Monday, April 01, 2024

Learning GMT's Next War Series Part IV - Combat part 2

Welcome back!  In the first part of the STANDARD combat system there was quite a bit of information covered and there is still a bit more to explain with combat. Part I talked about all the factors that lead to determining the outcome. This time through, we'll talk about the results of the combat roll - loses, retreats, and advancing.

Combat Results

Loses
Loses are the simplest part of the result. After the combat die is rolled, then modified and the CRT is looked at to determine the results of the combat, the results will be shown in the table as dual results - "A/D" where A is the attacker's step loses and the D is the defender's. The result could also include an R which indicates a retreat is required in addition to any Step Loses. Step loses are applied before retreating. 

Units consist of either one or two steps. Two-step units are back-printed with their reduced state on the reverse side. Single-step units are not back-printed, and are eliminated when called upon to lose a single step. When a two-step unit takes its first “step loss,” flip it over to its reverse side. When a unit on its “reduced” side takes another step loss, that unit is eliminated from play. 

When applying the results, the first step loss must come from the lead unit chosen (the one whose ER was used as comparison for column modifier). The step loss shown is the total loss for the entire force, not for each unit involved in the attack/defense. After the first step loss is applied, each unit that still has two step units in the stack must each take a step loss before any unit is eliminated (up to the total loss shown on the result). This means the units that still have two steps (ie un-hurt) have to get hit before eliminating other units.

If the final odds were in the 11, 12, or 13 column and the CRT calls for more step losses than the defender can satisfy, the attacker reduces his losses in that combat by one. If the attacker cannot satisfy all the step losses called for on the CRT or is completely eliminated, the defender reduces his step losses by one regardless of the column on the CRT.
Retreats
Generally speaking, one can think of "retreating" as meaning, "leave the space you were in when attacked." You will try to avoid the enemy's ZOCs if you can and try to head towards your friendly zones. This section gets a little long as we introduce a lot of information, the retreats, ZOC/EZOC, stacking, etc.
 
When a defending unit/stack is forced to retreat as a result of combat, each unit in the hex must retreat the full number of hexes (depending on terrain - units defending in non-City or non-Fortified Flat, Flat Woods, Rough, Rough Woods, and Marsh retreat two hexes. Units defending in any other terrain types retreat one hex).

If multiple units must retreat, each unit in the stack retreats individually. Retreating units may retreat to separate hexes. All retreating units must, however, end their retreat the indicated number of hexes away from the original defending hex. Use the following retreat priorities for each hex entered in the retreat:
  1. Priority 1: Non-prohibited terrain towards friendly map edge and free of EZOC.
  2. Priority 2: Non-prohibited terrain free of EZOC.
  3. Priority 3: Non-prohibited terrain towards friendly map edge. 
  4. Priority 4: Non-prohibited terrain.
If, during its retreat, a unit enters or moves through any EZOC, it must take an additional step loss if it fails an ER check. Note: Units retreating into hexes containing friendly units ignore EZOCs projected into those hexes.

Quick interlude to explain Zones of Control/Enemy Zones of Control (ZOC/EZOC). A fair bit of the rules here have to do with movement (which hasn't been covered yet - we'll re-visit those bits when the time comes).

Zones of Control (ZOC) - Enemy Zones of Control (EZOC)

Certain units/stacks project Zones of Control based on their stacking value. A ZOC exists in the hex occupied by a unit/stack and in each of the six hexes surrounding it with some exceptions. A ZOC affects enemy units for purposes of movement and retreat but not for advance after combat.

A unit always has a ZOC in its own hex. ZOCs are projected into surrounding hexes by a single unit or stack of units in a single hex that contains at least two SPs and an attack strength of at least one. 

Units with a zero Attack Strength cannot contribute their SPs.

Marine units stacked with an AMPH in an All-Sea hex do not exert a ZOC into any adjacent land hex.

ZOCs extend into all types of terrain except Mountain/High Mountain (even if traversed by a highway or road) and Urban hexes. 

ZOCs do not extend across rivers or all-water or impassable terrain hexsides (including across ferries, reservoirs, or bridged hexsides).

ZOCs do not extend into hexes that start any scenario under enemy control until after the first Movement Segment of GT 1 is complete.

Units under a Clearing marker have no ZOC.

Ground units with a Yellow Mobility Class are considered Light Infantry (LI) (example to the left). LI units moving alone enjoy the following advantages with respect to EZOCs when such ZOCs are not projected into Flat or Flat Woods terrain:
      • LI ignore EZOCs when moving during a friendly Movement Segment (but not when retreating or beginning or ending airmobile transport).
      • LI do not have to stop when entering EZOCs.
      • LI do not pay extra movement points to enter or leave EZOCs.
      • LI can move from EZOC to EZOC freely (as long as they have sufficient movement points remaining).
      • LI are free to move during the Elite and Exploitation Movement Segments even when beginning the segment in an EZOC.
Note: An LI unit cannot ignore EZOCs as above if it elects to use Road movement in or out of the EZOC.
ZOC Effects (Retreat pertinent sections highlighted here)
  • Units cannot enter a hex containing an enemy ground unit. Exception: Units using Airmobile Movement may overfly an enemy- occupied hex.
  • A moving ground unit must end its movement for the segment when it enters a hex in an Enemy Zone of Control (EZOC). 
  • If, during its retreat, a unit enters or moves through any EZOC, it must take an additional step loss if it fails an ER check. Exception: Units retreating into hexes containing friendly units ignore EZOCs projected into those hexes.
  • A unit cannot end its retreat in an EZOC unless that hex contains non-retreating friendly units. If a unit’s only retreat path would leave it alone in an EZOC at the end of its retreat, or it cannot fully retreat because of blocking terrain, the presence of enemy units, or any other reason, it must remain in its original defending hex. The unit must make an ER check; if it fails it takes an additional step loss. If multiple units from a defending hex failed to retreat, only the unit with lowest ER makes the ER check, and, if it fails, takes the step loss for failing to retreat.
  • It costs an additional Movement Point to enter an EZOC hex that has no friendly units present (including Airmobile Movement if landing in that hex).
  • It costs an additional Movement Point to exit an EZOC (including Airmobile Movement if beginning movement in the hex) if doing so leaves no friendly units in the hex.
  • If allowed by the segment, a unit that begins its Movement Phase in an EZOC can move directly to another EZOC by expending ALL its Movement Points.
(we now return you to the rules of retreating)
Retreating Restrictions
Retreats cannot end in an EZOC or enemy Installation hex (in-hex features such as Airbases and/or Ports as well as any additional features defined as such in the GSR), unless that hex contains a friendly ground unit. Retreats cannot end in a hex that would require the retreating units to place a Clearing marker. Retreating units may Bypass (i.e. move through, a hex that contains a City or enemy Installation if it has no enemy ground units or has friendly units under a Clearing marker) an empty enemy Installation or City hex.

Only Light Infantry can retreat across unbridged river hex sides. Mechanized and Motorized Mobility Class units cannot retreat into Prohibited terrain unless along a road.

Marine units may retreat to an adjacent AMPH if the Marines are retreating from either a Beachhead or a Port. Units eligible for Airmobile Movement may use Airmobile Points, if available, (or intrinsic Airmobile Movement) to retreat. They must, however, retreat to a friendly-controlled Airbase/Airfield that must be traced as per normal Airmobile Movement. Also note that they will undergo ADF for beginning movement in an EZOC. Ignore any Abort result from this ADF.
Ignoring Retreating Result
Units in Urban, Highland/Highland Woods, or Mountain/High Mountain hexes, hexes with Cities, Fortifications or Beachheads may voluntarily attempt to ignore retreat results on the CRT. Such units make an ER Check against the lowest ER unit in the stack. If the unit fails, the unit/stack may either retreat as normal or lose an additional step and remain in place. If the unit passes, the unit/stack ignores the retreat. Note: Only one roll is made for the stack (even a “stack” of one unit) and the result affects the entire stack.
Over-stacking and Retreating
Units that retreat into a friendly-occupied hex that is the target of a subsequent attack during the same Combat Segment add nothing to the defense of the hex, nor can they be used to satisfy any combat step losses, but they may cause an over-stacked condition. Moreover, should no friendly units that defended in the hex remain after applying combat results, the original retreating units each make an ER Check. If a unit fails, it takes a step loss. Those units then retreat normally according to the result as all units in a defending hex are affected by a retreat result.

In most terrain types, players cannot stack more than four SPs per hex without a penalty. Players cannot stack more than three SPs in a Mountain/High Mountain hex without a penalty. Units may voluntarily violate stacking limits during and after movement (including retreating); Exception - no road movement is allowed into, through, or out of an over-stacked hex. This applies only if the hex was already over-stacked before the moving unit/stack entered the hex.

Note: remember that units retreat one at a time. It would be possible for a unit to follow a road into a hex and stop there because of being forced to retreat. If the hex then became over-stacked, it would block further units from retreating through that hex via the road.

At the completion of movement, stacks in excess of the stacking limit incur adverse effects as follows:
  • The ER of all units in the over-stacked hex is reduced by one for each SP in excess of the limit (round 1⁄2 up).
  • Only four SPs (three in Mountain/High Mountain) of units can attack from or defend in a hex; excess SPs are ignored. A player cannot split a unit’s SPs. Example: Two 2-SP units are in a Mountain hex. Only 3 SPs can attack or defend, so only one unit can be used.

Advance After Combat

Advance After Combat is only permissible for the attacking player; a defending stack cannot advance after combat. Whenever a defender’s hex is vacated as a result of combat, the attacker, if he has any surviving units, must advance at least one attacking unit of his choice into the vacated hex. Attacking units with an attack strength of zero which were stacked with an attacking unit may also advance.

If the retreating defender was forced to retreat two hexes or was eliminated and any of the remaining attackers are Mechanized/ Motorized units, those Mobility Class units may advance beyond the original defender’s hex (temporarily ignoring EZOCs) into any vacant hex adjacent to the original defending hex. This “second hex” advance is not allowed during “Storm” turns, following an Amphibious Assault, or into a Fortification, Urban, City or Installation hex. Nor is it allowed if the defender’s hex was an Urban, City, or Installation hex.

In order to do a second hex advance into Mountain, High Mountain, Highlands, Highland Woods, and any Jungle hex, or across rivers, then the adjacent hex chosen for the advance must be connected to the original defending hex by a road (of any kind), bridge, or a highway. 

When the defender vacates an Urban, City, or Installation hex, the unit that is required to advance and all units that the attacker elects to advance into the hex are placed in the hex under a Clearing marker. 

When ground units advance into a Port containing enemy Naval Units the latter are displaced or Eliminated. On a non-Storm turn, if the Inshore Box is friendly or Contested, place the units there; otherwise, the Naval Units are placed in the nearest friendly Port as traced along the coastline. If no Ports are available via those methods, the Naval Unit is Eliminated. Place it on the Game Turn track four turns ahead; it enters as a reinforcement during that turn’s Reinforcement Phase.

All units that conduct a successful Amphibious Assault must advance into the defender’s hex.

Yeah, that is a lot to take in. Next time, we'll put that all together to show what combat might look like.

NOTES: Misc things I maybe should have noted.
Helicopters
  • In the Standard Game, helicopters cannot be attacked in ground combat.
  • When an enemy takes control of a hex where helicopters are based, the player taking control rolls one die per enemy Helicopter in the hex. See the Loss of Airbase/Airfield chart for result. This may result in permanent loss of APs, damage or loss of a Helicopter, and/or forcing a helo to rebase (discussed in part IV of this series).

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