From: Thomas Barclay <Thomas.Barclay@s...>
Date: Thu, 20 Jan 2000 10:42:55 -0500
Subject: CC
Adrian wrote (to which my replies are asterisked): I mostly agree with Tom on this, except I'd make it a bit more stringent. You should be allowed to continue with your close assault if: a) you pass the confidence test to try to overrun the escapees from your first attack b) the attack on the new squad is treated as a new Close Combat. The attackers must test to see if they can make the assault, and the defender= s can do all the usual stuff (bug out, shoot up the attackers, etc). ** I figured I'd ignore a and do b because b is a nastier test and a is not happening anymore (you aren't chasing the dude... you've found a new target). Besides, it removes a die roll! c) the new squad will be contacted by moving, as Tom says, directly towar= d the escaping troopers AND the distance to the new contact cannot exceed t= he maximum possible movement allowed for the followup, even though this is being treated as a new Close Combat. Normally, a charge into CC gives yo= u a second move if you fail to reach the target in the first move. In this situation, even though it is considered a new CC for the purposes of mora= le for both sides, the attackers can only move as far as they would have bee= n able to for the initial follow up. ** concur And make sure that there is a healthy modifier for the attackers confiden= ce test to assault the second squad. It should be difficult to do this. ** Hmmm. If you've got casualties from the first CC, and the other squad is any size, the modifiers are already represented. If you are 20 guys, and they are 3, it shouldn't be a hard test. Perhaps add a +1 just to simulate attacking with some disorganization. And you can only do this once. You cannot roll up an entire side of the board leaping from squad to squad in CC followups.... That should be obvious, of course, but...;) ** disagree. Nothing prevents multiple followups across the board. If you house rule these down to one, okay I'll agree. If not, apply a successive +1 to each initiation check - that'll stop it fairly quickly. (ie the first combat is normal, the second +1, the third +2, etc). My 0.02 added to Owen and Tom's...=20 ** thank you for mostly stating what I meant more clearly.