It is in the combat phase, though, where this game really excels and breaks new ground. Bombardment is by artillery within range and air points and results in step losses for the enemy if successful. Success depends on what type of terrain exists in the target hex, with clear offering no shelter and woods or urban hexes offering the best. Manoeuvre combat is based on traditional odds with modifications for terrain, supply and either the attacking or defending units having the best efficiency rating - a measure of a unit's training, effectiveness and cohesion. Artillery and air support can also be added.
Results tend to be retreats and fatigue, though step losses are also possible.
Assault combat sees attacking units advance into the defender's hex. This is modified by terrain and possible fatigue. It is possible for the same hex to expericnce all three types of combat in the same phase, though by different units. Mobile units may be able to retreat before combat, enemy units adjacent to hexes under attack may attempt to enter the hex prior to combat. Both cases depend on units' efficiency rating.