1) All units in combat in a square are arranged in 3 catagories of fire. The 1st catagory of fire group will consist of all ART, AAG, BAT, & RKT units. The 2nd catagory of fire group will contain the FTR, ASW, SUB, CRU, MIN, MEC, & CAV units. The 3rd catagory of fire group will contain all other units. Combat will be conducted within each group in turn, with the results being applied to all units before the next group can fire. Combat within a group will be simultaneous (i.e. all units in a group will get to fire unless they were destroyed by the attacks of an earlier group). Casualties will be picked at random from any group (regardless of the group of the attacking unit). For every leader you have in the square, one of your group 3 units will be moved to group 2. Note also that Paratroopers become a group 2 unit on the phase that they jump into a target square.
2) Each unit with ranged combat ability which did not fire in step 1 (i.e. it does not have enemy units in its square) will fire at one random eligible target in an adjacent square. Ranged combats do not pin any of the units involved.
There will always be a minimum of 5% ToHit regardless of modifiers. Combat will only continue the following phase if additional units are brought into the square after which all units may fire again (even those that fired earlier). In this way, you can "trigger" additional combats by sending in a large group on an early phase and then the remainder of the force a unit at a time in each later phase. If, at the beginning of a turn, you wish to attempt to have your units retreat from battle, you (or the enemy) would have to move your units out of the square in phase #1. Otherwise, there will be another combat phase at the end of phase #1, thereby pinning the units. Whenever a unit fires in combat, it will be charged 5 extra endurance (2 for aircraft units).
RANGED COMBAT:
Battleships, Anti-Aircraft Guns, and Artillery are all able to attack most units that are adjacent to them as well as those that are in their square. Ranged combat does not pin any of the units involved (i.e it does not prevent the units involved from continuing their movement). For example, If a Fighter is flying to attack units in a city (and there is an AAG in the city), the AA Gun will get a single shot at the Fighter (at reduced ToHit%) when the Fighter gets 1 square away. However, unlike normal combat , the Fighter does not have to stop. The Fighter would (assuming it survived the Ranged attack), continuing moving into the city where it would have combat with any units in the city (including the AAG). Note also that this is a new combat and the AAG would get another shot (this time at its normal ToHit rating since it is not using ranged combat). When conducting ranged combat, units do not have their ToHit rating modified like in normal combat (i.e. for terrain, experien ce, etc). No endurance is charged for either unit involved.
BOMBER DAMAGE:
When Strategic Bombers fly over enemy (not neutral) production centers, they can inflict temporary damage on its production capability. Damage inflicted on a production center reduces its number of build steps beginning on the following turn (i.e. it does not effect the build steps for that turn). At the end of each turn, all production centers with bomber damage will automatically repair one point of damage. If a Production Improvement Order is given to a production center that has bomber damage, it will repair 2 points of temporary damage, rather than adding to the total number of build steps. These 2 points repaired are in addition to the 1 automatically repaired at the end of the turn.
Last edited on 4/19/95
The author, Bill Rapp, can be reached at: conquest@dnai.com