If the disrupted unit can not retreat due to being surrounded by enemy occupied hexes, it is eliminated. Defending units which are already disrupted before the Close Assault occurs are eliminated if they receive a disrupted result from the attack. The number of attacking units which move into the hex can not exceed the number of stacking points allowed in that hex. The odds of close assault attacks may be lowered in the defender's favor by virtue of the terrain his units occupy. Slopes and Crests lower the odds one column to the left if all attacking units are in lower terrain.
Canals lower the odds by one column unless at least one attacker is in an adjacent canal hex.
Towns and Trenches lower the odds by two columns. In the case of combination of terrain, such as Trenches in a Crest hex, all odds modifications are cumulitive. In the case where a Mounted Cavalry unit is performing a charge against an enemy unit that is attempting to close assault it, the cavalry attack is resolved first. Any surviving non- disrupted enemy units may then close assault the cavalry unit.