4.0 Attacking
For a successful Direct attack, roll higher than 6 after the Dodge modifier has been considered.
For a successful Battery attack, roll one die and note the result:
1, 2 or 3: The shell was a dud, and did nothing.
4: The shell exploded on target
5: The shell exploded one click South
6: The shell exploded one click North
4.1 Rng modifiers
A
Rifleman on a hill gets +1 to his Rng for every step he is on relative to the targeted enemy: for example, if the enemy is on ground level and the Rifleman is on the second step, he gets Rng +2; but if the enemy climbs to the first step, then the Rifleman now only has Rng +1.
Tanks get Rng +1 if they are on the first step of the hill, but cannot climb higher and therefore cannot receive more than +1.
Rng modifiers do not apply to Battery units (because they fire in a high lob rather than a low arc).
4.2 Dodge modifiers
The type of terrain the defending unit occupies affects how likely it is to be hit: for example, a defender is easier to hit on a Path (+1 to attacker's roll) but very hard to hit in a Forest (-2 from attacker's roll). The Dodge modifiers of each terrain are addressed in
section 5.0.
The Dodge for a hill is relative to the enemy's position: hills have a Dodge of -1 per step, so a Rifleman on the second step being attacked by a ground-level enemy gets Dodge -2; while if the enemy climbed onto the first step, the Rifleman would only get Dodge -1.
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