When a Medium obstacle is between the opposing Units, Close Combat may occur if the active player wishes.
Where Line of Sight is broken, but where an unobstructed path exists between the opposing Units, such as when the enemy Unit is located behind a passable terrain feature, such as around the corner of a building or behind a door on the ground floor of a building, Close Combat may occur if the active player wishes.
Where a Major Obstacle or greater is between the opposing Units, such as when the enemy Unit is on a higher level inside a building, or on the other side of a high solid wall, Close Combat cannot take place.
No Unit can enter Close Combat with a vehicle. Vehicles never fight in Close Combat.
Where multiple Units move into Close Combat in the same Phase, the attacking player may choose whether they fight at the same time or in sequence; one Unit fighting first, concluding that Close Combat and then the next Unit fighting.
If the Unit being attacked has one or more friendly Units within 4", these can choose to do one of the following:
| Factor | Combat Dice Adjustment |
|---|---|
| Number of Orders all Leaders in the combat are currently capable of issuing. | +1 |
| Each two Firepower Dice of Supporting Fire. | +1 |
| Elite Unit. | +2 |
| Green Unit. | -2 |
| Each D6 of fully visible movement the Attacker used to get into contact (first round only). | +1 |
| Each two points of Shock on Regular or Elite Units. | -1 |
| Each point of Shock on Green Units. | -1 |
| Each SMG or Assault Rifle. | +1 |
| Each Defender's LMG where the Attacker moves in their Arc of Fire (first round only). | +3 |
| Each Defender's MMG or HMG where the Attacker moves in their Arc of Fire (first round only). | +4 |
| Each Defender's LMG, MMG or HMG where Attacker moved through Suppressing Fire. | +3 |
| Attacking an enemy in Light Cover (first round only). | Remove ⅓ of the dice |
| Attacking an enemy in Hard Cover (first round only). | Remove half of the dice |
| Hit in the rear in the first round of Close Combat. | Remove half of the dice |
| Unit is Pinned. | Remove half of the dice |
| Roll | Result |
|---|---|
| 5 | One Shock |
| 6 | One Kill |
If multiple Teams are fighting, kills and Shock are spread equally between them, with the player deciding which Team is allocated any odd Kills or Shock. Only one odd Kill or Shock hit can be apportioned to any single Team.
Supporting Units never suffer any hits as a result of Close Combat.
The winner can choose to advance and occupy the ground previously held by their defeated opponent, or to hold their own position.
| Close combat results |
|---|
| Draw |
| Fight again immediately. This happens for a maximum of two rounds, after which both sides retire 6" away from their opponent. |
| Defeated by One |
| Loser retreats 6" directly away from the enemy, ending their movement facing the enemy. Aggressive Units, or Stubborn Units in defence, treat a Defeat by 1 result as a Draw and fight again immediately. |
| Defeated by Two |
| Loser retreats 9" directly away from the enemy, ending their movement facing the enemy. Add one point of Shock on each losing Team./td> |
| Defeated by Three |
| Loser retreats 12" directly away from the enemy, ending their movement facing away from the enemy. Add two points of Shock on each losing Team. |
| Defeated by Four |
| If all Leaders have been killed or Stunned, the Unit will surrender. Take a Force Morale Test for a Unit wiped out. If a
Leader is captured, test Force Morale for the Leader being captured.
If the loser has an active Leader, the Unit Breaks and retreat 18" directly away from the enemy. They end their movement facing away from the enemy. Add three points of Shock on each losing Team. Take a Force Morale Test for a Unit Breaking (even if Shock does not amount to double the number of remaining figures). |
| In action |
|---|
| A Soviet SMG Section moves to within 4" of a
German Squad in a small Russian farmhouse and
chooses to fight Close Combat.
With seven men, they have seven Combat Dice. Their Junior Leader is not wounded so adds two Combat Dice, one for each Order he has. They then add eight more Combat dice, one for each SMG, including the Leaders. That's 17 Combat Dice. However, the Germans are defending hard cover so the Soviets remove half of their dice, rounding down, to make eight Combat Dice in total. The Germans have just eight men and a wounded Leader. They get eight Combat Dice plus one for the Leader. However, they add one dice for the Soviet movement and 3 dice for the LMG as the Russians attacked through its Arc of Fire; 11 Combat Dice in all. An enemy in Hard cover is a tough opponent. |
Units in a building moving from one floor to an adjacent floor occupied by the enemy will fight in Close Combat.
Units in a building attacked from outside are defending Hard Cover. When being attacked from another floor inside the building, they are defending Light Cover. A Unit in Close Combat with an enemy on the same floor of a building gain no defensive advantage.
Units in Bunkers can only be engaged in Close Combat if the entrance is contacted. They count as being in Hard Cover and are not counted as though hit in the rear.
If the Team fails to roll above their current Shock level, roll for 1D6 hits on the Team, treating it as a target in Light Cover. The Team is then moved 4" directly away from the tank.
Compare the number of Crash Hits inflicted by both AFVs. If the numbers are equal, both vehicles have bounced off and both take two Shock.
If one vehicle has rolled more 5's or 6's than their opponent, both vehicles have bounced off. The winning vehicle suffers two Shock, the losing vehicle suffers three Shock.