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Untitled - Victory Point Games

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6 The African Wars Standard Game Rules v1.0<br />

Procedure<br />

[9.1] Declare Attacks: The player<br />

declaring the attack during their Combat<br />

Step is the “Attacker” and the other player<br />

is the “Defender,” regardless of the overall<br />

strategic situation.<br />

The Attacker begins their Combat Step by<br />

declaring all of the Battles they will<br />

initiate that turn (i.e., which units will<br />

attack which enemy units, in which hexes)<br />

before any are resolved. Then, each<br />

individual Battle is resolved, one at a time<br />

(plus Momentum Attack follow-ups; see<br />

9.7), in any order the Attacker desires.<br />

A previously-declared Battle for that turn<br />

cannot be called off after seeing the results<br />

of earlier Battles; it must still be conducted!<br />

[9.2] Resolving Combat: A unit’s Combat<br />

Strength is the number of dice it rolls (die<br />

rolls are shown as this symbol: z) in its<br />

effort to score Hits against enemy units.<br />

Most units have a single Combat Strength,<br />

but some have two: e.g., 0/1, or 1/2. The<br />

first number is its “Attack Strength,”<br />

which is the number of dice it rolls when it<br />

is attacking; the second number is its<br />

“Defense Strength” and is used when that<br />

unit is defending. A ‘0’ Attack Strength<br />

means that unit cannot attack, but it does<br />

still defend using its Defense Strength.<br />

[9.3] Terrain/Supply Effects on Combat:<br />

During Step C of the Battle Sequence, refer<br />

to the Terrain Effects Chart. It explains<br />

how terrain affects the current Battle with a<br />

reduction of the number of dice thrown by<br />

the Attacker. These effects are:<br />

[9.3.1] Defending Across Hexsides:<br />

Certain hexsides (e.g., River hexsides),<br />

when between the hex the Attacking<br />

units occupy and any adjacent hexes<br />

occupied by Defending units in that<br />

Battle, subtract the indicated number of<br />

Attacker’s dice, but only from among<br />

those specific units attacking across the<br />

terrain-affected hexsides at that Battle.<br />

After these dice have been subtracted,<br />

check the terrain in the Defender’s hex.<br />

[9.3.2] Defender’s Terrain: After the<br />

hexside terrain dice are subtracted from<br />

the Attacker’s roll, if the targeted<br />

defending hex terrain benefits the<br />

defense, subtract the indicated number of<br />

dice from the Attacker’s total Red +<br />

Black dice that remain. If the defenders<br />

occupy one or more hexes with more<br />

than one different terrain type, apply the<br />

single terrain benefit that is most<br />

advantageous to the Defender.<br />

[9.3.3] Supply: Unsupplied attacking<br />

units cannot attack. Unsupplied defending<br />

units roll one fewer die (i.e., -1 z).<br />

[9.3.4] Red Dice First: Each subtraction<br />

of dice performed must be from the Red<br />

dice (z) in that group first.<br />

[9.3.5] Restricted Attacks: Units with<br />

Red Movement Allowances (i.e., Tank<br />

and Motorized units) can attack into<br />

Marsh and Forest terrain hexes only if a<br />

Road crosses the hexside between their<br />

hex and the Defender’s target hex.<br />

Example: Four units attack a unit in a Forest<br />

hex as illustrated below:<br />

At first, the dice roll sums look pretty good for<br />

the Attacker with z z z + z z attacking<br />

dice versus z<br />

z defending<br />

dice, but it looks<br />

very different<br />

after checking for<br />

terrain effects!<br />

Checking for<br />

hexside effects first (9.3.1), the two green<br />

units are attacking across a River hexside<br />

(shown by the blue arrow) with z z + z. The<br />

River hexside subtracts two dice from among<br />

all the units conducting cross-hexside attacks at<br />

that Battle, and Red dice are always subtracted<br />

first (9.3.4), so the adjusted strength of the<br />

cross-river Attackers is reduced to z.<br />

Next, the terrain in the Defender’s hex itself is<br />

considered (9.3.2). This is then subtracted from<br />

Systems Development by Bryan Armor with Alan Emrich

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