public static IEnumerable <HitResult> Hit(Army army, UnitType firer, Army firingArmy, decimal amt, bool attacker, IHitSelector selector)
        {
            // If the army is empty, no hits are necessary. Return such.
            if (army.Empty)
            {
                return(NoHits());
            }

            var type = selector.Select(army, firer, firingArmy, amt, !attacker);

            // Check if the hitType is null. If so, no valid hits are possible. Thus, return an ineffective hit result for the appropriate amount.
            if (type == null)
            {
                return(OneHit(HitResult.NewIneffective(amt)));
            }

            // Take the appropriate number of casualties from the army and capture the result.
            var result = army.Hit(type, amt);

            // Check if the resulting hit completed the required amount.
            if (result.Amount == amt)
            {
                // If so, simply return that hit result.
                return(OneHit(result));
            }
            else
            {
                // If not, then further hits need to be made. Recursively take away the remaining number of causualties, adding the results
                // to the current one.
                return(Hit(army, firer, firingArmy, amt - result.Amount, attacker, selector).Prepend(result));
            }
        }