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==How Close Combat works== Combat is an elaborate and multi-step action, with success coming down to probability. New players often don't know what a unit needs for each step and often over-invest for phases a unit shouldn't bother dealing with. Breaking down the phases of close combat, plus how and when you should win them. ===Out DPS the Enemy=== This is the most straightforward part. Each unit swings their weapons and hopes that more enemies than frendlies die. Many new players are focusing on this one, taking the hardest-hitting units clad in the heaviest armour in hopes to delete the enemy with near-guaranteed damage. This is valid, especially when it comes down to removing small units or tarpiting cheese. Experienced people aim for a balance of numbers, decent rolls against common matchups, and cost-effectiveness (so you get more guys). Ideally, the damage phase is won by how many 4s, 5s, and 6s you rolled. Dealing damage is only a mean to influence the more important step - Combat Resolution. It doesn't matter too much if you take more losses, because this score is what determines the skirmish's victor. ===Combat Resolution=== Reflects all the psychological factors that causes a unit to run from a fight. If you get more CR points than the enemy, often by taking initiative in the fight, you win and the enemy must roll leadership to stay in the fight. There are several important factors: inflicting wounds (why killy units often win), charges, having more ranks and twice the models than the enemy, having a standard or a proper sized unit in enemy's side or rear, or have [[Star Wars|the HIGH GROUND]] ===Surviving Losing===
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