Die Roll |
-5 or less |
-4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 or more |
Die Roll |
1 | 3r-0 | 3r-0 | 2r-0 | 2r-0 | 2r-0 | 2-1 | 2-1 | 2-1 | 2-2 | 1-1 | 1-2 | 1-2 | 1-2 | 1 |
2 | 3-0 | 2r-0 | 2-0 | 2-1 | 2-1 | 2-2 | 2-2 | 2-2 | 1-1 | 1-2 | 1-2 | 0-1r | 0-1r | 2 |
3 | 2-0 | 2-0 | 2-1 | 2-2 | 2-2 | 1r-0 | 1r-0 | 1r-1 | 1-2 | 1-2 | 0-1r | 0-2 | 0-2 | 3 |
4 | 2-0 | 2-1 | 2-1 | 1r-0 | 1r-0 | 1-0 | 1-1 | 0-1 | 0-1 | 0-1r | 0-2 | 0-2 | 0-3 | 4 |
5 | 2r-1 | 1r-0 | 1r-0 | 1-0 | 1-0 | 0-1 | 0-1 | 0-1r | 0-1r | 0-2 | 0-2 | 0-2r | 0-3r | 5 |
6 | 1r-0 | 1-0 | 1-0 | 1-0 | 0-1r | 0-1r | 0-1r | 0-2r | 0-2r | 0-2r | 0-2r | 0-3r | 0-3r | 6 |
Legend: Format: Attacker's Hits - Defender's Hits; r=required retreat | ||||||||||||||
RETREAT
DIRECTIONS: Air Units (7.5.2.1): Any hex with no enemy air unit. Ground Units (7.5.2.2): Toward supply source, into friendly city or unit hex. |