Close Assault Resolution Question

Valor & Victory is a fast-playing, easy to learn World War II squad-level game system. Based on the original Valor & Victory board game, the digital edition provides you with an accessible and deep challenge, developed for classic tabletop game lovers.
Post Reply
Niwotian60
Posts: 8
Joined: Sun Aug 24, 2003 11:59 pm

Close Assault Resolution Question

Post by Niwotian60 »

The manual and in-game help don't seem to fully describe the resolution of close assaults. I understand the calculation of the ratio and kill number but after the dice roll the game assigns casualties to both sides based on an apparently undocumented table or calculation. Where do these casualty numbers come from? Are they deterministic or randomly assigned?
StayAlive
Posts: 20
Joined: Thu Mar 18, 2021 1:45 pm
Location: Lynchburg, Virginia
Contact:

RE: Close Assault Resolution Question

Post by StayAlive »

A successful assault completely eliminates the defenders, but the assaulting units suffer one Casualty Point per terrain modifier (+2 Woods would yield 2 CPs) and one CP per unpinned unit assaulted (two squads and a leader would yield 3 CPs). In a failed assault the defender suffers one CP per assaulting unit, and the assaulting units suffer one CP per factor that the dice roll failed, plus one CP per terrain modifier, plus one CP per defending unit.

Hope this is correct, and helps!
Gerry4321
Posts: 891
Joined: Mon Mar 24, 2003 2:40 am

RE: Close Assault Resolution Question

Post by Gerry4321 »

That's a really interesting way of doing it. As in, not just the odds. I thought in some game systems that it was unrealistic when a half-squad could wipe out two squads. It makes sense to take into account the terrain and number of assaulting/defending units.
StayAlive
Posts: 20
Joined: Thu Mar 18, 2021 1:45 pm
Location: Lynchburg, Virginia
Contact:

RE: Close Assault Resolution Question

Post by StayAlive »

Same here -- I always questioned the "all or nothing" approach of close assaults in a lot of old school games. It never made a lot of sense to me that one or both sides could essentially walk away unscathed.
User avatar
baloo7777
Posts: 1194
Joined: Sun May 17, 2009 11:49 pm
Location: eastern CT

RE: Close Assault Resolution Question

Post by baloo7777 »

It certainly is a deadly way to resolve Close Assaults. I have lost many attacking units in 2-1 attacks. It seems in V&V the best way to close assault is by not doing it unless enough units are available for a 3-1, and since it can only be from a single hex stack at a time, must be 3 squads vs 1 squad (after considering pinned units don't count in defenders hex). For better or worse, this should prevent close assaults from being used often (except when far outnumbering the defenders).
JRR
User avatar
MrsWargamer
Posts: 1653
Joined: Wed Jun 18, 2014 4:04 pm

RE: Close Assault Resolution Question

Post by MrsWargamer »

I had not delved into the stats and mechanics prior to this thread.

Now I understand why close combat ends immediately, and why I seem to lose even when I win :)
Wargame, 05% of the time.
Play with Barbies 05% of the time.
Play with Legos 10% of the time.
Build models 20% of the time
Shopping 60% of the time.
Exlains why I buy em more than I play em.
Niwotian60
Posts: 8
Joined: Sun Aug 24, 2003 11:59 pm

RE: Close Assault Resolution Question

Post by Niwotian60 »

Thanks, StayAlive. I tried to figure out where the numbers came from, but I think it's fair to say I would have never puzzled this one out. But I do like the system; men less than 20m from each other shooting rifles, pistols, lobbing grenades, satchel charges and anything else they can find absolutely should bloody both sides.
JWW
Posts: 1694
Joined: Sat Aug 12, 2000 8:00 am
Location: Louisiana, USA

RE: Close Assault Resolution Question

Post by JWW »

Yes, you have to be careful with assaults unless the enemy is pinned or you have a big strength advantage, or you have to take that objective or kill that stack on the last turn to win the game, and then you just go for it.
User avatar
baloo7777
Posts: 1194
Joined: Sun May 17, 2009 11:49 pm
Location: eastern CT

RE: Close Assault Resolution Question

Post by baloo7777 »

In one of Rico's custom scenarios, I was able to get a Brit full squad in woods next to the Tiger Tank and close assault and took it out to my surprise... several other squads either took casualties or were eliminated in the rushing of the tiger (and only after the ATG was pinned). It gave the feeling of the desperation of troops having seen all but 1 of their tank support destroyed. Very satisfying last turn as the Tiger occupied the single victory hex and it felt like snatching victory from the jaws of defeat. Great scenario and a good game experience.
JRR
DingBat
Posts: 123
Joined: Mon Nov 16, 2015 4:18 pm

RE: Close Assault Resolution Question

Post by DingBat »

ORIGINAL: Niwotian60

Thanks, StayAlive. I tried to figure out where the numbers came from, but I think it's fair to say I would have never puzzled this one out. But I do like the system; men less than 20m from each other shooting rifles, pistols, lobbing grenades, satchel charges and anything else they can find absolutely should bloody both sides.

The close combat rules are a little complicated. I tried to describe them simply in the manual but there's always room for improvement.
JonJonJon
Posts: 27
Joined: Thu Jun 17, 2021 10:58 am

RE: Close Assault Resolution Question

Post by JonJonJon »

Is troop quality factored in?
User avatar
joeyeti
Posts: 329
Joined: Tue Feb 28, 2012 8:45 am

RE: Close Assault Resolution Question

Post by joeyeti »

ORIGINAL: JonJonJon

Is troop quality factored in?
No, Troop quality is not present in the game (other than say German and US troops having slightly different numbers on the counters).
Joe
StayAlive
Posts: 20
Joined: Thu Mar 18, 2021 1:45 pm
Location: Lynchburg, Virginia
Contact:

RE: Close Assault Resolution Question

Post by StayAlive »

ORIGINAL: JonJonJon

Is troop quality factored in?

Not in close assaults, at least not in a direct way -- as Joe mentioned above highly trained, veteran, or Elite units typically have better counter stats than regular troops. They typically have higher firepower values and Casualty Ratings, and both help in the assault. Not related to assaults, but pinned Elite infantry units also have a better chance of rallying at the end of their turn.
Post Reply

Return to “Valor & Victory”