The notional unit has 1 combat factor, modified by:
• +1 if it is a city hex;
• +1 if the hex is in the home country of the major power that controls the hex;
• +1 if it is not stacked with a land unit, but is in the ZOC of a friendly corps or army;
• + the shore bombardment modifier for each invading unit;
• -1 if it cannot trace a basic supply path of any length; and
• -1 if surprised (see 15.).
-1 if surprised.
These modifications are cumulative but the notional unit can never have less than 0 combat factors.
1 - 1 = the notational combat factor is zero.
Add the notional unit’s combat factor to those of any land units in the hex. Then modify their total combat factors for terrain and weather.
The notational modified total combat factor is zero.
Since there are no upper limits on the 2d10 tables this results in a +22 die roll modifier.
Choosing combat tables
You must now select one of the two land combat results tables ~ blitzkrieg or assault. The blitzkrieg table allows retreats and leaves the attacker face-up more often. The assault table will generally increase the casualties for both sides.
The attacker chooses the table if:
1. the defending hex is a non-city hex in clear, forest or desert; and
2. any attacking unit is not attacking across a fort hexside; and
3. either the attacker has more:
• ARM and HQ-A units than the defender; or
• MECH units than the defender and the defender has no ARM or HQ-A units.
To avoid a break through result the defender (Orm) chooses that the assault table will be used or that the notational unit is to be ignored.
The invading units end the combat face up in the hex.
Why not Solonica?
If there is a HQ in Albania and the Alpini MTN (5-4) is in the Southeast hex of Albania it could go east 2 hexes and assist the invasion.
The notional unit has 1 combat factor, modified by:
• +1 if it is a city hex;
• +1 if the hex is in the home country of the major power that controls the hex;
• +1 if it is
not stacked with a land unit, but is in the ZOC of a friendly corps or army;
• + the shore bombardment modifier for each invading unit;
• -1 if it cannot trace a basic supply path of
any length; and
• -1 if surprised (see 15.).
+1 if it is a city hex.
-1 if surprised.
Invading units must attack the invasion hex in the land combat step (see 11.16 Land combat). They can attack together with other land units that are not invading.
1 + 1 - 1 = the notational combat factor is 1.
Alpini MTN (5-4) + (INF (2-3) division + INF (1-3) division = 1.5) = 6.5 to 1.
6.5 factors of shore bombardment + 6.5 factors of air support = 13 additional factors.
6.5 x 3 = 19.5 to 1 rounded up to 20 to 1.
Weather and Impulse markers
Unmodified weather Nov/Dec Mediterranean Zone:
Fair ~ 50%, Rain ~ 30%, Storm ~ 20%
Chance to modify next weather roll
+1 ~ 30%
+2 ~ 20%
After each sides Impulse the Impulse marker advances:
1 box ~ 30%, 2 boxes~ 50%, 3 boxes~ 20%
This means that there will be 1 pair of impulses before major powers passing will possibly end the turn.
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)