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Close Combat Phase A = ATTACKER Action B = BOTH SIDES Action D = DEFENDER Action

START (per location)
B Place Hidden units in a CC location under “?”
B Check for Ambush
D Attempt Tank-Hunter Hero creation
B Check for Sequential CC
B Attempt Prisoner escape
B Attempt Abandoned vehicle capture
B Units declare SMC solo status
DURING (per location)
B Units declare CC attacks (ATTACKER first)
B Attempt ATMM attack (German, Japanese Tank-HunterHero)
B Resolve CC attacksRemove berserk if all Known Enemy units present eliminated in CC
B Capture unescorted abandoned vehicles
B Flip CC to Melee or remove
END (of Phase)
B Resolve non-Flame clearance attempts
B Remove TI and Pin
B Destroy tunnel entrance
B Flip Stun to +1
A Gain Concealment
ORIGINAL 2 DR:
CC Attacker may withdraw
Possible Leader Creation in CC
Possible Unlikely Kill
Field Phone Loss
ORIGINAL 11 DR:
Level A/B Booby Traps TC Casualty Reduction
Flail removed when clearing mines
ORIGINAL 12 DR:
ATMM CC Dud
CC Defender may withdraw
CC Attacker vs manned vehicle Casualty Reduction
Flail Tank eliminated by A-T Mines
Flail Tank Immobilized by A-P Mines
Level A/C Booby Traps TC Casualty Reduction
Minefield Clearance Casualty Reduction
MISCELLANEOUS TABLESUSED IN THIS PHASE
A11.4 Ambush
A12.121 Concealment Gain
A18.2 Leader Creation
B24.7 Clearance Attempts
C13.7 German ATMM
G1.421 Tank Hunter-Hero Creation
G1.4321 Tank Hunter-Hero ATMM
G2.7* Jungle Clearance Attempts
no table provided *Rule only