Introduction to Warpspawn Games



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SETUP


Each player places one unit on each square of his back three rows.

Units may not stack.

Players take turns placing their units.

Determine who goes first in a non-random manner.


TURN SEQUENCE


Players take turns.

Each turn has 2 phases:

Move Phase

Attack Phase


MOVE PHASE


You can move some, none, or all of your units in move phase.

Units can move orthogonally or diagonally.

Units can move up to a number of spaces equal to their Move Trait.

Airfields can only move to a space adjacent to a friendly unit, and

Not adjacent to an enemy unit.

FIRE PHASE


Each of your units can attack one target enemy unit in Fire Phase.

Different units may attack different targets.

Each unit has a Range Trait (number of spaces out it can attack into)

A unit can only attack a target that is within its range.

Units with ranges 2+ can attack over other units.

An attack does 1 point of damage.

As soon as a unit takes damage in a turn equal to its Defense Trait, it must retreat.

(Combined Arms: you must concentrate force & combine attacks)

A retreating unit must move laterally or back towards its side of the board 1 space.

A retreating unit unable to move is destroyed and is removed from the board.

Units that retreat off the board are destroyed.

A unit cannot move laterally if it will come in contact with an enemy unit.

Bases cannot move, so they are destroyed if they must retreat.

Airfields cannot move & attack in the same turn.


DOUBLE WHAMMY RULE


If you can force a unit to retreat a second time in the same phase, it is

automatically destroyed.


OPTIONAL RULES

CITY SPACES


Randomly place 4 cities in the 2 rows between the players (Dead man’s Land)

If you occupy all the cities you automatically win.


DIFFICULT TERRAIN


Cities, Mountains, Bocage Country, etc.

Units occupying these spaces have a Defense bonus of +1.

Tanks & Mechanized Infantry entering these spaces must stop.

ELITE UNITS


Each player may make 2 of his units Elite.

Elite units get +1 to Defense & always do 2 Damage instead of 1.


EXPERIENCED UNITS


A unit that helps destroy 5 enemy units becomes Elite.

REINFORCEMENTS


Every third turn each player gets one additional non-base unit.

Reinforcement Units start on a player’s back row.


CAMPAIGN


Use a Larger map with bigger armies.

Use all the other optional rules.


COMPANY COMMANDER

INTRODUCTION


Card & Dice game for 2 players.

WWII Simulation of Combat between two infantry companies.

One player represents the Americans, the other is the Germans.

VICTORY


The first player to destroy or rout 10 enemy squads or units wins.

If after 2 turns, you ever have units at a all three fronts and your

opponent only has units at one or none, you automatically win.

THE DECKS


The game uses 3 decks.

Players share a common Tactics Deck.

Each player has their own unique Squad Deck.

MARKERS


Markers (counters, tokens) required:

Casualty Markers

Pinned Markers

DICE


six sided dice (D6) are needed.

FIELD OF PLAY


Each player deploys his units into one of three Fronts:

Center, Left Flank, and Right Flank.


UNIT STATS


Strength = Each point of Strength represents 1-5 men.

SETUP


Determine who goes first randomly.

TURN SEQUENCE


Players take turns.

Each turn has 6 phases:

Deploy Phase

Tactics Phase

Recon Phase

Suppression Phase

Assault Phase

Rally Phase


DEPLOY PHASE


Draw 3 cards from your Squad deck.

Deploy these units to your Fronts.

You may deploy 0-1+ units to each front (center, left & right)

Units are deployed Face up.

If your Company Commander is in play, you may draw an extra Squad or Tactics card.

During this phase you may move non-pinned units from one front to an adjacent front.

A unit that is moved cannot attack (or Recon) this turn.

TACTICS PHASE


Draw 2 cards from the Tactics deck.

Max hand size is 7 cards. Discard excess cards.

If the deck runs out, shuffle the discard & draw from it.

RECON PHASE


Recon Units may go on a Recon Mission.

Missions are into the enemy front directly across from them.

Roll 1D6 (Recon Roll):

Roll Result:

1-2 Spotted (Make one Suppression Roll against the Recon unit)

3-4 Nothing

5-6 Success

On a Success result you may do one of 2 things:

1. Look at your opponents hand

2. All suppression rolls vs the target front this turn are at +1

A unit on a mission cannot attack this turn.

SUPPRESSION PHASE


Units with long range attacks are capable of suppression fire.

(Artillery, Mortars, Tanks, Heavy Machine Guns on Tripods)

Units attack into the enemy front directly across from them.

Roll 2D6 (Suppression Roll) for each unit with Suppression Fire.

Roll Result:

2-7 Nothing

8-10 One Random Enemy Unit gets a Pinned Marker

11+ One Random Enemy Unit gets a Casualty Marker

Units that attack in Suppression Phase cannot attack in Assault Phase.

Support cards may be played to give you a number of Suppression rolls.

Declare which enemy Front is being targeted when using Support cards.

Support cards are discarded when played.

A Pinned unit cannot do suppression fire.

A unit with casualty markers equal to its Strength is destroyed (remove from play).




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