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<html>
<head>
<meta http-equiv="Content-Type"
content="text/html; charset=iso-8859-1">
<meta name="GENERATOR" content="Microsoft FrontPage Express 2.0">
<title>Combat</title>
</head>
<body bgcolor="#000000" text="#C0C0C0" link="#008080"
vlink="#808000" alink="#FF0000">
<div align="center"><center>
<table border="0" cellpadding="0" cellspacing="0" width="90%"
bgcolor="#008080">
<tr>
<td><p align="center"><a href="index.htm"><img
src="images/BackToIndex.gif"
alt="Back To Table Of Contents" border="0" width="16"
height="16"></a></p>
</td>
<td><p align="center"><font size="5"><strong>1942:
Campaign For Malaya</strong></font></p>
</td>
<td> </td>
</tr>
<tr>
<td colspan="3" bgcolor="#000000"> </td>
</tr>
<tr>
<td> </td>
<td><p align="center"><font color="#000000" size="5"><strong>Combat
Phase</strong></font></p>
</td>
<td> </td>
</tr>
</table>
</center></div>
<blockquote>
<p><font size="5"><b><i>General Rule</i></b></font></p>
<p><font size="3">Combat occurs between adjacent opposing
units at the Phasing Player's discretion. The Phasing Player
is considered to be the Attacker, the non-Phasing Player the
Defender, regardless of their overall strategic position.
1942: Campaign For Malaya uses the standard Attacker /
Defender ratios to determine the combat chance of success or
failure; a random die-roll determines the outcome of the
combat. The combat strength of the attacker and the defender
can be modified by terrain and supply considerations, the
die-roll can be modified in many ways.</font></p>
<p><font size="5"><b><i>Which Units May Attack</i></b></font></p>
<p><font size="3">During the Combat Phase of his Player-Turn,
the Phasing Player may attack any and all Enemy units
adjacent to Friendly units. Only those Friendly units
directly adjacent to a given Enemy unit may participate in an
attack upon that unit. An attacking unit must also be able to
enter the defender's hex in order to attack (for example, an
armored unit may not attack any hex that is not connected by
a road or a rail to the hex occupied by the armored unit).</font></p>
<p><font size="3">Attacking is completely voluntary ; units
are never compelled to attack, and not every unit adjacent to
an Enemy unit need participate in any attack. <em><strong>Exception
:</strong></em> Friendly units participating in amphibious
assaults must attack Enemy units defending the target port.
Friendly units in a stack that are not participating in a
given attack are never affected by the results of the attack.</font></p>
<p><font size="3">An Enemy occupied hex may be attacked by as
many units as can be brought to bear in the six adjacent
hexes.</font></p>
<p><font size="3">No unit may attack more than once per
Combat Phase, and no unit may be attacked more than once per
Combat Phase.</font></p>
<p><font size="3">All units defending in a given hex must be
involved in the combat, and they must all be attacked as a
single Strength. The defender may not voluntary withhold any
units in a hex under attack. The attacker must attack all the
units as a whole, the Defense Factors of all the defending
units in the hex are totalled, and this Defense Strength is
attacked. Different units in a given hex may not, therefore,
be attacked separetely.</font></p>
<p><font size="3">Units in a hex that contains an attacking
unit need not participate in that same attack nor any attack.</font></p>
<p><font size="3">If a unit is adjacent to more than one
Enemy-occupied hex, it could attack one, and only one, of
them.</font></p>
<p><font size="5"><b><i>Effects on Combat Strength</i></b></font></p>
<p><font size="3">Combat Strengths of unit s may be affected
by terrain and supply considerations (see Supply and Terrain
Effects Chart). Such effects are always cumulative.</font></p>
<p><font size="3">If a unit's Strength is halved or
quartered, fractions are not rounded.</font></p>
<p><font size="5"><b><i>Air Support</i></b></font></p>
<p><font size="3">The attacker may add Air Point to support
the attack (Air Points must be available at that time).</font></p>
<p><font size="3">The defender may add Air Point to support
the defense (Air Points must be available at that time). The
defending air points commited to the defense are determined
by the game mechanisms (depends on various factors such as
combat ratio, defensive terrain type, etc.).</font></p>
<p><font size="5"><b><i>Modifiers</i></b></font></p>
<p><font size="3">See the </font><a href="tables_crt.htm"><font
size="3">Combat Results Table</font></a><font size="3"> for
detailed informations.</font></p>
<p><font size="5"><b><i>Combat Results</i></b></font></p>
<p><font size="3">See the </font><a href="tables_crt.htm"><font
size="3">Combat Results Table</font></a><font size="3"> for
detailed informations.</font></p>
<p><font size="5"><b><i>Retreats After Combat</i></b></font></p>
<p><font size="3">Whenever a combat result requires a
Player's units to retreat, those units must immediately move
two hexes away from the combat hex and toward a Friendly
Supply Source (if possible). All retreats are mandatory
unless blocked. Such a retreat is not considered normal
movement, but is rather a function of combat. It does not
require the expenditure of movement points. The retreat must
be made through hexes that, under normal conditions, would
cost the least number of movement points for the unit to
enter. A unit can only retreat away from a Friendly Supply
Source or enter hexes that are not the least costly in order
to avoid violating retreat priorities.</font></p>
<ul>
<li><font size="3">A retreating unit cannot enter an
Enemy-Occupied hex.</font></li>
<li><font size="3">A retreating unit cannot enter a hex
that it could not move to normally.</font></li>
<li><font size="3">A retreating unit cannot enter the
same hex twice.</font></li>
<li><font size="3">A retreating unit cannot end its
retreat in vioilation of stacking limitations. If
such would be the case, then the unit would continue
retreating one more hex. If at the end of that third
hex of retreat, stacking limitations are still not
satisfied, then that retreat path is not available.</font></li>
</ul>
<p><font size="3">If a retreat could not be satisfied without
violating one those rules, then the unit (or the stack) would
suffer a two steps loss penality.</font></p>
<p><font size="3">Every Enemy ZOC entered during the retreat
requires the unit (or stack) to lose an additional step.</font></p>
<p><font size="5"><b><i>Advances After Combat</i></b></font></p>
<p><font size="3">Attacking units may advance after combat
only if the defending hex has left the place (due to
elimination of retreat). They may then advance into the
attacked hex. Such advance does not expend any movement
points. The advance may be made even if moving from enemy ZOC
to another enemy ZOC.</font></p>
<p><font size="3">Advances may not violate stacking
limitations.</font></p>
<ul>
<li><font size="3">A retreating unit cannot enter an
Enemy-Occupied hex.</font></li>
<li><font size="3">A retreating unit cannot enter a hex
that it could not move to normally.</font></li>
<li><font size="3">A retreating unit cannot enter the
same hex twice.</font></li>
<li><font size="3">A retreating unit cannot end its
retreat in vioilation of stacking limitations. If
such would be the case, then the unit would continue
retreating one more hex. If at the end of that third
hex of retreat, stacking limitations are still not
satisfied, then that retreat path is not available.</font></li>
</ul>
<p><font size="3">When making amphibious assaults, each
attacking unit suffer one additional step loss and return to
the reinforcement box if it is not able to advance in the
defender hex.</font></p>
<p><font size="5"><b><i>Procedure</i></b></font></p>
<p><font size="3"><img src="images/combat_example.gif"
align="right" border="2" hspace="2" width="135" height="111"></font><font
size="3">The game mechanisms control every aspect of combats
; combat strengths are determined and ajusted as needed, die
rolls are resolved and ajusted as needed, retreats are
automatically conducted, advances when available are
controlled.</font></p>
<ul>
<li><font color="#80FF80" size="3">At the start of the
Combat Phase, every Enemy unit that can be attacked
is marked as Available</font></li>
</ul>
<p><font size="3"><em><strong>Combat Declaration :</strong></em></font></p>
<ul>
<li><font color="#80FF80" size="3">If no combat is
already declared, clicking on an Available Enemy unit
will select that unit (as well as all other stacked
units in that hex) and mark as Available all Friendly
units that may attack. A combat is therefore under
declaration.</font></li>
<li><font color="#80FF80" size="3">If a combat is
declared, clicking on any of the defending unit will
cancel that combat. [Esc Key]</font></li>
<li><font color="#80FF80" size="3">If a combat is
declared, clicking on any Available Friendly unit
will add this unit to that combat. Clicking on any
Selected Friendly unit will cancel this unit's
participation to that combat</font></li>
<li><font color="#80FF80" size="3">The attacker may add
Air Points (if available) to the combat (see the
Combat Panel). Defending Air Points will be added
just before the combat resolution (this is made by
the game mechanisms, may depend on owning player
previous decision to make Air Points available for
defensive actions, and does not take into account the
attacking Air Points that are commited to the
combat).</font></li>
<li><font color="#80FF80" size="3">As soon as a declared
combat can be resolved, the "Roll Dice"
button becomes available. Clicking on that button
resolves that combat (no undo).</font></li>
</ul>
</blockquote>
<blockquote>
<p><em><strong>Combat Resolution :</strong></em></p>
<p><font size="3">Required steps losses are automatically
distributed among participating units. Units with two steps
remaining take losses first, then one step units. Among each
category, losses are distributed randomly.</font></p>
<p><em><strong>Retreats :</strong></em></p>
<p><font size="3">If required, retreats are automatically
handled by game mechanisms. Further losses may be distributed
as needed (as stated in retreat's procedure).</font></p>
<p><em><strong>Advances After Combat :</strong></em></p>
<ul>
<li><font color="#80FF80" size="3">At the start of any
advance Sub-Phase, every Friendly unit that can
advance is marked as Available</font></li>
<li><font color="#80FF80" size="3">Clicking on an
Available unit will advance that unit to the defender
hex</font></li>
<li><font color="#80FF80" size="3">Clicking on a unit
that has already advance will cancel that advance</font></li>
<li><font color="#80FF80" size="3">When done, click on
the "End / Cancel Current Combat" button
(see the Combat Panel).</font></li>
</ul>
<p> </p>
<p> </p>
</blockquote>
<blockquote>
<p><a href="http://wwwusers.imaginet.fr/~bbmagic/wp"
target="_new"><font color="#8080FF" size="3"><strong>(C) 1999
Kamikaze Wargames Designers</strong></font></a></p>
</blockquote>
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