
© Alberto Giorgi
During the movement phase, the units can advance until contact with the enemy bases. In this case the melee is activated, that is, close contact combat. The resolution of this type of confrontation is found in the next chapter (melee procedure).
Rule of engagement
1) The unit cannot change formation and attack in the same turn. 2) The unit must attack the enemy one that is, compared to its own front, closer to reach and not the most convenient.
The control area is the frontal area of a unit equal to its range of fire. When you cross this area, even to engage another enemy in close combat, you suffer his fire (for artillery this area is the range of the Canister).



The first part of the result shows us the number of victims; 0, 1 or 2 soldiers. The second part shows us the moral result, which can be: R1, R2, AV, BT. In the case of the multiple melee, the losses and moral outcome are attributed to each actively participating unit in the melee. For example, with a result of 1 R1 all participating units will suffer the elimination of a soldier and demoted 50% of the movement keeping the front to the enemy.
To determine the consequences of the melee, both in the case of simple and multiple melee (which we will see in the next chapter), it determines the difference between the strengths in attack and those in defense, you add any bonuses and deduct the malus. In the example the cuirassiers have a value of 7 plus the charge 4= 11 points
Lancers do not charge, so they only have a value of 6 points. You go to the Column corresponding to the differential (5), you throw two six-sided dice and you cross the sum of the numbers drawn on the table of the melee. It will give you the result for both the attacker and the defender. In this example the numbers drawn are 4 and 3, the sum of which gives us 7.


© Alberto Giorgi