|
|
|
|
|
Board DescriptionQuick start guide: Unlimited units per territory No reinforcement Placement only on territories with factory icon or zones with icons Sea zones have negative bonus Armor and sea units can move 1 or 2 territories Base Attack at 60% and Defense at 75% No cards Description: Germany must attack agresively to turn its advantage in starting forces to an increase in bonus by taking territory and threatening the production territories of Russia. Russia must fight defensively at first to hold on to its bonuses while it puts more units in the field to match its opponent's strength. Capturing you opponent's factory territory will usually be a decisive blow. Things to watch out for: Placement - Similar to real warfare, fighting units originate from one or two territories and must move towards their objectives with purpose and plan. The general must think ahead multiple moves to make sure his units are in place when and where he needs them and develop supply lines to the hot spots. Units can only be placed on territores with factory icons on them or special zones with icons as noted below. Each country has two factories. There is no limit to the number of units in each territory but there are limits to how much some special zones can hold. Tip: Capture you opponents factory and use it to produce you own troops to shorten your supply line. Sea Zones - Sea territories have a negative bonus to reflect the cost of travelling by sea. Movement over sea requires transports and support ships which cannot be used on land, so consider occupying sea zones as an investment in resources to gain the benefits of control of the high seas. Sea forces can move up to two zones per turn and because of their size relative to vast oceans zone they can pass undetected through enemy occupied sea zones. Establish convoys to bypass the front lines and supply troops to hot spots or areas of opportunity. Attack and Defense - Each turn is considered to be a period of about a month, so each game attack represents a battle fought over this time period. (Historical examples would be the Battle of the Bulge, Battle for Stalingrad, Battle for Iwo Jima, and the Battle for El Alamein.) Because of this it is assumed the defender has had time to select their ground and construct reinforments and therefore has the advantage. Attack is 60% and Defense is 75% which is a ratio of about 1.25. So, in general, an attacker will need 1.25 times the number of forces to keep pace with the defender. SPECIAL ZONES Across the board are icons in land and sea territories representing special zones: Armor, Aircraft, Sub, Aircraft Carrier, and Battleship. Placing units in these zones will convert them from infantry to another type of group that gives them enhanced movement, attack or defense capabilities. The capital and training cost of converison is a reduction in some abilities plus the specialized forces cannot leave their zone. Units from these zones can attack other territories but cannot take or occupy them. Units can be placed directly on only Armor and Aircraft zones. For Sub, Battleship, and Aircraft Carrier zones units can be placed there only from their surrounding sea or land territory, so you must control the surrounding territory before converting troops to their new use or resupplying the special units. In addition, once controlled, Aircraft Carrier zones can be resupplied from the main land air base. These zones can be captured and used by the new owner. Air group zone - Place units in these zones to convert them to aircraft with enhancement movenment capability and better resistance to return fire. The air group zones enables missions from the air base for bombing runs or ground support with any remaining aircraft returing to base. Attack 35% Defense 15% (anti-aircraft fire) Movement of 4 (range of two territories out and two back to base) Sub zone - Place units in these zones to convert them to submarines with first strike and submerge capability. Use subs to keep an approaching landing force at bay. Attack 35% Defense 10% (depth charging while submerged) Range of 1 adjacent sea zone Aircraft Carrier zone - Place units in these zones to convert them to a carrier group. Space is limited on the decks, so only 25 units maximum for this zone. Use these zones to extend your envelope of power and reach your opponents capital or other strategic areas. Attack 35% Defense 15% Movement of 4 (range of 2 territories our and two back to the flight deck) Battleship zone - Place units in these zones to convert them to a battleship group. Pound your foe in an adjacent sea zone with the withering fire from your large guns or support an amphibious assualt with shore bombardment. Attack 65% (long range guns) Defense 25% (air attacks) Armor zone - Place units in these zones to convert them to tanks. The armor zone allows your tanks to blitz into battle by moving one or two adjacent territories. When armor units blitz they can speedily bypass the fixed defenses of an enemy occupied territory and perform a surgical strike behind enemy lines. Limit of 20 units per each armor zone.
Cards - No cards are used for this board. Luck will be in the battlefield dice only. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
|