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Assault Guide (last updated 10-08-07) compiled by Monty_X
This guide is a simplification of and clarification of the assault rules. At times, the specific rules are interpreted in the guide to make it easier for us to play. Keep in mind, many of ‘rules’ below might not be in that section because they were answers by Phil or other players on the forums. Feel free to post anything that you believe needs updating/correcting.
I. Select an attacking platoon to perform their assault (HRB p.94-5)
A. For a platoon to be eligible to initiate an assault it must start the Assault Phase with at least 1 team within 4"/10cm (8”/20cm for cavalry) of an enemy team and either not fired or fired at its moving Rate of Fire in the Shooting Phase
B. Platoons eligible to assault must, after their assault move, end in physical contact with at least 1 enemy team otherwise no assault occurs (adjacent to building openings or across a linear o b j e c t count as contacted)
C. Infantry requires a Motivation Test to assault platoons that include Armored Tank teams or if you would end up within 2”/5cm of an Armored Tank team as part of your Charge into Contact move
D. If all eligible enemy teams in assault range were killed in the Shooting Phase, or by a previous assault in the current Assault Phase, the platoon can still assault exactly like if those teams were still there. Conduct all the steps below
E. Who can assault what...
1. Infantry can assault everyone
2. Armored Tank team may assault everyone except Tank or Transports teams
3. Unarmored Tank teams can not assault and if assaulted will Break Off at first opportunity
4. Bogged Down or Bailed Out vehicles can not assault
5. Gun teams may not assault but can defend in an assault and Break Off or Consolidate
6. Transport may not assault nor Counter Attack but may Consolidate or Break off
7. Passengers on Transports take no part in an assault (unless rules specify otherwise)
8. Independent Teams must join a platoon in order to launch an assault and they must join a platoon within Command Distance if assaulted
II. Charge into Contact (HRB p.96-8)
A. Teams can Charge into Contact teams from platoons that they shot at during the Shooting Phase (shooting is not a required to assault).
1. They can move within 2”/5cm of teams they didn’t shoot at as long as the movement was intended towards a team they shot at
B. Starting with closest team continue to move teams one by one directly into contact with the closest unengaged enemy team (max move 4”/10cm, 8”/20cm for cavalry)
1. If the closest unengaged team that the assaulting team could contact is not from a platoon they shot at, then that team does not assault but instead stays in place and gives ‘covering fire’ (i.e. does nothing at this point)
C. If no more unengaged teams, then move remaining teams up to 4”/10cm (or 8”/20cm for cavalry) towards assaulting teams
D. Teams in the assaulting platoon that performed covering fire (i.e. fired full ROF) or fired at enemy aircraft during the enemy turn do not move in this phase of the assault nor count as assaulting
E. Any defending platoons with any teams within 4”/10cm of assaulting teams are considered assaulted
III. Opponent conducts defensive fire (HRB p.99-101)
A. Platoons that are assaulted (ie ANY platoon within 4”) may conduct Defensive Fire with any teams within 16”/40cm of assaulting teams
B. Eligible teams fire at their full RoF (or their Pinned RoF) as long as the assaulting teams are in their field of fire and have LOS
C. The defensive fire takes into consideration cover/concealment of assaulter after they have done a Charge into Contact
D. Defensive fire can not be through friendly teams unless they are firing through an infantry or man-packed team that does not perform Defensive Fire
E. Teams that moved at the Double, Flame Throwers can not perform Defensive Fire
F. All normal infantry/gun saves are performed during Defensive Fire
G. Tank teams hit during Defensive Fire roll saves vs Side Armor and Firepower Test as normal
H. Vehicles with AA guns with RoF greater than 3 and machineguns can be used by vehicles vs Infantry in Defensive Fire
1. All other weapon (ie main gun) hits must be allocated to Tank, Gun or Transport teams
2. If only Infantry targets are eligible, then these hits are ignored
I. Vehicles may not perform Defensive Fire if it is in contact with an assaulting infantry team that did not move in the Movement Step, did not shoot in the Shooting Step and started it’s Charge into Contact in Concealing Terrain (woods, etc)
J. If assaulting a Bunker other Bunkers may conduct Defensive Fire
K. Recce Platoons may attempt to disengage instead of conducting Defensive Fire by rolling a Skill Test
1. If Skill Test is successful, all Recce teams in the platoon may disengage and move up to their normal movement away from the charging enemy teams. Any teams still within 4”/10cm of any enemy team are automatically Destroyed
2. If Skill Test is unsuccessful, the Recce Platoon remains in place and get no Defensive Fire
3. Assaulter continues his assault even if Recce Platoon falls back
4. If the Recce Platoon that disengaged is assaulted a 2nd (or more) time, it does not get to disengage, Defensive Fire nor Counterattack and must Break Off at earliest opportunity
IV. Infantry and non-fully armored Tank platoons that are Pinned Down by Defensive Fire fall back to their original positions and the assault is over (HRB p.101)
V. Rolling To Hit in the assault (HRB p.102-3)
A. All teams (exclude Transport teams, Bailed/Bogged vehicles) that are within 2”/5cm of enemy teams of the assaulted platoons and have LOS are eligible to roll to hit
B. Roll a skill test for each assaulting team to determine which successfully hit (an easy way to do this is to leave the die rolls next to the assaulting teams that hit)
C. The defender allocates these hits to defending teams within 2”/5cm
1. allocate the targets evenly across all assaulted teams (Infantry, Tank or Gun teams before Transports and Transports before Bailed/Bogged)
2. when allocating to tank teams assign the highest AT value attacker in range to the vehicle with the highest Top Armor then the second highest AT value hit to the second highest Top Armor and so on
VI. Rolling to save (HRB p.104-5)
A. In an assault, only Armored Vehicles get a save from assault hits. These saves are made vs the Top Armor of the vehicle. If the roll to save:
1. Exceeds the Top Armor then no effect on the vehicle
2. Equals the Top Armor then the crew is considered Bailed Out (they are covering inside), No FP test
3. Less than the Top Armor then the vehicle is destroyed. No FP test
B. Vehicles that fired their AA or 50 cal gun must reroll saves and are automatically destroyed if they roll a 1 on their Armor Save roll
C. Passengers are Destroyed if their vehicle is Destroyed
D. Tank riders are Destroyed if their tank was hit (even if not Destroyed)
VII. Advance teams that were trying to cross an obstacle or into buildings into the space vacated by destroyed teams (HRB p.105)
VIII. Check to see if assault was won (HRB p.106-7)
A. If the assaulting teams are tanks and the only enemy remaining within 4"/10cm are enemy vehicles, then that assault has been won
B. If the assaulting teams are non-tanks and the only remaining enemy teams from the assaulted platoons within 4”/10cm are Bailed out or Bogged Down vehicles, then the assault has been won
1. Bailed out or Bogged Down vehicles within 4”/10cm are captured
C. Winner gets to do a Consolidate Move or Breakthrough Assault. Skip to Step 10)
D. If not won (ie enemy teams still within 4”/10cm) and the assaulted platoon was hit at least once, then enemy has to roll a Motivation Test (Always test vs Armored Tanks)
1. If they pass, they get the choice of Counter Assault or Break Off
2. If no hits were scored then Motivation Test is passed automatically
a. Motivation Test to Counter Assault armored tanks that are failed also cause the platoon to be Pinned Down
3. If they fail, then can only Break Off
a. Teams that Break Off may move any or all teams in the platoon up to their full movement directly away from the assaulting teams
b. These teams try to stay In Command or move into Command
c. This movement may not take teams closer than 4”/10cm to any enemy team in LOS nor closer to any enemy team already within 4”/10cm
d. Teams that move off the table are Destroyed
E. After all Break Off movement, if any teams (including bailed/bogged vehicles) are within 4”/10cm and LOS of the assaulting teams then these assaulted teams are captured and Destroyed
1. Cavalry also destroys teams from 4”/10cm to 8”/20cm if they have LOS unless they are behind a linear o b j e c t (like a wall, hedge, etc) or in rough terrain
2. Tanks can capture bailed/bogged vehicles
F. Tanks that pass their Motivation Test can Break Off in any direction so long as they don’t end with 2”/5cm of an enemy Infantry or Gun team
G. No additional Motivation Test rolls to Counter Assault tanks are needed (ie pass test to counter attack is good enough)
IX. Counter attack: Defender becomes assaulter (HRB p.108-9)
A. Only platoons who were assaulted can Counter Attack even if Pinned Down
B. Leaderless platoons can not Counter Attack
C. Teams that are more than 16"/40cm from the platoon being assaulted cannot Charge into Contact
D. Counter assaulting teams can not move within 2”/5cm of enemy teams that aren’t part of the assault
E. Charge into Contact just like step 2 above
F. Go back to Step 2) but skip Step3) since there is no Defensive Fire during Counter Attacks
X. Breakthrough Attack: the originally assaulting platoon, once they have won an assault, can do a Breakthrough Assault on any enemy platoons within 4”/10cm of their current position (HRB p.111)
A. Repeat all the steps start with part 1 (exceptions below)
B. Teams that gave covering fire or shot at a different platoon can participate in this new assault
C. Cavalry can make a Breakthrough Assault of 8”/20cm
D. Only 1 Breakthrough Assault is permitted per platoon per turn
E. Breakthrough Assaults can be made against platoons previously assaulted if these are now with 4”/10cm
XI. Consolidation Move: once you win the assault, you may consolidate (HRB p.111)
A. Move any team up to 4”/10cm (8”/20cm for cavalry) in any direction even if Pinned Down
B. Team can not remain or move within 2”/5cm of an enemy
C. Passengers may dismount (no mounting vehicles)
D. Bog checks for Rough Terrain as needed
E. Team that move while consolidating must remain or attempt to get into “In Command”
XII. Defending platoons are Pinned Down (HRB p.111)
A. Any of the original defending platoons that were assaulted which took a hit they are Pinned Down at the end of the assault before Breakthrough Assaults
XIII. Victorious attacking platoons that were hit in assault are pinned down after completing their consolidation move (HRB p.112)
XIV. Proceed to the next platoon performing their assault. Remember that the “Shooting too Successful” rule allows assaults vs teams that were killed in shooting or prior assaults in this phase (HRB p.112)
XV. At end of Assault Phase, platoons that are below half strength take a Motivation Test or leave the field
Pozzz svima
!