ASL Boot Camp

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Combat! Bootcamp

INTELLIGENCE REPORTS REPORTS
TABLE OF CONTENTS MOVEMENT ON THE BATTLEFIELD.................................................1.

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Intelligence Report 1
MOVEMENT ON THE BATTLEFIELD Today we take you to section 10 of the rulebook, Infantry and Gun Movement. This is a very important part of the system to understand unless you plan to become the squadlevel example of a German Bodenstaendige (Static) Division! The first step is to turn your rulebook to page 18 and brief sections 10.1-10.8. Don’t strain your brain too much right now, just make a mental note that there are four different movement modes and that you announce what mode you are using before you actually move your piece. If you fail to make any sound come out of your mouth, it is automatically assumed that you are using Cautious Movement for that unit. Note that Movement Points are referred to as “MP” in this and about a zillion other wargames. There is a handy table (created at the suggestion of one of our trusty fans at Consimworld) at the top of the left-hand column on page 19. It lists the available movement points for the four different movement modes and the limitations of each by unit-type. There are four different movement modes that can be used by a squad, half-squad or leader. SW Teams and Gun Crews may only use Crawling or Cautious Movement types, i.e., they may not run or fire on the move using Assault Movement. Hey, let’s see you run with that mortar baseplate strapped on your back, while firing your tommy-gun no less! Each of the four types provides a varying amount of movement points, and not incidentally, differing levels of exposure, in other words danger, to the moving unit. RUNNING Running is the fastest way to move around the battlefield. A unit that a player announces is using Running Movement has a whopping 8 MP to use during that impulse. Cautious Movement provides a unit with 6 MP. Both units using these movement types are marked with a Moved counter (red and white with a small gray arrow). Place the marker on the moving unit(s) immediately after announcing which type of movement will be used. The difference between Running and Cautious Movement seems to be only a measly 2 MP. That’s not quite the case. First off, a unit using Running Movement is the most exposed of any moving unit on the battlefield. If you peer at that little Moved marker, you’ll see a little ‘-10’ in a red circle. That’s to serve as a reminder that a -10 DRM is applied to any infantry unit using Running or Cautious Movement. However, for any Defensive Fire made against a Running unit, an additional -10 DRM is applied. The key here is that this extra -10 is only applied as the unit is moving. Once another unit uses an impulse, a Running and Cautiously moving unit (both marked with the same Moved marker) receive the one -10 DRM. You need to catch running guys on the move, while they are in the act of running. Wait and you may lose your chance to get that nice cumulative -20 DRM and perhaps alter his
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plans to get where he’s going. Especially if that running unit makes it across the road into a nice, safe, rubble hex. On the other side of the proverbial coin, you’ll want to remember your units are at their most vulnerable when running. Then again, a running unit might be the best cannon-fodder when the rest of the company is watching from cover and a ‘volunteer’ is needed to draw some fire from that nasty heavy machine-gun covering the crossroad you plan to move that next platoon through (preferably using Platoon Movement, more on that later). Either way, be aware of the increased level of vulnerability running units accept as the cost for all that speed. So when is the best time to do a little running on the battlefield? In short, when the enemy has his head down. In game terms, when your supporting fire has placed all those pretty (from your point of view) little yellow markers on the bad guys, your guys have done their jobs and that extra platoon you’ve kept waiting for just this moment can make a dash to reach that perfect spot from which to continue the assault. When we get talking about Platoon Movement later on you’ll see that the combination of moving a combined group, or platoon of men in one impulse can engage the enemy in short order. CAUTIOUS MOVEMENT Cautious Movement is not quite as fast as running, but it’s probably the most common way you’ll get from Point A to Point B in a Combat! scenario. Gee, it’s also the ‘default’ mode of movement. For the support weapon toting and gunshoving crowd this is the fastest type of movement they’ll be doing on the battlefield. What’s worse, for those hardworking gun crews things are a lot slower: they have to pay double the usual MP cost and can’t jump over any of those annoying walls, fences or hedges so prevalent on the Stalingrad battlefield. Can you say gate, anyone? There’s not a lot to remember about Cautious Movement. The unit gets 6 MP and is subject to a -10 DRM. All infantry and gun units may use this type of movement. Note that units using Assault Movement also receive this DRM in the same manner. A note on those little red and gray Moved markers is in order. The -10 DRM is applied to any so-marked unit for the

remainder of the impulse it moved. However, once a unit leaves a hex, there is no chance to ‘bring it back’ for fire. Once no further Defensive Fire is made in a particular hex, the chance to plug that unit there is over, Johnny. ASSAULT MOVEMENT Now let’s talk about the ‘Hollywood’ movement mode: Assault Movement. Picture your guys moving forward at a steady pace, as if they’re at the OK Corral. Guns at the hip, firing off clip after clip. Now dispel that picture and snap out of your fugue! When you announce a squad or half-squad is using Assault Movement, the unit will be able to fire during the same impulse it is using to move at an additional cost of 1 MP. It can also wait and use a later impulse to fire. In either case, the unit(s) is marked with an Assault Move marker after this movement type is announced. As for that mental picture, conjure up something more like a squad leader barking out orders as a handful of men rush forward, hitting the deck to cover their squad-mates as they move forward. Continue the process until everyone has moved and or fired in the event the unit does not use its fire opportunity during the impulse it moves. Now you have it, mate! Assault Movement presents a trade-off. You can either fire during the same impulse you move, burning off 1 MP for the pleasure. Alternatively, you can wait, using up a later impulse to fire your men. The first method certainly slows things down a bit, as 25% of your MP allotment is used up when you fire. However, it’s a great way to get a jump on the enemy before he can use an impulse to move up some reserves. Or drop some artillery on you. Or strafe you with a Stuka. Anything can happen once you give the impulse over the your opponent, this is Combat! after all! Why use the second fire option for an assault-moving unit? The merits are twofold. The unit can use all four of its MP; that’s one obvious benefit. More importantly, the assaultmoving unit(s) can get to a spot on the battlefield you may wish them to interdict with their firepower. We’ll call them opportunistic assault-movers. No discussion of Assault Movement can be conducted without mentioning their firepower. First off, they can only use their inherent firepower factors (FF); not an issue for Russian squads, but a restriction that dis-allows the use of inherent German light machine-guns. And these FF are halved, with fractions rounded down. This is called Assault Fire. Doesn’t sound like a lot of firepower, does it? Well here’s where a couple of rules can be combined to good effect. Zip forward to rules section 15.4 for a millisecond. You’ll note that any units stacked in one hex may combine their firepower as Platoon Fire. Further, any group of units in up to three hexes can combine their fire in this manner as long as a non-Disrupted leader is in one of the hexes. And remember that -5 NCO DRM. What you may also note is the only units prohibited from using Platoon Fire are units using Desperation Fire. Hey, doesn’t say anything restricting assault-moving units, using Assault Fire. A clarification is in order here. A SW Team is treated as a 1-2 half-squad when it’s flipped over to its move side. Thus, on its move side (as
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a 1-2 HS) it could use Assault Movement and Assault Fire. With all the good stuff above in mind, another look at the firepower opportunities of assault-moving units is in order. What is the ‘best case’ for an assault-moving mob as far as firepower is concerned? Take the case of three 8-2 German squad in three adjacent hexes, with an NCO in one of the three hexes. Each squad is worth 4 FF when assault-moving so a total of 9 x 4 = 36 FF with a -5 NCO DRM. This is the equivalent of a company moving up and on the 35 column, this is a no-miss shot against units in Open Ground. Against such targets an ‘E’ result will occur 45% of the time (due to the -5 NCO DRM). Even enemy units in a building will be checking their willingness to stay away from those little yellow markers 79% of the time! There is no doubt the above ‘best case’ is not going to be the norm in your battlefield experience. However, it serves to illuminate the possibilities of combining units for deadly assault-firing combinations. Moreover, remember that such groups can always lurk in your chosen spot, without flipping those Assault Move markers over to their Assault Fired sides, interdicting a point in the battlefield with the threat of their fire. CRAWLING MOVEMENT We finally arrive at the slowest of all movement modes, Crawling Movement. Not suprisingly, the movement mode that represents having your face pressed in the dust is also the safest. Crawling is the only movement mode that doesn’t entail that nasty -10 DRM for moving around the battlefield ‘erect’. Crawling is measured in distance, not MP. Thus, a unit may move one hex (or location within a hex, e.g., upstairs), no matter the amount of MP that would entail. Crawling units don’t only receive the relative protection this turtlelike mode provides; they also have the same Assault Fire opportunity as a unit using Assault Movement. However, they do not use up 1 MP to use Assault Fire, they may simply use it anytime during the impulse they crawl that one hex. Alternatively, they may use a subsequent impulse in the same manner as an assault-moving unit. Most of the discussion about using Assault Movement applies to crawlers. They too should be eyed for nice Platoon Fire combinations. What makes the slowest-of-all move-

ment modes different is what we shall highlight. The absence of that -10 DRM makes this a safe way to go when the job at hand is to get from Point A to Point B. And when Point B happens to contain enemy infantry or tanks it is often times the only way to go, especially if said enemy units have not had their heads pinned down with fire (i.e., they are missing yellow markers resulting from your supporting fire) or their fire has not been drawn off by diversionary units (they are not marked as Fired). What about those SW Teams and Gun Crews? In the case of SW Teams, they can move around the battlefield a lot faster than Gun Crews. SW Teams may use Crawling Movement without flipping to their move (1-2 HS) side. While they can’t use Assault Fire once they make such a move, it is a good way to creep into that perfect firing position, ready to open up during the Fire and Movement Phase of the next turn. SW Teams may also use Cautious Movement and Crawling normally, once they pay 2 MP to flip to their Move side. Note that a SW Team may ‘flip’ more than once during an impulse as per 10.3.3. They’d have to be using Cautious Movement, say starting out weapon side up, then spending 2 MP to flip to their 1-2 HS side, another 2 MP to head somewhere, then a final 2 MP to flip back over. They may not get far moving like this but sometimes the perfect spot is not all that far away. GUNS As for guns, well you’d better not plan on moving them too much unless a friendly vehicle is around to tow them. Gun Crews flip in the same manner as SW Teams. That’s easy enough. It’s the other part of the equation that makes things tough for them, paying double the MP costs of infantry units. What’s worse is they may not crawl if their weapon side is facing up. What it comes down to is you’d better choose a good spot for your guns when you set them up. Don’t count on re-deploying them around the battlefield by the shoving method. They won’t get far and these valuable combat assets are most vulnerable when comparing their relative combat-power as a fire-breathing gun compared to a wimpy 1-2 half-squad. OTHER MOVEMENT TYPES There are a few kinds of movement on the Combat! battlefield that are not ‘modes’. The first is going through gates, those little openings in walls, hedges and fences. Look at the gap in the hexside terrain between G3 and H33. That’s a gate. To move from H33 to G33 costs a measly 1 MP. Now wasn’t that easy? Another kind of movement is this running around the outside of buildings. It’s really easy too, once you get the hang of it. The example on page 20 shows the 12 #13 using bypass around a building. The tricky thing to remember is fire against a unit bypassing around the outside of a building can go to any point along the hexside, not just in the circles shown in the example. Another thing to note is that the building that you are running around the outside of itself will not block the LOS in the hex being bypassed; LOS can still be traced to the hex center-dot of that hex normally.
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So using this kind of movement adds LOS opportunities, it does not take them away. PLATOON MOVEMENT Another form of movement is Infantry Platoon Movement. Brief rules section 10.7 and then come back to this guide for our discussion. This is a very important rule to get the hang of as moving around in platoons can literally put a company somewhere your opponent doesn’t want it to be in the timeframe of one impulse. Back to that ‘best case’ analysis and we find a whopping nine squads can be in three adjacent hexes with an opportunity to move as a platoon. Note that these units will of course have to be eligible to move, i.e., they may not be Disrupted, or have fired already. The hardest thing about Platoon Movement is counting the cost for each part of the platoon as it enters a new hex as per 10.7.1. For example, if there were a stack of squads in two adjacent hexes, and one entered a Debris hex, the other Open Ground, one stack would pay 2 MP, the other 1 MP. You also need to pay attention to the caveat in 10.7.2 about ‘closing up’ the platoon should a hole appear (i.e., there are not adjacent units capable of continuing to move). If you can’t close up the hole as their next MP expenditure, everyone has to stop except for one hex worth of units that may continue moving. Lucky you were keeping track of how many MPs each part of the platoon used! An example of Platoon Movement is in order. It’s the start of a FMPh and the Germans have the following units on map: a 3-6 half-squad in H15 marked with a non-LMG Fire 1; a 6-6 squad in G17; an NCO (Lt Heinz) in G16 in the Shellholes (on top of a Dug-In marker). The Russians begin with 7-2 squads #40, 29 and 15 in J14, accompanied by an officer (Col Malyarov). In J15 they have 6-5 squads #6 and 8, plus 7-2 #36. In J16 they have 7-2 #27 and another officer (Lt Col Nikitin). It is the Russian impulse. The Russian announces that he’ll be using Platoon Movement with all of the units listed above. They will be using Cautious Movement, providing 6 MP for this impulse. As the first MP expenditure, the units in J14 enter I15 at the cost of 2 MP. There is no German Defensive Fire at this point as all units in the platoon get to move if they are moving simultaneously, before any Defensive Fire can be declared. The units in J15 then enter I16, opting not to enter the Shellholes, at a cost of 1 MP. The units in J16 choose to enter I17, also not entering the Shellholes, for a cost of 1 MP. At this point, the 3-6 in H15 announces it will be using its inherent light machine-gun, still available to fire as it is only

marked with a Fire 1 marker. It fires at the units in I16, with 5 FF (4 +1 for one hex range), using the ‘2’ column, with a -10 DRM for Cautious Movement. The resulting 24 DR, less the -10 DRM gets a results DR of 14, a morale check. Place an MG FP marker in I16 and a Fire 2 MG 34 marker on the 3-6. The units in I16 take their M result as follows: 7-2 #36 rolls a ‘2’, which modified by the Morale Support Table DRM of -1 for Category A, results in an easy pass with a final result of ‘1’. 6-5 #6 rolls an ‘9’, which results in a Pinned Down result after applying the same -1 DRM. 6-5 #8 rolls an ‘8’, and with the -1 DRM also passes. The result of this shot is 6-5 #6 is going no further, being Pinned Down in I16. The German now states he has no additional Defensive Fire against the Russian units in their current hexes. The impulse goes on! The gang in I15 decides to move into H15, entering an enemy hex. There is no need for an Action Check for this to take place as the units in I15 have Colonel Malyarov with them. They spend 3 MP to enter the rubble hex, for a total of 5 MP expended for this group. The group in I16 still capable of moving (7-2 #36 and 6-5 #8) enter H16, as do the gang in I17. They all spend 3 MP to make this move, for a total of 4 MP expended for these two groups. When the German player is asked if he has any Defensive Fire, he decides to use Desperation Fire for the 3-6 in H15, getting one last shot at these moving units before a Close Combat (CC) marker is placed. He can use only his nonLMG 4 FF (his 3 FF, adding 1 for 0-1 hex range) and this is halved (see 15.1.8). Note the 3-6 could not combine his fire with any other unit as Platoon Fire as he is using Desperation Fire (see 15.4.4). His ‘4’ becomes a ‘2’, applying a –10 DRM for the moving unit and a +25 DRM for the rubble, resulting in a cumulative +15. The 3-6 gets off a lucky shot, rolling a 04. The ‘4’ from the ones die results in a pass of the resulting morale check, while adding +15 to the 04 rolled results in a 19, or a morale check (M) result against the marauding enemy stack. Colonel Malyarov rolls a 7, passing. 7-2 #15 rolls a 9, resulting in a Pinned Down result; #29 rolls a 4, passing; and #40 rolls a 0, suspending play until the Russian player rolls another die to see if Courage results (see 14.4.1). He rolls a 3, resulting in the unit simply applying the original 0 (counted as ten) result, resulting in it also being Pinned Down. This was a very good outcome for the 3-6! The entire contents of the hex are now marked with a Close Combat marker once no additional fire is being done by the unit originally in the hex. The Russian stack is also marked with a Moved counter, reminding players that any for fire that goes into that hex for the rest of the impulse, the –10 DRM is applied against them. Buoyed by his success, the German player announces he’ll combine the 6-6 in G17 with Lt Heinz in G15 to fire at the Russian stack in H16. As per 15.4.6, Lt Heinz can apply his –5 NCO DRM by not using his own 1 FF. The 6-6 fires 7 FF, and chooses to add another 5 FF by using his inherent LMG, with an overall +10 for the units moving (-10) in the rubble (+25). Mark the 6-6 with a Fire 2 MG 34 marker and Lt Heinz with a Fire 1 marker. The shot takes place on the
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12 FF column and with a 05 dice roll, the German is again showing a hot hand! The 15 result leads to a C/M+1, and the Russian is forced to roll to see who gets hit with the Casualties (C) result, noting that ties lead to multiple units ‘getting it’. The stack is arranged, from top to bottom, with Lt Colonel Nikitin, 7-2 #27, 7-2 #36 and 6-5 #8. The resulting DR: 0-9-3-7 hits Nikitin with the C, flipping him over to his wounded side. Everyone, including Nikitin, get to take a nice M+1. Nikitin rolls a 0, eliminating him (check the Morale Check Effects Table in 18.2 and on the PAC Play Aid) since he was already WIA. Play stops here (before the M+1 is applied to the rest of the units in the hex) while all units deal with the Panic (see 14.4.3) that results from Lt Colonel Nikitin’s elimination. 7-2 #27 rolls a 0, with a subsequent 1 (no Courage), causing them to be Disrupted; #38 rolls a 2, a pass; and #8 rolls a 4, also a pass. Now back to the M+1’s! The now-Disrupted #27 rolls another 0 (!), followed by a 7 (no courage), resulting in Casualties. The bad news is the squad is flipped to its half-squad side (a 4-2). The good news is it shed its Disrupted marker. Those scared guys all ran away! # 36 rolls a 3, passing. #8 rolls another one of those annoying 0’s, with a subsequent 5 (no courage again!). The 6-5 #8 is Disrupted. Now despite the fact that Colonel Malyarov is in Close Combat in H15, since he is not Pinned Down, Disrupted or Eliminated, the two squads in H16 still eligible to move may continue into any hex adjacent to Malyarov. They may also continue to move if they pass an Action Check. In our example, the stack decides to split up. The 4-2 half-squad decides to head into G16 to overwhelm Lt Heinz (4-1 is autoelim in CC), using 2 MP to get in the Shellholes. They don’t have to do so; they can still CC Heinz from ‘outside’ of them with no ill effect during Close Combat—they would not get the terrain DRM of +10 if they don’t enter. He rolls a 3, passing his Action Check to enter an enemy hex without a leader. Place the 4-2 on top of the Dug-In counter with Heinz and place a Close Combat marker since the German announces he has no further Defensive Fire into G16. The 7-2 #36 decides to enter G17. He also must pass an Action Check DR, which he does not, rolling an 8. He stays put in H16.

That is the end of our Platoon Movement attack using Cautious Movement. If it seems like a lot happened in this small vignette, you are 100% correct. Just how all this tactical ingenuity pans out will be determined during the Close Combat Phase barring further fire from other units outside of the area of the example. We’ll save the discussion of CC for an upcoming section of this manual. FLEEING Flee? What a good idea! If someone were shooting at me, I’d sure give fleeing more than a passing thought. In game terms, the only units eligible to use this movement type are ones that are Disrupted. Gun Crews can’t flee. Sorry. However, all those guys classified as “infantry” sure can; that means squads, half-squad and SW Teams and leaders of all stripes. The trickiest part of Fleeing to remember is that you can use the remainder of your MP during the impulse you became Disrupted to flee. Therefore, if you had that squad running, and they got plugged after using up 2 MP, they’d have another 6 MP to use during that impulse to head for the hills. The ‘hills’ as stated in 10.8.1 is any Rally Point or terrain with a positive DRM. This is pretty common stuff on the Stalingrad battlefield. Fleeing will get a little dicier once we’re out on the open Steppe. Even if a unit has no MP left during the impulse it got plugged, it can still move one hex toward (or into) the nearest Rally Point or eligible terrain. The key thing to remember about Fleeing is once they get to a safe haven in the form of a Rally Point or plus DRM terrain, they stay put unless there is a Rally Point within 3 MP that can be reached in that Fire and Movement Phase. Therefore, the choice is to flee to a Rally Point or to eligible terrain if there is no Rally Point within three hexes. If a Rally Point is within three hexes of the unit it must move through hexes with a plus terrain DRM and head for that Rally Point until it reaches it or runs out of MP but as per the last sentence of 10.8.2, a unit does not have to move into terrain of a lesser terrain DRM to make such a move (unless a Fire [burning] marker is placed in the hex, which will force a Disrupted unit out). Let’s craft an example of Fleeing. At the start of a FMPh there is a German 6-6 squad in C18, an NCO (Lt Heinz) in A17 and a Pinned Down 3-6 HS in E17. The Russians have a 7-2 squad in G18 and a 6-5 + Officer (Col Malyarov) in F16. It is a German impulse and the 6-6 opts to use Running Movement, providing 8 MP. Its first move is to enter D18, at the cost of 2 MP (1 + COT = 2), where it is fired at by the 7-2 in G18 (using 6 FF at the range of 3 hexes), causing a morale check which results in the 6-6 becoming Disrupted. The 6-6 has 6 MP remaining and may Flee from its current hex. Remember that no unit is required to Flee; the 6-6 may simply stay put. However, since it is in an Open Ground hex, fleeing seems like a good idea. We scan the battlefield and note there is a Rally Point in A17 (Heinz). Thus, the 66 in D18 must head for A17. The rule for Fleeing allows for some latitude on the path that a unit uses to get to a Rally Point. In the case of our 6-6 in D-18, it can get to the Rally Point in A17 by going back over the fence into C18, then to
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B17, ending in A17 It could not take the route D17-C17B16-A17 (using bypass to go around the buildings in C17 and B16) because entering D17 would be moving closer to the enemy units in F16, which is not allowed by Fleeing units. So we’ll use the remainder of the impulse to use the path to A17 outlined above. Place the 6-6 in A17. Wait a minute! Before you place that 6-6 in A17, all safe and snug, you’d better consider that it could be subjected to Defensive Fire, triggered by its movement, along its entire path C18-B17-A17 and when entering A17, such Defensive Fire means bringing the ‘heat’ down on Lt Heinz, who was just eating a blood-sausage, minding his own business before those screaming men came streaking into his hex! Now let’s say the Russians had two consecutive impulses to use for the sake of our example. The next wily thing they do is fire the 6-5 in F16, with the help of Malyarov, at your poor Pinned Down 3-6 in E17. This fire results in the 3-6 becoming Disrupted. As per 10.8.1, the 3-6 may “...always move one hex toward (using the shortest path in hexes) the nearest Rally Point/eligible terrain during the impulse it became Disrupted...” The reference to “impulse” includes an enemy impulse. Thus, the 3-6 may Crawl (as per 10.8.3, the movement is considered Crawling) to an eligible terrain hex or Rally Point, in keeping with the need to avoid moving toward an enemy unit and using the shortest path in hexes. Now this shortest path stuff isn’t going to come into play much in the thick terrain of Stalingrad Almost every way you turn there is some plus terrain (or a Rally Point). Our 36 can opt to Crawl to E18 (Shellholes), D17 (Shellholes) or D16 (Debris) right after it was fired at. Remember again that it may trigger Defensive Fire against it in any one of the three hexes it flees into. We think it’s a good move to flee that 3-6 into D16. FINAL THOUGHTS Keep in the back of your mind that the Stalingrad battlefield is a place where the rules of urban warfare, well, rule. Much of the combat that takes place, and the resulting casualties, will be following the most intimate kind of warfare, that conducted with spade, grenade and fist. While you are absorbing the best ways to prevail in the rubble-strewn Stalingrad landscape, burn off a few brain cells considering how the rules you will be internalizing will affect combat in the open spaces of the Russian Steppe, or other non-urban battlefields. Fleeing, for one thing will have a totally different feel to it in an urban setting as compared to a more open battlefield. It’s easy to find someplace to hide in a wrecked city. You won’t have that open field beckoning your men to try and ‘make a run for it’ across. The effects of Assault Fire are much more deadly, too, when the typical defender is in wooded or open terrain. In the urban warfare setting, you may be able to ‘soften up’ the defender a bit, perhaps pinning down or disrupting a unit or two, making your close combat odds that much better. However, assault-firing units, unless grouped together as platoons, will not muster enough firepower to make a dent in wellpositioned enemy units. At ease!

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