Close Combat vs AFVs Example #1

"How To Crack a Tin Can"

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The rumble of a Jagdpanzer IV shook the ruined streets of Caumont. Idling on the dirt road, the low-profile tank destroyer watched the crossroads, unaware of the American infantry skulking in the farmhouse. The G.I.s knew the heavily armored beast was lethal at range but blind at its flanks, lacking both coax or rear machine guns. With a quick hand signal, the men surged from the house into the armor’s dead zone. Before the panicked German driver could grind the tracks into motion, the men scrambled onto the engine deck to deliver the killing blow.

This is Part 1 of a several part series of articles teaching the basics of Close Combat (CC) between infantry and AFVs. This example is based on the scenario “Second Crack at Caumont” (AP32), a straightforward CC engagement to learn the basics of how infantry can attempt to take out metal beasts in ASL. In this case, a lone American squad is advancing on a German Jagdpanzer IV.

CC against an Armored Fighting Vehicle (AFV) shares similarities with infantry-versus-infantry engagements, but the mechanics differ in important ways. Let’s dive into the sequence of play, the odds, and the tactical aftermath.

Pre-AFV Attack Task Check (PAATC)

Before a MMC can even engage an AFV in CC during the Advance Phase, they must first mentally prepare to assault a heavily armored machine. This is represented by the Pre-AFV Attack Task Check (PAATC). The check, like most task related checks, is made against the unit’s base morale level (must roll ≤ their morale). If the squad fails this check, they are pinned in their starting hex. If they pass, they’re immediately required to advance into the AFV’s hex and initiate Close Combat.

Leader Bonus: If a leader is present in the starting hex, they’re immune to the PAATC. Better yet, they can use their leadership modifier to aid the advancing MMC, as well as granting a leadership bonus to the overall Close Combat Value (+1) if they join the assault.

But for this example, we’ll assume the unsupported American squad successfully passes their PAATC and boldly advances into the Jagdpanzer’s hex.

Close Combat vs Vehicle Example #1

Close Combat Sequence

CC versus an AFV is never simultaneous. When infantry and armor share a hex in the CC phase, the initiative always goes to the infantry, which always attacks first. Once the initial infantry attack is resolved, the sequence alternates between the AFV’s counter-attack and any remaining infantry until every unit has attacked, been eliminated, or opted to pass (rare!). If the AFV doesn’t survive the initial attack against it … it doesn’t get the chance to attack back. It’s destroyed.

Close Combat Value

AFV CC is an odd duck. Infantry units don’t use standard firepower to calculate an odds ratio against an AFV target. Instead, they rely on a specific “Close Combat Value” (CCV). While the AFV uses the normal odds ratio of standard CC.

Infantry Unit Type Close Combat Value (CCV)
Full Squad 5
Tank Hunter Hero 5
Crew 4
Half-Squad 3
Single Man Counter (Operating Alone) 2
Single Man Counter (Attacking with Squad) +1 Modifier to the Squad’s CCV

For our American 5-4-6 squad attacking the Jagdpanzer IV, the base CCV is 5 (there’s no leader in this example). The FP of this squad is coincidentally the same as its CCV, but they aren’t the same thing. A German 8-3-8 full squad, a Partisan 3-3-7, and everything in between also have base CCVs of 5. So don’t let an MMC’s FP strength influence your CC while attacking. Versus an AFV, it only comes into the equation when defending. More on that in Part 2.

So, to determine the final number needed on the dice, you need to account for modifiers. Consult your charts of choice for applicable modifiers. Unit traits like being an Assault Engineer, being Inexperienced, or being Pinned will modify the base CCV itself (adding or subtracting). These are used to find the Final CCV.

Situational factors modify the actual die roll like normal CC. Some roll modifiers include the vehicle being in motion, being unarmored, having an open top, being Crew Exposed (CE), being immobile, being abandoned, leadership, or having escorting infantry present in the hex. Applying these modifiers leads to a Final Die Roll.

In this very simple example, the Jagdpanzer IV is fully armored, stopped, and Buttoned Up. There are no modifiers applied, meaning the American squad needs to roll a 5 or less to achieve an attack result.

Resolving the Attack

Here’s a summary of CC vs. an AFV attack results.

Final Die Roll vs. Final CCV Combat Result
Greater than Final CCV No Effect
Exactly Equal to Final CCV AFV is Immobilized
Less than Final CCV AFV is Eliminated
≤ Half of Final CCV AFV is a Burning Wreck

AFV Counter-Attack

If the squad fails to destroy the tank—say, with a Final DR of an 8 resulting in “No Effect”—the AFV normally gets an opportunity to strike back. However, an AFV is restricted when fighting in close quarters. They are notoriously unmaneuverable and difficult to see out of, especially when BU.

An AFV can only fight back using dedicated close-combat attack systems (such as German close defense anti-personnel systems like Nahverteidigungswaffe) or specific machine guns. The only MGs permitted for an AFV CC counter-attack are Coaxial MGs (CMG), Anti-Aircraft MGs (AAMG, if the crew is exposed), Rear MGs (RMG), and turret-mounted IFE ≤ 15mm. A main armament (unless IFE, as just mentioned) cannot be used to attack infantry in CC.

This is where the Jagdpanzer IV finds itself in a predicament. It lacks a turret, meaning it has no Coaxial MG. It has no AAMG, and it lacks a Rear MG. Its only anti-infantry defense is a 1-Firepower Bow Machine Gun, which is prohibited from being fired in Close Combat.

Therefore, the Jagdpanzer IV is completely incapable of attacking back in this example. Getting into close combat with this specific tank is relatively safe for the infantry. If you can approach it from the rear during the movement phase, it must spend movement factors to spin its hull just to fire at you, racking up positive modifiers. Once you survive the approach and advance into its hex, it becomes a sitting duck. So before jumping into CC with an AFV, make sure you evaluate its capability to 1) attack you as you approach, and 2) its CC capability.

Aftermath

One of the most critical differences between infantry CC and AFV CC is the lack of Melee. At the end of the Close Combat phase, surviving infantry and AFVs aren’t locked in Melee. This means the Jagdpanzer IV is completely free to drive away in the following MPh.

Close Combat vs Vehicle Example #1

Tactical Warning: Deciding to drive out of a shared hex is a gamble for the armor player. The moment the AFV spends a MP to start or leave the hex, the infantry sharing that space can unleash Point-Blank Defensive Fire. If your squad happens to be armed with an anti-tank weapon like a Panzerschreck, Panzerfaust, or Bazooka, the fleeing vehicle can be instantly and utterly destroyed by a rear-shot before it ever makes it to the next hex. Conversely, the AFV could remain in the hex and could unleash hell on any infantry using TPBF.

Debriefing

Mastering armor-infantry engagements in Advanced Squad Leader requires exploiting the unique blind spots of enemy hardware. While a Jagdpanzer IV is a deadly tank destroyer at range, its lack of close-defense machine guns renders it completely defenseless in tight quarters. Once the advancing infantry passes their PAATC, they hold the advantage, at least temporarily. It’s usually advantageous for the AFV to bug out when given the chance, especially if there are not supporting infantry in the area. Remember, units cannot use an enemy AFV (that’s not a wreck) as cover, so those units trying to CC your AFV are sitting ducks in their own right.

In Part 2 I’ll go over an example where the AFV gets to fight back!

Academy Out!

GET TO THE CHOPPA…!!! Get To The Choppa...!!!


Article © 2026, Neal Ulen. All Rights Reserved. Copyright & Fair Use Notice.
ASL-Players.net is not affiliated with Hasbro, AH Games, Inc., or MMP, Inc.
Advanced Squad Leader is a trademark of AH Games, Inc.

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