Impulse 2, Order 1 is to FIRE!! The US Player has everybody already rallied. It's time to try to take out some of the Soviet force!!
Gonzales activates in J6 to fire. The Engr throws the Satchel Charge. To see what values the Satchel Charge has we consult the Support Weapons Card. We see that it has a range of only one hex and the 'To Hit' modifier for the range of 1 is a +3. The Infantry Firepower of this weapon is a 10 RED and the 'To Hit'modifier is added to the defenders cover die roll.
Adding the 'To Hit' modifier to the Infantry Attack as a defender modifier allows for the fact that further away a weapons system is firing the less likely it is to hit with a concentrated impact. Whether that's a tanks cannon or a satchel charge distance plays the same part. You will find that some weapons are very accurate at short range. The AT-4 and LAW for instance have a -1 modifier at range one. That would be just as applicable to Infantry Fire as to the ability to hit a vehicle/bunker.
Support Weapons are fired independently. (Anything found on the Support Weapons cards qualifies as a Support Weapon.)
In this case the Satchel Charge is thrown and attacks with a 10 RED, the die roll is 11. 10 + 11 = 21. TAV = 21.
Karpov has a morale/experience level of 7, +2 for the cover provided by the wooden building, +3 for the inaccuracy of the satchel charge at range 1, the die roll is an 8. 7 + 2 + 3 + 8 = 20. TDV = 20.
TAV is greater. Karpov breaks.
Makarov is in serious trouble. Any negative result will remove him from play. Makarov has a morale/experience of 8, -2 for being disrupted, +2 for the cover provided by the wooden building, +3 for the inaccuracy of the satchel charge at range 1, the die roll is a 12.
8 - 2 + 2 + 3 + 12 = 23. TDV = 23.
TDV is greater. Makarov does not break.
The Regular Fire Team has a morale/experience level of 7, +2 for the cover provided by the wooden building, +3 for the inaccuracy of the satchel charge at range 1, the die roll is a 5. 7 + 2 + 3 + 5 = 17. TDV = 17.
TAV is greater. The Fire Team breaks.
If the red die had been higher during the Satchel Charge attack the location would have caught fire.
A double 5 or double 6 with the red and black die would have rubbled the location.