Making Attacks

### Attack Overview

In addition to moving around on the tabletop, one of the most important things your units can do to disrupt your opponent's ability to win victory points is to attack his units. This overview here is a general overview- for more technical details on making attacks, see the Core Rules Book (CRB) section on making attacks. As of March 2023, units can perform ranged attacks, melee attacks, overrun attacks, and self destruct attacks. Representing slight variations, mines and bombs can make Area Attacks, and some abilities in the game *seem* like attacks, but critically *are not* attacks. Since this is not a technical rules article, it will include some key phrases in [ ] brackets to tell you what to phrase/concept to look up in the CRB for more details.

### Making A Ranged Attack

To make a ranged attack against an enemy unit, generally the attacking unit (or attacker) must take one of its two actions during the activation to do it. To make an attack, pick an enemy unit [declare a defender]. The attacker's leader mini must have line of sight to the defender (which becomes very important when the attacking unit has multiple minis). Check the range of the attack by measuring the distance from the attacking unit leader mini to the nearest mini of the defending unit. That becomes the range for that whole attack, regardless of the relative position of other minis in either the attacking or defending units. Now, the attacker gathers the attack dice he will use in the attack [form the attack pool]. Whether this is a single die or a double-fistful of dice, it is referred to as the "attack pool". Each mini in the attacking unit will add the dice for the weapon it is shooting to the attack pool. The weapons available are listed on the bottom of the unit card, or the upgrade card if applicable. Then the attacker rolls the dice.

### Making a Melee Attack

Making a melee attack is similar to making a range attack, with several exceptions. To make a melee attack, a unit must have a weapon with the melee symbol on the weapon to be used. The range of a melee attack is zero- the attacker must be in base to base contact with the defender [see Base to Base contact in RRG], and if the defending unit is a trooper unit, both the defender and the attacker are therefore "engaged" [engaged]. As in a ranged attack, the attacker gathers the dice from all eligible weapons/minis, forms a dice a pool, and rolls the attack roll. In a melee attack, the defender does not get to apply cover, may not use Shield Tokens, and may not use Guardian. The defender can still spend dodge tokens, and the same sequence for resolving attack rolls is used. Unlike a Ranged attack, a melee attacks does not give a unit a suppression token if a hit result was rolled (but a suppressive melee weapon will still result in the defender gaining one suppression token).

### Making an Overrun Attack

These attacks are far less common than the melee or ranged attacks, and happen after a unit Overrun weapon symbol makes a standard move. Overrun attacks happen after the attacker performs a standard move and overlaps a portion of an enemy mini base. The attacker can then use the Overrun weapon against the defender. The X in Overrun X determines how many times in an activation the unit can make the overrun attack. Unlike in other attacks, the Overrun attack pool does not add additional dice for each mini in the attacking unit with the Overrun weapon. Do the displacement (if applicable) first, then make the attack. Some effects that are triggered "by a ranged attack" or "melee attack" do not affect Overrun attacks, because it is neither a melee nor a ranged attack. Overrun attacks cannot be Fire Supported.

### Attack Roll Resolution:

During an attack, there is a specific order used for determining which effects change what dice at which point in the sequence. This sequence has major implications for how certain keywords interact in particular situations. It is similar to how the order of operations controls what operations happen first in a mathematical equation.

ATTACK TIMING

> 1. Declare Defender
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> 2. Form Attack Pool
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> a. Determine Eligible Miniatures
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> b. Choose Weapons and Gather Dice
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> 3. Declare Additional Defender
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> 4. Roll Attack Dice
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> a. Roll Dice
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> b. Reroll Dice
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> c. Convert Attack Surges
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> 5. Apply Dodge and Cover
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> a. Apply Dodge
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> b. Determine Number of Obscured Miniatures
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> c. Determine Cover d. Apply Cover
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> 6. Modify Attack Dice
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> 7. Roll Defense Dice
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> a. Roll Dice
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> b. Reroll Dice
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> c. Convert Defense Surges
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> 8. Modify Defense Dice
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> 9. Compare Results
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> 10. Assign Suppression Token to Defender
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> 11. Choose Additional Attack Pool
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