While firepower may be enough to drive an enemy back from open ground or lightly held positions, shifting a determined foe from a fortified bunker or ruined settlement will need sterner measures. In an assault troops storm forward, screaming their battlecries, eager to strike at their foe with knives, claws, gun butts or anything else in a desperate close combat.
Assault can be summarised in 5 steps:
- Move Into Assault. Move any of your units, within 6" of the enemy, into contact.
- Fight Close Combat. Troops in base contact with the enemy, or within 2", fight in close combat. Models in cover strike first, then both sides fight in order of their Initiative characteristics. Roll to hit with each of their attacks and roll to wound with any attacks which hit.
- Determine Assault Results. Total up wounds inflicted. The side which inflicted the most wounds is the winner.
- Loser Checks Morale. The loser has to pass a Leadership test or fall back 2D6". If the loser passes the test both sides move more models into combat and fight again in the next assault phase.
- Winners Advance Or Consolidate. If the loser falls back the winner can advance 2D6" or consolidate by moving his models 3" in any direction.
See also: Trial Assault Rules — an optional, unofficial alternative Assault system Games Workshop published for playtesting feedback, not a correction to the rules above.
- 1. Moving Into An Assault
- Terrain Effects
- Who Can Fight
- 2. Fighting A Close Combat
- Who Strikes First
- Attacks
- Rolling To Hit
- Allocating Attacks
- Rolling To Wound
- Armour Saves
- Close Combat Weapons (4 pages)
- Monstrous Creatures
- Removing Casualties
- 3. Determine Assault Results
- Enemy Destroyed!
- Tiebreaker (Moral High Ground)
- 4. Loser Checks Morale
- 5. Winners Advancing & Consolidating
- Advance
- Sweeping Advance
- Partial Contact
- Consolidate
- Drawn Combats
- Multiple Combats
- Shooting In Close Combat