the number rolled to the CC attribute of the trooper in close combat. The player with the higher number scores a hit. If the totals are tied, the model with the higher CC score is victorious. If both models have the same CC score, re-roll until a clear winner has been determined.

The striking player rolls a d6 and adds the S (Strength) of the trooper striking the enemy to determine the total Strength of the attack. The model being struck is then allowed an armor save, as detailed above (pg. 50-51).

charging ( special action)

Rushing into close combat often provides a soldier with the element of surprise and devastating momentum. The Charge action is similar to a Sprint (see Movement pg. 50), but ends with the model engaging an enemy in close combat. The Charging model must follow the same restrictions as though they took the Sprint action (moving in a straight line, AP cost, etc) and must end their movement in base contact with an enemy model. Immediately after their movement, the charging model is allowed a single close combat attack (as per the rules above) against the model they charged.

Models making the Charge action receive a +2 modifi er to both their CC and Strength attributes applied to the attack made at the end of their movement. The bonus to the CC attribute does not count for breaking ties in a close combat attack.

focused attack (special action)

Sometimes, a severely outmatched soldier must forgo defense to make an effective strike in close combat. In doing so, they leave themselves open for attack, but may be able to bring down a more skilled opponent. When making a Focused Attack action in close combat, a model may choose to gain a bonus to a single attack while taking a penalty to all other close combat attacks until their next activation. This bonus may be up to the model’s CC attribute and applies to both Strength and CC. Until the model’s next activation, it suffers a penalty to its CC attribute equal to the bonus gained. This may allow a lesser opponent to perhaps wound his enemy despite the superiority of his foe(s).

A model may only make one Focused Attack per turn, but may make additional close combat attacks in the same turn. A Focused Attack cannot be combined with a charge.

Example: A US Airborne soldier (CC 3) is fi ghting a Sturmaffe in close combat and is quite overwhelmed. The Airborne chooses to take the Focused Attack action and chooses to gain a bonus of +2 to both its Strength and Close Combat attributes. After this attack is resolved, the Airborne is at a -2 to its CC attribute until its next activation. The Airborne could choose to take a bonus from +1 to +3, with a corresponding penalty following the focused attack.

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facing in close combat

To be able to fi ght effectively in close combat, soldiers need to be able to see their opponent, and attackers gain signifi cant advantages by attacking from behind. Facing determines in which direction a model is looking (see Movement pg. 50) and is important in close combat. A model can effectively fi ght against any model that it is facing in close combat; when fi ghting models it is not facing, a model suffers from a number of penalties.

If an attacking model is in its opponent’s rear arc during close combat, its enemy’s CC attribute is cut in half (round down).

This penalty applies to all attacks made against a model in close combat from enemies in its rear arc. In addition, if a model being attacked from its rear arc scores a hit against an enemy in its rear arc, it does not infl ict damage but instead can turn to face the attacker without expending any Action Points.

A model may only actively (rather than reactively) attack models in its forward arc.

leaving close combat (special action)

There will often come a time when an individual will fi nd themselves severely outmatched in close combat. When faced with such a situation, a wise warrior will do what they can to withdraw in the hopes of evening the odds or, at the very least, living to fi ght another day.

As an action (costing 1 AP), a model engaged in close combat may attempt to leave combat, moving at their standard movement rate away from their enemy. To do so, the model wishing to leave combat must make a successful attack against all enemy models with which they are engaged in close combat. The attacks are resolved normally, however no damage is dealt by the victor.

If the withdrawing model is unable to beat their opponent(s), they may not withdraw and are forced to remain in the combat;

otherwise they may withdraw from combat, immediately moving their standard movement rate away from their enemy.

The OSS Agent suffers penalties for being attacked from the rear arc.

Some combatants are quite large, able to push around smaller opponents and simply wade through hordes of enemies without slowing down. Models that are mounted on medium or large bases (see Base Size pg. 40) can choose to leave close combat without the need for a close combat attack. These models can simply move away at their leisure, at their standard movement rate. However, as they are choosing to ignore those they are in combat with, each enemy is allowed a free attack (not requiring the expenditure of AP) against the withdrawing model. Resolve these attacks as normal; however the withdrawing model does not infl ict damage if they are victorious. Alternatively, a Medium or Large model may roll to disengage from close combat normally, in order to avoid the free attack(s), as described in the previous paragraph.

In close combat, the key to victory is often to overwhelm your enemy. A soldier involved in close combat against more than one enemy may be quickly outnumbered and dragged down. A model in close combat is able to defend against as many foes as they like, however they take a -1 penalty to their CC attribute for each opponent after the fi rst. Thus, a model in close combat

against three opponents has a -2 penalty to all close combat attacks. In the instance of multiple combatants and rear arc attacks, reduce the CC attribute of the model before halving.

Larger combatants are able to take on more than one opponent in close combat without diffi culty. For each increase in base size (1.5”, 2”, etc), a model is able to engage an additional enemy in close combat without suffering a penalty to their CC attribute.

Thus, a Sturmaffe (2” base) can fi ght against three enemy models at once without any penalty; should a fourth enemy model come into contact with the ape, it will then suffer a -1 penalty to its CC attribute.

Just as important as keeping soldiers alive is making sure they remain on the fi eld of battle. Managing the morale of the troops can quickly become a daunting task as units and detachments begin to suffer casualties. Soldiers can become demoralized as their comrades begin to fall or rout and players can fi nd their forces abandoning the mission.

Morale is an important part of AE-WWII. The morale of a unit or individual is measured using their Drive attribute. Most models have a Drive score;

those that don’t are either immune to the effects of morale or are too mindless to be effected by morale.

The Drive attribute of each unit or individual can be lowered during a battle as soldiers on the fi eld watch their fellow troopers fall to enemy fi re. When a

model’s Drive attribute reaches zero, that model succumbs to fear and either surrenders to the enemy or fl ees the battlefi eld.

Players can use special orders, the special abilities of certain models and any other available methods to try and boost the dropping morale of units.

penalties to drive

Throughout the game, units suffer penalties to their Drive attribute. Some penalties are temporary; these penalties remain in place until the conditions causing their loss is removed. Other penalties are permanent; they can only be removed by special abilities such as command.

temporary drive penalties

Some penalties to Drive are temporary, lasting only as long as certain conditions are met. While these conditions are in place, the affected unit’s Drive is reduced. As soon as the condition imposing the temporary Drive penalty is removed, the penalty is no longer in effect. The following are examples of temporary Drive penalties.

Units struck by certain weapons (those with the terrifying attribute) suffer a reduction in their Drive score through their next activation.

Some models are frightening, which imposes a Drive penalty as long as enemy models are in base contact with the model.

For every friendly unit that is currently in rout, every other friendly unit has their Drive reduced by one.

Other abilities, special orders, scenario rules or weapon effects may impose temporary Drive penalties.

Because the sturmaffe is a large model it does not suffer penalties for being outnumbered.

in house

Gang up on models wherever possible.

in house

As mentioned earlier, doing a quick check of a unit’s current Drive as it’s being activated is an easy way to keep track of morale. Leaving fallen models

on the battlefi eld is another easy way to remind yourself of

current Drive penalties.

permanent drive penalties

Many circumstances cause a unit’s Drive to drop permanently, eventually leading to rout or surrender. These losses to Drive remain in effect for the remainder of the game and can only be removed through the use of command or other special abilities or special orders. The following permanent Drive penalties apply to all units:

Each casualty a squad suffers, their Drive is reduced by one.

Each wound an individual suffers lowers that model’s Drive by one.

For every friendly unit removed as a casualty, every other friendly unit has their Drive reduced by one.

Other abilities, special orders, scenario rules or weapon effects may impose permanent Drive penalties.

A unit’s drive may never fall below zero. However, permanent drive penalties are always applied before temporary drive penalties. When a unit’s Drive is already zero, a new permanent Drive penalty will effectively replace a temporary Drive penalty already in place. A temporary Drive penalty can never prevent a permanent Drive penalty from being applied.

squads and drive

All models within a squad share the same drive attribute. They fi ght together, die together, and will suffer the effects of a dwindling morale together. When a squad’s Drive reaches zero, all models in the squad are in rout.

individuals and drive

Individuals do not share their Drive attribute with other models, but instead act of their own accord on the battlefi eld. One exception to this is individuals that have joined a friendly squad.

This individual shares its Drive attribute with the squad it has joined and when its Drive reaches zero, it and all members of the joined squad are in rout. A unit with a joined individual uses the highest current Drive value present in the squad. If an individual joins a squad, the individual becomes a member of that squad for purposes of Drive loss; thus they would no longer suffer penalties for wounds, but instead would suffer penalties to Drive for casualties.

The American forces are suffering morale losses. The OSS Agent has been killed, causing a -1 Drive penalty to all American units.

Unit A suffers only a -1 Drive penalty as a result of the killed OSS Agent.

Unit B suffers an additional -1 Drive penalty due to a casualty in the unit.

Unit C is suffering from a -1 Drive penalty because they have suffered a wound (the unit is an individual) as well as a -1 Drive penalty for being in base contact with a terrifying model; these penalties are in addition to the -1 Drive for the loss of the OSS Agent.

Unit D has suffered enough Drive losses to be in rout; all models in the unit will fl ee during their next activation unless their Drive can be raised through the use of the command ability or other means.

Individuals that join a squad in rout (see below) immediately bolster the squad’s Drive to the individual’s current value. When an individual that has already joined a squad leaves that squad, the squad’s Drive becomes the lower of either its current value or its original value. If this drops a squad’s Drive to zero, it enters rout during its next activation.

rout

When a unit’s Drive attribute is reduced to zero, it is considered in rout. Routing models will either surrender or fl ee the fi eld of battle as quickly as possible, hoping to fi ght another day.

If a model is in close combat when its Drive attribute reaches zero, that model surrenders and is removed from the table. This takes place at the beginning of that model’s activation, giving players a chance to boost the model’s Drive before it is forced to surrender. Certain scenarios and secondary objectives require players to keep track of surrendering models; these models are otherwise counted as casualties for purposes of attrition and other factors.

Models not in close combat when their Drive reaches zero fl ee, trying desperately to leave the battlefi eld. When a model with a Drive of zero is activated, it must move as quickly as possible (taking the Sprint action, if possible) towards the closest table edge and off the table. Fleeing models may try to avoid enemy

adjustments to certain other model’s Drive attributes.

Certain special orders and scenario special rules may positively impact a unit’s Drive score.

When a routing unit has their Drive attribute raised above zero, they are able to regroup and recover. At their next activation, routing models that have a Drive above zero may immediately regroup, acting normally.

vehicles and drive

The rules for how vehicles and their crew respond to losses of Drive is discussed below in the ‘Vehicles’ section.

When a vehicle is destroyed (i.e. its last Wound is removed) it counts as a friendly unit being removed as a casualty for Drive purposes. The crew of a vehicle, though able to operate outside of the vehicle, does not count as a friendly unit for Drive purposes once outside of the vehicle.

Alternatively, if the entire crew of a vehicle has been removed as casualties while still inside the vehicle, but the vehicle remains intact (at least one wound remaining), the vehicle now becomes inoperable and this counts as a friendly unit being removed as a casualty for Drive purposes.

Thus, when a vehicle is destroyed, all other friendly units on the battlefi eld have their Drive reduced by one. If the vehicle crew disembarks and is subsequently removed as a casualty this does not impose a penalty to the Drive of all other friendly units on the battlefi eld.

models, where possible, but otherwise must move along the • quickest possible path towards the nearest table edge.

If some, but not all, of a squad’s models are engaged in close combat when the squad’s Drive reaches zero those models in close combat surrender and are removed as casualties while those not engaged in close combat rout as described above.

regaining drive

As units begin to lose Drive, it may become diffi cult to prevent a chain reaction whereby the entire detachment begins to rout.

Certain situations can boost the Drive of a model that has lost morale, eventually rebuilding a model’s Drive back to its original value. With few exceptions, no ability or rule can raise a model’s Drive above its original value.

Just like effects that lower a model’s Drive, effects that boost a model’s Drive happen instantly, raising the Drive of all models affected immediately. Players must use the methods listed below to effectively manage the morale of their troops, lest they face a full rout. The following list details ways to raise the morale of a model that has lost Drive.

Individuals can join squads, allowing them to use the Drive of the individual rather than the unit (see Individuals, above).

Offi cers and other such models have the command ability, allowing them to spend AP to give units a boost to their Drive (see the command ability).

Certain heroes possess abilities that will provide

Vehicles are key elements to any military force, be it simple transport vehicles or massive tanks. Though AE-WWII is a skirmish game, players may wish to fi eld vehicles as part of their detachment. The rules presented here allow players to add vehicles to their games, helping their forces move and fi ght across the battlefi eld.

In document AE WWII (Page 60-63)