180 Open Daily games
3 Open Realtime games
  • Status: Dev
  • Version: 0.2
  • Designer: Kjeld
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 12th Mar 2013
  • Release Date: n/a
  • Games Played: 3
  • #1:
  • #2:
  • #3:

Design Information
Territories 77
Continents 11
Advanced Features Border Modifiers
One-way Borders
Artillery Borders
Factories
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Blue Default Default
3 Orange Default Default
4 Purple Default Default
5 Grey Default Default
6 Yellow Default Default
7 Navy Default Default
8 Green Default Default
9 Pink Default Default

Board Description

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 self
  • Elite Strike Force: +2 on self
  • Submarine: +2 on aft submarine
  • All Fort: +7 on HQ
  • Fort HQ: +3 on self
  • Lookout Hill: +1 for each of the three hill territories
  • Sniper: +1 on self
  • Bunker: +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)

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack moves1
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turnUnlimited
    Turn OrderMost territories owned goes first
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeNone
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned4
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units25
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker70
    Fatigue: Chance of Attack success drops by5% per 15 turns

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone