COMBAT | ||||
---|---|---|---|---|
Unit Type | Close Combat | 1 hex | 2 hexes | 3 hexes |
Infantry | 4-6 | 5-6 | 6 | None |
Indians | 4-6 | 5-6 | 6 | None |
Dragoons | None | 5-6 | None | None |
Artillery | None | 4-6 | 5-6 | 6 |
[3.4.1] When elite infantry is at 1 MP, then roll one die for each subsequent hit. A roll of 1-3 means the unit survives, but 4-6 means the unit is eliminated.
[8.3-8.4] Close combat:
Prior to attack, roll one die for each defending unit except leaders and VP units.
If the roll is greater than its MP (add leadership + terrain + elite),
then the unit retreats one hex after close combat.
A leader adds +1 to a unit's MP rating if stacked with it [9.2]
An elite unit adds +1 to its MP rating. [8.3.4]
A roll of 6 always causes a unit to fail its morale check regardless of additions. [8.3.4]
[9.3.1] If fire or CC is directed at a stack with a leader, then roll one die for each "1" rolled in the attack. If the leader rolls a "1", he is eliminated, and the player reduces his command APs by one for the rest of the game (minimum 0).