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  1. Deployment Rules posted:
  2. Each side will let me know what hexes their starting units will be on. You can place as many units as you want in a hex. Be aware that all towns start off as unclaimed until a unit ends their turn on them. These starting units will include 6 Marine or Airborne Regiments, as well as your 3 naval fleets. You may keep some units in reserve to deploy using the standard Marine/Airborne deployment rules, but you must deploy at least one unit. You must make this decision before turn order is decided.
  3.  
  4.  
  5. Marine Units can only be placed on tiles bordering the sea, Fleets may only be placed on sea tiles. Airborne units may be placed anywhere
  6.  
  7. Starting unit positions will be revealed simultaneously. If two opposing units are on the same hex, then it will be resolved as described in the rules during the first turn.
  8.  
  9. To determine which faction goes first, each side will submit at least one haiku to the thread. Each player may submit a haiku if desired. The subject of the Haiku will be your favorite ATGM. For example.
  10.  
  11. Title: MGM-51 Shillelagh
  12. Oh old Irish Club
  13. Great missile you could have been
  14. If only you worked
  15.  
  16. I will choose the best Haiku based on thread feedback and my own artistic preference.
  17.  
  18. The winner may choose to take the first turn, or to go second and start with two Reinforcement Points.
  19.  
  20. Scenario Rules posted:
  21. The Campaign will last 12 turns, or until all victory points are captured by one faction, or all of a faction's units are destroyed.
  22.  
  23. The 5 victory points are:
  24. 9,13 - The Dormant Volcano Vestir
  25. 8,12 - The Capital City of San Aurula.
  26. 13,8 - Airstrip
  27. 8,5 - The fishing village of Vicente
  28. 16,15 - Dig 14
  29.  
  30. Also, San Aurula Harbor is guarded by the dormant Volcano. Ships from the opposing faction are unable to enter the harbor (tiles marked with blue crosshairs) if your faction controls the Volcano.
  31.  
  32.  
  33. RULES V1.2 posted:
  34. Regiments:
  35. The smallest unit on the map is the regiment. Up to four regiments can be in a hex at one time.
  36.  
  37. A Regiment’s strength is represented by the number of unit cards they are able to bring onto the field. All regiments begin at full strength, and will lose strength over the course of the campaign. It is the responsibility of each player to modify the strength of their regiment by removing unit cards before an engagement.
  38.  
  39. Once a unit card is removed, it cannot be changed.
  40.  
  41. For example, if a regiment is at 40/60 strength, it cannot choose to remove a different 20 points of unit cards each battle.
  42.  
  43.  
  44. Turns are taken one at a time alternating by faction
  45.  
  46. You have several options for your regiments each turn
  47. - Recovery
  48. - Movement
  49. - Deployment
  50. - Attack
  51.  
  52.  
  53. Recovery:
  54. In certain situations, units may be brought back into reserve to be deployed again later. Such units recover no strength while in reserve. They may not deploy again until the following turn. Units sharing a square with an enemy unit cannot be recovered to the reserve.
  55. - Airborne and Motorized Regiments may reenter the reserve on any friendly airfield
  56. - Marines may reenter the reserve if adjacent to a friendly fleet.
  57.  
  58.  
  59. Movement
  60.  
  61. Regiments can move up to their movement points in a single turn. Different types of terrain have different movement point costs. If a unit has sufficient movement remaining to enter a hex containing an enemy unit, it may attack.
  62.  
  63. You may move your units in any order, but you must move all units before declaring attacks.
  64.  
  65. Except for marine and airborne units, you may not move into water tiles.
  66.  
  67. At the start of movement you may choose to deploy units.
  68.  
  69.  
  70. Deployment:
  71. Units that are not on the map are in reserve. You may bring them onto the map in various ways
  72.  
  73. - A single Airborne regiment may be air-deployed per turn
  74. - Airborne regiments may be placed in any Hex besides Sea or Mountain hexes.
  75. - Unless Deployed at a friendly airport, airborne may not move the turn they are deployed, but they may attack
  76. - Airborne may be deployed on hexes containing friendly units (so long as the hex does not exceed 4 regiments).
  77. - Airborne may not be dropped onto hexes containing enemy units.
  78.  
  79. - Up to two Marine Regiments may be landed per turn.
  80. - Marines deployed in this way may only be placed on non-mountain hexes bordering a sea tile.
  81. - Marines can deploy onto enemy units, see 'Sharing a Tile' at the end of this document
  82. - If marines do not deploy into combat, they may move and attack the turn they arrive
  83.  
  84. - You may deploy a single regiment to each city you control per turn.
  85. - You may never have more than 4 units in a hex
  86. - Regiments may move and attack the turn they arrive
  87.  
  88. Attack
  89.  
  90. Up to four regiments can attack single enemy hex. These attacks can come from multiple hexes. If multiple regiments are in a hex, each regiment can attack a different enemy unit (If adjacent).
  91.  
  92. An enemy unit can choose to withdraw instead of fighting, in which case it suffers 5 points of attrition and moves as if it has been routed.
  93.  
  94.  
  95. Resolving an Attack
  96.  
  97. Attacks are resolved by fighting on the battlefield in conquest mode. The outcome of the battle will have various effects on the unit strength.
  98.  
  99. Timer is 40 minutes
  100. Conquest Points = 500
  101.  
  102. There are 3 Possible Outcomes to a Battle:
  103. 1 - Both sides under 250 points = Draw
  104. - Both sides lose 5 points of strength in a draw
  105.  
  106. 2 - One or both sides have over 250 Points = Minor Victory
  107. - Side with more points loses -5
  108. - Side with less conquest points loses -10
  109.  
  110. 3 - One side has 500 points, and the other has less than 250 = Major Victory
  111. - Winner loses -5
  112. - Loser takes 15 strength damage and is routed
  113.  
  114. If one side has less regiments fighting than the opponent (This does not include Naval) they lose -5 attrition points per extra enemy regiment regardless of the outcome (For example a 3v1 would see the 1 side losing 10 extra attrition).
  115.  
  116.  
  117. If all command vehicles are lost, that side loses in a rout, regardless of the points totals.
  118.  
  119. If one side is routed, the other side may move one or all of their attacking regiments to the location of the routed army. The routed regiments move to a clear hex as directly opposite the enemy forces as possible. If not such hex exists they are destroyed. Regiments cannot retreat across a river or into a mountain unless there is a road present.
  120.  
  121. If a Major Victory does not occur, all attacking and defending units remain in their original hexes
  122.  
  123.  
  124. Ships
  125. (Ship rules will involve some flexibility)
  126. Naval assets are represented as fleets. They attack and move like regular regiments except for the following exceptions.
  127. Fleet Strength is based on command ships, if all command ships in a card are destroyed that card is removed from the fleet. If all command ships are removed the fleet is scattered and destroyed.
  128. Naval fleets can only move on sea tiles.
  129.  
  130. Fleets can take part in a battle in two ways.
  131.  
  132. Sea Battle
  133. If a fleet attacks an enemy fleet on the open sea, a battle takes place.
  134. If a sea battle takes place in a hex adjacent to a land battle, the sea assets take part as naval support instead.
  135. Supply Ships may not be used in Sea Battles
  136.  
  137.  
  138. Naval Support
  139. If a battle takes place between two land regiments, and a fleet is adjacent to the attacked hex, it may take part in the battle. If a Faction has friendly naval support, they may take any units in the supporting fleets as their naval card.
  140. - If more than friendly regiment is present, they may split the units between them
  141. - It is possible there may be more supporting units then you have naval slots, if so then choose which units you wish to bring.
  142.  
  143.  
  144.  
  145.  
  146. Regiment Specializations:
  147. Airborne
  148. - Movement 4
  149. - Airborne Movement Cost for All types of terrain is 1
  150. - Airborne can move over sea tiles but if they are in one at end of turn they are destroyed.
  151. - Airborne can retreat across rivers and into mountains without being destroyed
  152.  
  153. Mechanized and Armored
  154. - Movement 10
  155. - Can Attack even if all movement is used
  156. - If a Mechanized or Armored Regiment wins a major or minor victory, it may move into the hex occupied by the Enemy Regiments at no additional movement cost, then continue its movement. If the Regiment would not have enough movement points to continue on to a free square, it may not exercise this option.
  157. - This replaces the normal 'Routed' effect that occurs to a losing Regiment.
  158.  
  159. Motorized
  160. - Movement 10
  161. - Motorized Units take 3 less attrition damage from any fight they participate in (winning or losing)
  162.  
  163. Support
  164. - Movement 10
  165. - If a support unit takes part in a battle, all allied units (including the support unit), take 2 less attrition damage. This only affects winning battles.
  166.  
  167. Marine
  168. - Movement 9
  169. - Marines can move across rivers without penalty, and retreat onto any sea tile that contains a friendly fleet. This places them back into the reserve.
  170.  
  171. Fleets
  172. - Movement 20
  173.  
  174.  
  175.  
  176.  
  177. Terrain:
  178. Forest/Hills/Jungle/Swamp - 4 Points
  179. Cities/Plains/Grasslands/Desert/Dunes - 3 Points
  180. Road (when moving from one road tile to another) - 2 Points
  181. Crossing a River +6 points
  182. Sea Tiles - 2 Movement for Ships
  183.  
  184.  
  185. CAPTURE
  186. - A town is considered 'Captured' by a side if one of their regiments was last to end their turn on the town.
  187.  
  188.  
  189. REINFORCEMENT
  190. - At the start of each turn, your faction recieves one Reinforcement Point (RP) for each Victory Point you have held since your last turn. These points may be used to bring regiments into your reserve.
  191. - For 4 RP you may bring one regiment into your reserve. You may deploy a regiment the same turn you 'buy' it.
  192. - You may stock up on RP and buy several regiments at once, but be aware you may only deploy one regiment per controlled city per turn (Airborne and Marines have their own deployment rules if you wish to deploy them outside of a city)
  193. - If a Victory Point is Contested (both sides have units on it), neither side recieves RPs.
  194.  
  195.  
  196. Sharing a Tile
  197. - If two units start a turn in the same hex for any reason, the commanders have two options.
  198. - If both forces agree to withdrawl, the player who's turn it is may move normally out of the hex and otherwise take their turn as normal with that unit.
  199. - If either side wishes to fight, a battle occurs. One side still may retreat (see retreat above).
  200. - Whoever wins this battle (regardless of the point totals) wins a major victory and the losing side must retreat.
  201. - Additional units from either side may 'attack' the battle to take part. Regiments not sharing a hex use regular battle resolution rules.
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