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John Treadaway - February 2015
RULES  RULES  is Infantry Close Assault
How does this work in practice?
So - let's set up a specific example. 6 Alaudae Legion infantry TUs (Close Assault: 4) try and close assault a Thunderbolt Division Br59 Dragoon 2 T/ICV - defensive values F10, S 10, R 8, T 7. The Dragoon 2 has a Drozd 6 Anti-Buzzbomb (and Anti personnel) system mounted in every angle except the rear so it may fire on any infantry that get within close range. So only four infantry TUs can actually make base contact with the vehicle (even if more could, only four count) so the Alaudae player holds those two back in a better defensive position and out of range of the Thunderbolt AFVs anti-personnel system. Those four infantry TUs assault all aspects of the AFV so one on the front (Defensive value of 10) one on each side (also a Defensive value of 10) and one at the rear (DV of 8) (click on illustration, above). Before they close, however, three of these are attacked with the anti-buzzbomb system as they get within Close range (the one attacking on the rear arc is spared this) and a die is bowled for each of those three as they move (in their movement phase 4). The result of those die rolls are a 4, 6 and 5 so - on the basis that a 4+ is needed to achieve a hit - all three of them are hit as they run towards the vehicle. The anti-buzzbomb system has a firepower of 3/1 (so 3 against infantry) and so 3 is added to a dice roll to attack the infantry (who, wearing body armour, have a DV of 6). A roll of a 1, 4 and
6 (added to a 3 = results 4, 7 and 9) means that two infantry TUs are killed as they come in and one is suppressed: the TU stops in its tracks and goes to ground (receiving one suppression marker). Result, two infantry TUs are killed (let's say the two on the sides), one is suppressed (let's say the one assaulting the vehicles front) but one makes it into contact with the AFV (at the rear) and it may then proceed to close assault it in phase 6. (click on illustration, above). If more than one had made it, those infantry TUs would have added their close assault values together and bowled 2 dice and added that to the total (see further down). As only one actually made it, it just adds its Close Assault value of 4 to the 2D6 it rolls. Let's say a 2 and 4 were bowled so (4+2+4=10) that's enough to defeat the AFV's rear armour of 8. No Overkill is allowed so a straight damage roll (a 1 to 6) will see if they've managed to destroy or just disable the AFV. Let's continue the example: Let's say that they achieved a roll of a 1: not a kill but the result of "Stalls: no move or fire next turn". The Dragoon is immobilised and unable to fire even its anti-personnel system the next turn. So - in that following turn - the two other Alaudae infantry leave their cover and move in to carry on the assault and, as the guys at the rear of the Dragoon survived and are, therefore, in their second round of close assault, they may now climb on the vehicle roof.
The Alaudae now have three infantry TUs in contact with the AFV, one on the rear (DV8) one on the side (DV10) and one on the roof (DV7). The three Close assault values (of 4) are added (making 12 in total) and the most advantageous spot is picked to attack: the roof. However, irrespective of what the result of the two dice they roll is (or even where they chose to attack) they have enough firepower to breech the armour again anywhere on the vehicle. (click on illustration, above). To see what result they achieved, they bowl again on the damage chart and get a result of, say, 5. This means that the vehicle is “Destroyed” but not catastrophically meaning that, had they not already debussed the infantry that the Dragoon was carrying in a previous turn (in this example!) theat TU would have stood a chance to have cleared the vehicle using the "What happens when a troop transport is hit" rules on page 117 of The Crucible. Note that, if the destruction had been catastrophic (a result of a 6), then they could not have escaped the conflagration. It is easier to play than it sounds... To say it - again - as "Short and sweet": Make a total of the results on each side. Then add 2d6 and - if you equal or beat the easiest/most advantageous armour DV, you've damaged the AFV. Then bowl a D6 to find out how badly you've ruined his day!.
Alaudae Close Assault the Thunderbolts and lose two TUs on the way in with another supressed Alaudae Close Assault the Thunderbolts Alaudae Close Assault the Thunderbolts and two more TUs move in as one gets onto the AFVs roof