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Board DescriptionTotal WarGear Scramble Start There is no surrender, no mercy, and no second place. Same rules as standard, but the setup scrambles players across all six islands, with 3 units per territory. Minimum unit bonus is increased to 3. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionTotal WarGear v 0.2 There is no surrender, no mercy, and no second place. Six island continents - Ruuskiy, Ch'in, Alemaunsch, the Umay Caliphate, the People's Union of Amerikoi Federation (U.F.A.P.), and Indostan - vie for global dominance in Total WarGear. Develop and control technology - seaports, airfields, comm centers, and satellites - to recruit additional troops to your side and gain a tactical advantage over your rivals. Decide where and how quickly to expand to best harness your resources and exploit your opponents' weaknesses. -------------------------------- Map Details ---------------------------------- Starting scenario: Each player begins with 8 units on one of the six islands. All capitals begin with 1 unit, sea ports with 2, airfields with 4, comm centers with 3, and every other territory is vacant. Vision: This is a foggy map - only adjacent territories and unit counts are visible. Capitals: Each island has a capital (the star-shaped territory) that has powerful offensive and defensive capabilities. Capitals attack every territory on their island with 7-sided dice (artillery attacks to the seven territories that don't immediately border the capital). They also defend with 9-sided against their 3 surrounding territories. However, owning a capital opens you up to a new vulnerability - if a player loses his or her last capital, that player loses the game (33% unit assimilation for the conquering player). Seaports and Airfields: Each seaport may attack each other seaport. Seaports have no unit maximum. Airfields attack other airfields. In addition, airfields may bomb all capitols with standard (d6 v d6) dice -- this is an artillery strike, and can only destroy enemy units, not actually conquer the territory. Airfields have a 10-unit maximum. Satellites and Comm Centers: Each satellite defends with only d4 and can attack all other satellites and its associated comm center. A satellite can lift the 'fog of war', allowing its owner to view all territories on its associated island. Comm centers have a 15-unit maximum. Bonuses: Each capitol is worth +3, each seaport, airfield, and comm center +1. Controlling all satellites yields +6 and controlling all ports, all airports, or all comm centers an additional +3 (total = +9). Each island has a Hordes bonus system, where each territory provides a bonus of +1 if you control it and all neighboring territories (not including the capitals, seaports, airfields, and comm centers). This means that controlling an entire island will yield +10, but controlling only part of an island can yield a smaller bonus as well. Miscellaneous: Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionTotal SimulGear v 1.2 There is no surrender, no mercy, and no second place. Six island continents - Ruuskiy, Ch'in, Alemaunsch, the Umay Caliphate, the People's Union of Amerikoi Federation (U.F.A.P.), and Indostan - vie for global dominance in Total WarGear. Develop and control technology - seaports, airfields, comm centers, and satellites - to recruit additional troops to your side and gain a tactical advantage over your rivals. Decide where and how quickly to expand to best harness your resources and exploit your opponents' weaknesses. -------------------------------- Map Details ---------------------------------- NOTE: All border descriptions are in the format A% vs. D%, where A is the chance of success for each attacking unit, and D is the chance of success for each defending unit. Default is 60% vs. 75%. Starting scenario: Each player begins with 10 units on the capital city of one of the six islands. All sea ports begin with 2, airfields with 4, comm centers with 3, and every other territory is vacant. Vision: This is a foggy map - only adjacent territories and unit counts are visible. Capitals: Each island has a capital (the star-shaped territory) that has powerful offensive and defensive capabilities. Capitals attack every territory on their island at 75% vs. 60% (artillery attacks to the seven territories that don't immediately border the capital). They also defend at 50% vs. 90% against their 3 surrounding territories. If a player loses his or her last capital, that player loses the game (50% unit assimilation for the conquering player). Seaports: Each seaport may attack each other seaport at default odds. Seaports have no unit maximum. Airfields: Airfields attack other airfields at default odds. In addition, airfields may bomb all capitols at 75% vs. 75% -- this is an artillery strike, and can only destroy enemy units, not actually conquer the territory. Airfields have a 10-unit maximum. Satellites and Comm Centers: Each satellite has weak defense (attacked at 75% vs. 25%) and can attack all other satellites and its associated comm center at default odds. A satellite can lift the 'fog of war', allowing its owner to view all territories on its associated island. Comm centers have a 15-unit maximum. Bonuses: Each capitol is worth +3, each seaport, airfield, and comm center +1. Controlling all satellites yields +6 and controlling all ports, all airports, or all comm centers an additional +3 (total = +9). Each island has a Hordes bonus system, where each territory provides a bonus of +1 if you control it and all neighboring territories (not including the capitals, seaports, airfields, and comm centers). This means that controlling an entire island will yield +10, but controlling only part of an island can yield a smaller bonus as well. Miscellaneous: Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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