Thursday, 11 August 2016

Nuts! Big Battles - Sneak Peek #4 : Melee

In NBB, units are able to take one action when active – whether it's Moving, Shooting , or attempting to Rally, for example. An exception to this is Melee, where the attacking unit Charges into contact with the enemy, then resolves the combat immediately. Here's how it's done.

To be eligible to Charge, a unit must be active. The maximum Charge distance is 9” (a regular Infantry move is 6”) and the attacker must have Line of Sight to the target unit at some point (but not necessarily from the start). Below, the active German Platoon has moved into view at edge of the woods and won the In Sight Test:

The Germans spot the weary GIs from the woods...



As the total distance will not exceed 9”, it can now Charge the Americans. The Germans must make contact with at least one stand in order to fight.

...and Charge forward!



To resolve the Melee, both sides roll 2d6 vs their Rep (4 for both). This is modified by Circumstances, so the Germans will receive a Numbers bonus (+1d6 for having an extra stand - even Support Weapon crews get stuck in!) and the Americans will take a -1d6 penalty due to being Disordered. This adds up to the Germans rolling 3d6 vs the Americans’ 1d6 – ouch!

The outnumbered Americans face a wall of German steel.



The Germans pass 2d6 against the Americans’ 1d6, causing the shattered Americans to Break and be removed from the table. (If the Americans had been in Fall Back status prior to the Charge, then they would have Broken automatically, no rolling required).

Melee combat is gruelling, even for the victor. The exhausted German Platoon is left Disordered.

The victors attempt to catch their breath.



As you can see, Melee in NBB is fast and bloody. It’s a great way to press home the advantage after softening up your enemy with some well-placed Shooting, but be sure the odds are stacked in your favor – on a tie, it’s the attackers who will lose their nerve and Fall Back, leaving you exposed to a possible counter-charge next turn! 

Next up, we'll look at how to form our Platoons into a Company.

14 comments:

  1. Are you going to include stats for the six major combatants of WWII with the rules? Italy, Japan, Comminwealth, US, Soviets and Germany.

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  2. The core rulebook covers Western Europe and contains Army Lists for the United States, Britain, Germany and the Soviet Union. Other lists are being considered for future release, but it isn't hard to create your own lists, given the simplicity of the stats.

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    1. Thanks for the intel Greg.

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    2. Should there be a modifier to benefit the defender? It shouldn't be easy to charge a defender across open ground, even if the are disrupted.

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    3. There is no defensive fire: the intent was to keep the focus on the attack. To help compensate for this, the defender has been given the advantage when the results are tied.

      Remember that if the attack comes from ambush (as above), there will always be an In Sight test, giving the defender a chance to shoot down the attack before it makes contact,

      Finally, both the Melee and In Sight tests are taken vs Rep, making it harder to get the drop on higher quality troops.

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    4. To help compensate for this, the defender has been given the advantage when the results are tied.

      And it is a significant advantage as the attacker to pass more d6 than the defender or it loses. This builds in the defensive fire and eliminates one extra step.

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  3. Remembering my grandfather Greg, 2:28th, 9th Div.
    Cheers

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  4. Also, the fact that the entire platoon was removed (Break result), doesn't mean they're all KIA, it just means that they're combat ineffective, correct? It makes sense, especially when you figure they were already in a "fragile" state at the start of the melee!

    Looking forward to the official release!

    Brian

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  5. The lack of Japanese doesn't bother me. I can easily adapt the existing rules for a different theater. Looks like the Malaya campaign is coming on. I just have to get some non-Sikh Indian troops.

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  6. Bringing infantry and heavy weapons stats across is dead easy. It starts getting hard when you need to work out AFVs.

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    1. And that's in the works and for free.

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    2. Great stuff. Any chance of a tank combat preview?
      Cheers

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    3. I'd keep eye on the blog next week Beccas, if I were you. Just sayin' :)

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