AMPHIBIOUS ASSAULT
by Kjeld
----------------------------------------
--- Intro ---
>>: A sea assault upon the fort is commencing, stemming from the battleship in the north. The main assault is composed of two waves of amphibious assault vehicles (AAV's) and troops, supported by bombardment from the battleships big guns (center of the ship).
>>: Additionally, a small elite strike force has used a prototype stealth craft to infiltrate the south bay. The elite commandos attack and defend against the beaches at an advantage.
IMPORTANT: The Fort HQ, Bunker, All 3 Ship territories, and the Elite Strike Force are capitals -- lose all your capitals and lose the game!
--GAMEPLAY:ATTACKS--
Default attacks are at 60% v 70%. Exceptions are detailed below.It is difficult both to conduct an amphibious assault and battle uphill, and the borders are modified accordingly (50% v 70%).The battleship big guns can bombard all territories within the fort and the bunker (Artillery, 50% v 20%).The fort is equipped with one heavy cannon (the big gun on the SE point) that can bombard the battleship (Artillery, 50% v 20%).The fort walls can pot-shot (artillery) the surrounding hill side, though expect low success (50% v 0%). Note that there is also a secret door on the NW corner of the fort that attacks the adjacent hill to the west (dotted line) one-way with default dice.The fort gate and bunker entrance are fortified. Attacks against them are at a disadvantage (50% v 80%).The elite strike force has strong evasive tactics. Attacks against it are at a disadvantage (40% v 50%).The elite strike force attacks the beach along the red attack arrows. Note that water to beach is harder (50% v 70%).The bunker commands the high ground, and can attack the entire hillside below it at advantage (Artillery, 60% v 20%).The submarine torpedoes attacks the battleship's foredeck at a strong advantage (Artillery, 50% v 0%). The submarine is reachable along the blue attack arrows from the beach.The sniper's roost on top of the hill to the west of the fort has a perfect line-of-sight to the Fort HQ, and attacks at a strong advantage (Artillery, 50% v 0%).
---GAMEPLAY:BONUSES---
Unit placement is only allowed on capital territories -- the Fort HQ, Battleship, Bunker, and Elite Strike Force. Bonuses to place are awarded at +1 per 4 territories controlled.
All continents are factory bonuses, as detailed below:
Battleship: +3 on Ship Guns (Bridge)Ship Guns (Bridge): +2 on selfElite Strike Force: +2 on selfSubmarine: +2 on aft submarineAll Fort: +7 on HQFort HQ: +3 on selfLookout Hill: +1 for each of the three hill territoriesSniper: +1 on selfBunker: +2 on self
---GAMEPLAY:MISCELLANEOUS---
-Move order is set to 'most territories plays first'
-Card scale is 5,5,5,...
-Each player is allowed to hold 25 troops in reserve
-Abandon is on, players retain control
-There are no territory maximums
-1 reinforcemnt (pre-fortify) allowed to any connected territory (unlimited fortifies during normal order queue)