vPhaseReport.addElement(r);
}
// Resolve damage normally.
nDamage = nDamPerHit * Math.min(nCluster, hits);
if ( bDirect && (!(target instanceof Infantry) || (target instanceof BattleArmor)) ){
hit.makeDirectBlow(toHit.getMoS()/3);
}
// A building may be damaged, even if the squad is not.
if (bldgAbsorbs > 0) {
int toBldg = Math.min(bldgAbsorbs, nDamage);