I’m working on adding assaults and close combat to the game right now, which requires the addition of a new turn phase. As it happens, however, this is one of the those game mechanics that relies on another that’s not yet implemented (having the AI automatically select the best attack possible for defensive fire) which in turns relies on another (having friendly units inherit an AI instance as well, which would benefit from having a better unit spawn function) and which would greatly benefit from yet another (infantry anti-tank attacks). So it’s a bit of a jumble at the moment, but after I create all of these and get them to work well together, that’s another big chunk of the core game system finished.

Close combat will use the same basic attack as Shooting, but there will be different modifiers (eg. infantry will fare much better in dense terrain than tanks) and it has the potential to be very damaging to both the defender and the attacker. Note: normally in wargames, vehicles can’t engage in close combat with each other (are they ramming each other?) but since the scale width of each hex is about 160 meters it represents two tank platoons squaring off against each other at point blank range.