Empire Boardgame

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News Flash!!

Ok, I actually got around testing this briefly with one of my friends a few months ago. Very briefly, actually. He were a bit skeptic expressing a few objections/questions/concerns:

  • Why use those cryptic Nato symbols for the units? (Answer: It is mainly me being heavily influenced by some old wargames, most notably the "Chalmers edition" of the game Xconq that I encountered at 1988, which used those symbols for ground units.)
  • The game relies a bit too much on luck (Answer: yes, when playing the game on a 'small enough' board to get a quick game the number of dice rolls needed to resolve the combat in the game become too few for the law of large numbers to take effect.)
  • The combat resolution system is tedious (Answer: yes, it is basically taken directly from a PBEM computer game (notably Galaxy PBM, originally created by Russel Wallace in the beginning of the 90es) and as such, it is in all it's brute force simplicity wonderfully suitably for a computer implementing it but quite horrible for poor humans following it).

Also worth noting is that when we tested the game, we greatly reduced the number of available units to produce/create. Simply because we did not feel that all the variety of units really did not add to the game play experience, but that things worked OK with as subset of them. Which we used? I don't remember straight off, but I'll probably remember if I spend some time on some analysis of unit flora.

So what gives? Well, as a board game, this might be a failure, which is OK as it mainly were an experiment. But it might serve as an acceptable tool to understand that PBM Empire game I'm dreaming of creating some day.

Intro

This page is just fairly disorganized, incomplete heap of ideas, documents and loose ends related to a boardgame I'm dreaming up. It is loosely based on PBM Empire, but the main goal is to create a game where a bunch of people can play a grand strategy game of "world war" and after ca 15 minutes (in smallest possible scenario with people involved who already know the rules) have a winner declared. So streamlined, highspeed gaming mechanics is highly desirable, which makes some of my ideas good (and some less good) for use in this game. But I'll give it some more shots (after cleaning up list of available units listed below...)

Large Scale Sequence of Play

The game is played in two alternating phases:

  • Strategical phase where basically just production takes place. That is, no territory is gained or lost, and there are no troops fighting or even leaving their own country's territory. The only losses among troops are those who cannot survive on their own in the long term and who happen to have lost their line of supply. This strategical phase goes on turn after turn until some player decides he is done with production and wants to "go tactical", at which point all players calculate their production capacity up to that point, buys units for that capacity and then deploys their tactical units on the board. (How long a turn is in this phase is basically up in the air, but what about perhaps... a month?)


  • Tactical phase where no production takes place, but a lot of movement, combat and challenge of territorial control indeed does. It is in this phase the main losses of units occur (or at least is supposed to). Once no player want's to carry out any tactical activity (or have no unit's left capable to such activity), the game returns to the strategical phase. (Again, the length of these turns are up in the air, as one strategic turn conceptually contains an 'infinite' number of tactical turns. But let's say it is... 4 hours to 24 hours or so...)

Supplies, support and supply lines

Tactical Support

The game is focused a lot around the concept of managing the provisioning of supplies to the fighting troops. Certain units generate supplies, while most unit's consume supplies. Some unit's are intended to operate independently, that is, they don't need to be supported by some supply generating unit but on the other hand, they cannot support anyone else as they don't generate supply themselves. Some supply generating units are static installations like bases and factories. Other supply generators, known as head quarters, are mobile and may follow the force they are supporting and keeping alive. As long as units are adjacent, they transfer supplies and support between each other, and an interconnected chain of units form a supply line between a supply generator and a unit depending on supply.

A group of adjacent units are called a "supply group", as one supply generator might support the entire group. There are indeed cheap units (transport divisions) available with virtually no armed forces but instead only containing logistics, some supplies and transportation. Their only purpose is to aid as a link in a supply chain, ensuring that forces at the front get their supplies.

The effect of losing the supply support is different from unit to unit.

  • The smallest unit's like regular divisions are only made up by an armed force, essentially without any supply storage or logistics and thus perish immediately if they become unsupported.
  • Larger units, like regular corps, do not perish when they lose their support, but they get grounded: unable to move or attack, with only rudimentary ability to defend themselves (basically being sitting ducks) they can only wait for their supply lines to be restored.
  • Expeditionary forces (expeditionary divisions and corps) are capable of carrying out operations more or less on enemy territory without any support, so they are unaffected by lack of supply lines.

In the case that a force has been cut off from it's supporting supply center, there is still some hope, at least in the short term. If a supply group end up without any supply generator (base or headquarter), it might still stay supplied for one tactical turn if one of it's member units is sacrificed (cannibalized). This is another reason for having a bunch of those transport divisions around, as those can serve as "short time supply" by letting one of them per turn be "used up" as a supply source for the rest of the supply group.

Strategic Support

The concept of supplies influence on activity and survival of the troops does not end when the tactical phase ends. On the contrary, things get a bit uglier when the Strategical phase is entered: some units that could easily survive without supplies during the tactical phase or which even produced supplies under that phase might actually perish if they don't get strategical supply!

The reason is simply that as the strategical phase spans over a much longer time frame than the tactical phase, there is a much bigger demand for supplies for units (even if they are relatively inactive compared to the frantic combat of the tactical phase) and thus, only the biggest and most powerful supply generators are able to support other units during the strategical phase. It is units like factories, army bases, army group headquarters and to some extent army headquarters that are able to provide strategic support.

The concept of supply lines do still apply during the Strategic phase: some units are left on the board during the strategic phase in order to control territory which provides production points and to maintain strategic territory lines between units.

The Strategical Phase

  1. When the strategical phase first is declared (which happens as soon as all players with active units wants to end the tactical phase), all players determine which mobile units they decide to not put into the unit pool of the territory the unit is in but to instead put stationary into strategic positions. This is done by all players using the private planning board to place those units (which must be done in the territory the unit is part of, that is, the contiguous group of hexes containing stationary units belonging to that player). Then all private planning boards are revealed, the corresponding units are placed on the public world board and the resulting world shows the strategic territories belonging to each player.
  2. Check for the supply availability for all units that require strategic supplies. For any such units not receiving supplies, apply consequences (which usually means the unit is removed from play).
  3. For each territory containing one or more factories, count the number of hex land fragments (one land only hex has 6 land fragments, a shoreline hex has anything between 1 and 5 land fragments). That number is the amount of production points per strategic turn that territory might produce.
  4. Each player determines in advance for how many strategic turns he/she wants to produce troops before requesting a tactical phase.
  5. Then slowly count up the number of elapsed strategic turns (1... 2... 3...) until someone interrupts and request a tactical phase. This way, you find out who "breaks" the temporary cease fire production phase and initiates tactical combat operations in the world and the number of turns the other players actually had decided to use for production is not revealed.
  6. Now every territory's total production points are calculated (number of turns times the number of land fragments) and any leftover production points from earlier strategical phases are added to the territories production points, to determine the final production points.
  7. The players secretly buys stuff for their production points, stuff that is placed on the private planning board anywhere in the territory where it is built. Players might opt for not using all production points, but instead save a few in one or more factories, to be used the next strategic turn
  8. Place any units from the unit pool in each territory as well.
  9. All players reveal their planning boards and the new units as well as old units have their positions copied to the public world board.

Then the tactical phase starts!

Movement

Being Stationary

Units do not always move. Stationary units remain in their place for obvious reasons, both in the strategical as well as tactical phase. In the strategical phase, if a mobile unit remains on the map, it is stationary as well during the entire phase (occupying some strategic location). However, even in the tactical phase a mobile unit might for a number of reasons decide not to move but to remain in just one single location during that tactical turn.

Denoting this in the game is easy. Just place the unit counters at the center of the hex they are staying in and that is it. Below is a figure showing this very basic fact. It contains three yellow units: a factory, an armor division and an infantry division. All three units are stationary, and this is illustrated by only highlighting one single hex per unit, namely the hex the unit is remaining in.

Worth noting: they are not moving, yet they occupy one (1) hex, simply because they all have a size of one hex.

(Lot of very obvious things pointed out in this section, but they are worth bearing in mind when we look into moving units below)

Actual Movement

So, when a unit decides to move around, how is that shown in the game?

Below are two examples. First we have a red armor division that is moving between two hexes. Second we have a blue division headquarter doing the same.

Let us first discuss the armor: it is a unit which moves 1 hex per turn and which size is 1 hex as well. So, the size and the moves per turn allowance both sums up to 2 which means that when on the move, the armor does cover 2 hexes. To illustrate that on the board, one puts the counter exactly on the border between those two hexes.

Second, we have a blue divisions HQ. That one is also of size 1 hex, but it only moves 0.5 hex per turn so when on the move, it only covers 1.5 hex. That is illustrated by putting the counter within the hex it is "fully occupying" but close to the edge bordering with the hex it is "halfway occupying".

One very important aspect of this: there is no direction in this movement, at least not from a game mechanics perspective. Both units might be northbound or southbound, but which it is does really not matter. They cover the same hexes anyway and are supposed to be present it both at the same time. They can actually stay in their current states of 'being on the move' and cover those two hexes for a number of consecutive turns, effectively depicting units that are patrolling a limited patch of land back and forth.

Blocking Terrain

There are two terrain types in Empire Boardgame: water and land. As all units are land based, the water's only purpose is to be an obstacle for movement and natural resource extraction. Movement between two hexes is allowed for a land based unit as long as both hexes share a common piece of land. As an example, consider the figures below.

In the movement example given, the yellow armor division can move north to attack the green division HQ as the hexes of both units do contain a shared piece of land. The yellow armor division cannot attack the blue infantry division to it's north-east, as the hexes the two units occupy only share pieces of water terrain and have no land in common. So in this example, the yellow armor and the blue infantry are both blocked from attacking each other.

Yet another example is found in the figure below. Instead of going straight to the destination along the red arrow (which is an illegal move), the yellow armor division has to move three steps along the yellow arrows to reach the final destination.

Administrating Tactical Movement on the Game Board

To keep track of the current situation in the game world, a dedicated game board is used. This game board, simply known as "the world", is made up by a number of board tiles combined in some suitable way. This board is viewable by every player and that board is what is used to resolve combat between players' forces.

In addition to that board, every player have their own private copy of the world game board. The purpose with that private board is to plot out "the next move" the player is about to do, something all players do simultaneously. Of course, all new positions units get on the private board are constrained by their current position on the public world board, according to the movement rules described above.

In detail, this is the process:

  1. When a tactical phase is started, all players decide what their respective factories should have produced during the previous strategic phase.
  2. Then the players lay those newly produced units out, as well as any remaining other units in each territory's "unit pool", on their private planning board.
  3. All players reveal their private planning boards, showing where their units are ending up. Then the corresponding units are placed in the same locations on the public world board.

After this initial setup of the tactical phase, a number of rounds are played as follows:

  1. Any conflicts involving armed forces are resolved
  2. Any conflicts involving remaining other forces are resolved
  3. All players use their private planning board to place out their still remaining units (if any) on the new positions those units will have (movement rules permitting).
  4. All players reveal their planning boards, and the public world board is updated with the locations units have on the private planning boards.

Repeat step 1 through 4 until all players with mobile units left decide that they are done with tactical operations, which starts the next strategic (production) phase.

Combat

So, we ended up having hexes containing units belonging to multiple players, right? Then there is some combat taking place. Or rather, given the scale of the game, some epic battles!

Basically, combat is resolved by letting units destroying each other to the point there are no hexes left containing units belonging to multiple players. Once that is accomplished, the tactical phase continues with players plotting their next move on their private boards.

So how is combat resolved in detail?

  1. resolve combat including any combat capable units
  2. resolve combat between any remaining weak units

Combat Involving Combat Capable Units

  1. Identify all combat capable units that have "contact" with enemy units, that is, which are present in one or more hexes where enemy units also have a presence. Only these units will be involved in the combat resolution (as only these might carry out attacks of any kind), so all other units might be ignored.
  2. Try to identify each 'separate' conflict that involves combat capable units. A separate conflict is a bunch of enemy units whose combat is completely unaffected on whatever combat outcome happens elsewhere on the board. The nice thing with these separate conflicts are that they might be resolved separately, in any arbitrary order desired by the players. If some of these separate conflicts don't even involve the same players, those conflicts can be resolved in parallel. If you find the concept of 'separate conflict' difficult to grasp, just ignore it and treat all fighting units across the entire board as one huge conflict, that works too, even if a bit inconvenient.
  3. Resolve each such separate conflict as follows:
    1. From all of the combat capable units still involved in the conflict, select one at random (exactly how is left as an exercise to the player). Let's call that unit 'the current attacker'.
    2. Identify all enemy units the current attacker has direct contact with (that is, shares hex or hexes with). Pick one of those units at random as the target of the attack and remove that enemy unit from the game, with the mandatory emotional trauma of the gruesome loss of a large scale military unit with all it's poor personnel. If that destroyed unit happened to be a weak unit, then let the current attacker get another free attack at another, randomly selected, available target. This goes on until all targets are gone, or until the attacker finally destroys a combat capable unit. Yes, a combat capable unit only having contact with weak enemy units will automatically destroy all of them at once!
    3. Repeat these two steps until the conflict in question no longer has any combat capable units with viable enemy targets.

Combat Between Weak Units

  1. Now, as all combat capable units has carried out any attacks possible, check any remaining weak units: identify any weak units that have contact with enemy units (which at this stage also will be weak units).
  2. Identify separate conflicts.
  3. Resolve each separate conflict as follows:
    1. Pick a random weak unit. This becomes 'the current attacker'.
    2. Let that one destroy one (1) randomly selected enemy among the enemies it has contact with.
    3. Repeat these steps until all remaining weak units no longer are in contact with any enemy unit.

That's it! The caveat with this system is that it might turn out to be cumbersome to administer. Especially the part of efficiently picking a random unit might be tedious for large scale battles (but I will test and see). This combat "algorithm" is very much inspired by the Galaxy Play By Mail game, which resolved space combat in a very similar manner.

Optional Rule: Retreat Instead of Attack

One might consider the option of allowing retreat in battle which means two things:

  • whenever a unit is picked as the "current attacker", and that unit is 'on the move' and is present in more than one hex, it's owner might opt for a retreat instead of the unit carrying out an attack. That retreat is not a free move or such, but instead it is the option of letting a unit which is present in two hexes to reduce it's presence to one of those hexes, thus no longer being a target for any enemies it were in contact in the hex it left. Armor which moves 1 hex/tactical turn might in a retreat leave any of the two hexes it is present in. Infantry, HQs and transports might only retreat away from the hex they are partially occupying.
  • the option of retreats means that there no longer is a concept of independent conflicts (as any outcome in any conflict might affect the choices to retreat or attack in any another conflict going on).

Examples of battles and combat should be very useful. Those planned for the future.

Units

Factory Army Base Field Base Army Group Headquarters Army Headquarters Corps Headquarters Division Headquarters Regular Infantry Corps Regular Infantry Division Expeditionary Infantry Corps Expeditionary Infantry Division Regular Armor Corps Regular Armor Division Expeditionary Armor Corps Expeditionary Armor Division Transportation Division Certain things are common for all units, regardless of type.

  • All units can move supplies and natural resources from one adjacent neighbor to another adjacent neighbor. This means that a contiguous chain of adjacent units form logistical supply lines that allow a supply producer like a HQ at one end support a unit at the other end with supplies that unit needs.
  • You can always sacrifice a unit to provide an additional turn of supply for a local supply group which is in desperate need. Depending on the phase in question, it is an additional tactical or strategical phase of supplies that is provided by this action. Of course, it makes sense to first "use up" cheaper units in this fashion, hoping that the more expensive units don't need to be used up later on.
  • Provided they get any needed strategic supply support, any unit has the option remain on the map when the tactical phase ends and remain there during the entire strategic phase, effectively occupying the hex they ended their tactical phase in.

Strategical Occupation and Control

Strategic occupation of a hex means that a unit spends it's entire strategic phase in that hex, which means supplies and natural resources might flow through that hex. Some units might also control the hex they occupy. This means that they ensure that natural resources in that hex is made available for any factories in the same local territory as themselves.

Units capable of controlling a hex are HQs, factories, bases and infantry units. Unit's not capable of controlling but still strategically occupying hexes are armor and transport units. The latter is useful not only to build up logistic lines but also to deny enemy access to those hexes.

Land Based Mobile Units

Army Group Headquarters Army Headquarters Corps Headquarters Division Headquarters Regular Infantry Corps Regular Infantry Division Expeditionary Infantry Corps Expeditionary Infantry Division Regular Armor Corps Regular Armor Division Expeditionary Armor Corps Expeditionary Armor Division Transportation Division Currently all units in this game are land based, so any water bodies present on the map is nothing but an obstacle for movements and areas that do not provide any production points. Whenever a unit moves on the map, it must move between hexes that share a common piece of land. It cannot move between two adjacent hexes just because both hexes contain land, if the water in both hexes completely separate the land in one hex from the land in the other hex. Basically all units may move, except for factories and bases.

In the tactical phase, all units, even mobile ones, are laid out on the board. In the strategical phase, it is optional to let a mobile unit carry out strategic occupation of a specific location or to just belong to a larger local territory, being part of that territory's unit pool.

If a mobile unit spends it strategic phase as being part such a unit pool (belonging to the territory the unit were located in when the tactical phase ended), it is removed from the board (but is kept track of belonging to that particular ppl). As soon as the strategical phase ends, all units in a territory's unit pool are laid out anywhere in that territory as the player likes. Having a widespread territory is useful in this regard, as it provides some flexibility in where to tactically deploy your forces!

Combat Capable Units

Factory Army Base Field Base Army Group Headquarters Army Headquarters Corps Headquarters Division Headquarters Regular Infantry Corps Regular Infantry Division Expeditionary Infantry Corps Expeditionary Infantry Division Regular Armor Corps Regular Armor Division Expeditionary Armor Corps Expeditionary Armor Division All units are large scale units containing whatever needed to carry out their main function, be it production in a factory, logistics in a base etc. However, all units, except for transport units, do also contain a considerable amount of armed forces in various mixes. Stationary units contain local forces of infantry, armor, artillery and air forces that are used as a powerful defense against any attackers. Headquarters also have troops capable of both defense but also attacking enemies coming in their way. To make the game simple, all combat capable units attack strength is equal, as well as their defense strength.

Weak units

Transportation Division Transport units, as well as disabled combat capable units, are weak units. Transport units do have armed forces, but those forces are so small, that they are virtually nothing when compared with the forces of a combat capable unit. A disabled unit do have some 'teeth', except that it is the staff of the unit itself using whatever they can find to provide any fighting capability, as their main weapons have run out of ammo and fuel so again, they cannot measure themselves against any combat capable unit.

So, whenever a combat capable unit is present, all weak units are essentially completely unable to carry out any attacks and they are also very vulnerable targets. If a combat capable unit during target selection happen to select a weak unit, that attack is 'for free' and thus yet another target can be selected. If that target is weak, then yet another target is picked etc... After all targets are identified, all attacks are resolved, potentially leading to one combat capable unit eliminating a large number of weak units in 'just one go'.

If, there are no combat capable units but only weak units present, then the weak units fight among themselves in the normal fashion. This means that one might dispatch weak units to 'go for' other weak units in order to disrupt enemy supply lines or to take the opportunity of cheaply eliminating an expensive, disabled enemy unit.

Stationary Units

Factory Army Base Field Base Factories, army bases and field bases all are stationary units. They remain on the board both during the tactical as well as strategical phase.

All stationary units produce supplies to some extent and provide full support in the tactical phase for all connected friendly units that needs it. They differ in how they work in the strategic phase: the factory still provide full support and even produces new units. The army base provides full support even on a strategic scale. The field base only provides support for any units that are located in it during the strategic phase.

To create a stationary unit, one produce an appropriate mobile unit (the right sort of HQ), move it into position during the tactical phase and then in the first turn of the following strategic phase, transforms the HQ unit into the desired stationary unit. Army group HQ transforms into a factory, army HQ transforms into army base and corps HQ transforms into a field base. The rule of thumb here is that the HQ, by giving up it's mobility, transforms into a stationary unit with 'one notch better' strategic support capability.

Headquarters

Army Group Headquarter Army Headquarter Corps Headquarter Division Headquarter All headquarters are mobile troops, containing a mix of administrative units, logistics and supply storage units, armor, infantry, artillery, recon forces etc. They move at half a hex per tactical turn (same as infantry).

All headquarters do to some extent produce supplies, and in the tactical phase they always provide full support to any needing units that have connected supply lines. Their main difference is how they behave in the strategic phase: whether or not they are capable of supporting other units, or if they are capable of surviving on their own in the first place or if they require strategic support to survive! A HQ can be sacrificed to provide one additional turn of support for a supply group in need, even if this only makes sense to do for smaller HQs.

Also, as mentioned above under Stationary units, they differ in what kind of stationary unit they can transform into.

Infantry

Regular Infantry Corps Regular Infantry Division Expeditionary Infantry Corps Expeditionary Infantry Division Infantry units are large land based mobile forces containing mainly infantry soldiers together with some supporting equipment like combat vehicles, transport vehicles, artillery, recon vehicles etc. They move half a hex per tactical turn (same as HQs).

They never produce supplies, but different infantry unit types differ in how dependent they are on receiving supplies.

Armor

Regular Armor Corps Regular Armor Division Expeditionary Armor Corps Expeditionary Armor Division Armor units are large land based mobile forces containing mainly armored units with some supporting artillery, mechanized infantry, recon units etc. They move one full hex per turn, making their main advantage their ability to outmaneuver slower enemy units.

They never produce supplies, but different armor unit types differ in how dependent they are on receiving supplies.

Expeditionary vs Regular forces

Regular Forces

Transportation Division Regular Armor Corps Regular Armor Division Regular Infantry Corps Regular Infantry Division Regular forces do not bring their own supplies but relies on being supported with supplies while fighting the enemy.

If they run out of tactical support, they perish at once (if they are divisions, as they have no supplies and the unit's organization dissolves as the soldiers tries to survive the crisis) or become disabled (if they are corps, who have some emergency supplies to manage to maintain the integrity of the unit, even if ammo and fuel is unavailable). When disabled, the unit cannot move and is regarded as a 'weak unit' regarding combat. As soon as tactical support is restored, the unit is operational again and capable of movement and considered a regular combat capable unit.

If they run out of support in the strategical phase, they always perish.

Expeditionary Forces

Expeditionary Armor Corps Expeditionary Armor Division Expeditionary Infantry Corps Expeditionary Infantry division In the tactical phase, these forces never have to worry about running out of supplies or losing their connection with their own supply lines. They are equipped to survive on their own when they operate on enemy territory without any own supporting units accompanying them.

Strategically, they do depend on supplies. The division-sized units perish if they lose strategic support, whilst the corps sized units just get disabled and remain disabled until they get reconnected to a supply producer for one turn during any following tactical phase.

Unit Sizes

Units come in a range of sizes, all large scale: division (XX), corps (XXX), army (XXXX) and army group (XXXXX). The size does denote an approximate size of the unit, except for the army group HQ and army HQ which can be considered perhaps 'corps sized but capable to supply and command armies as well as army groups'. However, the main benefit of increased size is usually increased ability for a supply producer to provide supplies at tactical and strategical level and for a supply consumer, an increased ability to cope with the lack of supplies at tactical or strategical level. Other than that, unit size does actually not affect combat ability! A regular armor division is as efficient in combat as an expeditionary armor corps unit, because the division is containing mainly armed forces, whilst the expeditionary unit also contains a lot of non-combat equipment and forces. So the division is more cost effective and dense from the perspective of raw firepower (same fire power, but less cost and less number of soldiers) than the corps in this example.

Unit Types

Factory

Factory

These units are immobile, production units denoting a large industrialized region. They collect the available production points in the territory they are located in and provide newly produced units as additions to the territory's unit pool once production is carried out at the end of a strategic phase.

 Immobile
 Produces other units (HQs, infantry, armor and transport units).
 Tactical supply: full production, no consumption
 Strategic supply: full production, no consumption.
 Can control hexes
 Are created from army group HQs.

Army Base

 Immobile
 Tactical supply: full production, no consumption
 Strategical supply: full production, no consumption
 Can control hexes
 Are created from army HQs.

Field Base

 Immobile
 Tactical supply: full production, no consumption
 Strategical supply: production for local same hex consumers only, no consumption
 Can control hexes
 Are created from corps HQs.

Army Group Headquarters

Largest capacity HQs available.

 Moves 0.5 hex per tactical turn.
 Tactical supply: full production, no consumption
 Stratecigal supply: full production, no consumption
 Can control hexes
 Can be transformed into a factory unit

Army Headquarters

Relatively large capacity HQs.

 Moves 0.5 hex per tactical turn.
 Tactical supply: full production, no consumption.
 Strategical supply: production for local same hex consumers only, no consumption
 Can control hexes
 Can be transformed into an army base.

Corps Headquarters

These are relatively small HQs.

 Moves 0.5 hex per tactical turn
 Tactical supply: full production, no consumption
 Strategical supply: no production, consume or get disabled
 Can control hexes.
 Can be transformed into a field base.

Division Headquarters

These are the smallest HQs available.

 Moves 0.5 hex per tactical turn
 Tactical supply: full production, no consumption
 Strategical supply: no production, consume or perish immediately
 Can control hexes.

Transportation Division

These are land based units whose primary purpose is to provide a cheap way to extend supply lines to necessary locations, or in out-of-supply-emergencies, to be sacrificed to provide one turn's supply for the rest of the supply group. They can also be used as a 'dirt cheap' weak combat force that attack other weak units in order to disrupt enemy supply lines as well as opportunistic attacks against disabled enemy units.

 Moves 0.5 hex per tactical turn.
 Tactical supply: no production, consume or perish immediately
 Strategical supply: no production, consume or perish immediately
 Cannot control hexes.
 Weak unit.

Expeditionary Armored Corps

 Moves 1 hex per tactical turn.
 Tactical supply: no production, no consumption
 Strategic supply: no production, consume or get disabled.
 Cannot control hexes.

Expeditionary Armored Division

 Moves 1 hex per tactical turn.
 Tactical supply: no production, no consumption
 Strategic supply: no production, consume or perish immediately
 Cannot control hexes.

Expeditionary Infantry Corps

 Moves 0.5 hex per tactical turn.
 Tactical supply: no production, no consumption
 Strategic supply: no production, consume or get disabled
 Can control hexes.

Expeditionary Infantry Division

 Moves 0.5 hex per tactical turn.
 Tactical supply: no production, no consumption
 Strategic supply: no production, consume or perish immediately
 Can control hexes.

Regular Armored Corps

 Moves 1 hex per tactical turn.
 Tactical supply: no production, consume or get disabled
 Strategic supply: no production, consume or perish immediately
 Cannot control hexes.

Regular Armored Division

 Moves 1 hex per tactical turn.
 Tactical supply: no production, consume or perish immediately
 Strategic supply: no production, consume or perish immediately
 Cannot control hexes.

Regular Infantry Corps

 Moves 0.5 hex per tactical turn.
 Tactical supply: no production, consume or get disabled
 Strategic supply: no production, consume or perish immediately
 Can control hexes.

Regular Infantry Division

 Moves 0.5 hex per tactical turn.
 Tactical supply: no production, consume or perish immediately
 Strategic supply: no production, consume or perish immediately
 Can control hexes.

World Tiles

Of course a good strategy boardgame just must have a geomorphic board, that can be made different from game to game (and be made small or large, depending on how over-ambitious the participants are). So, I have created a few such world tiles (more will come when I get some time for it). Note, these are so work in progress. You may print out a bunch of these and put them together in various ways if you feel like it. Or you wait for me to actually create a proper set of varied world tiles, but then you can of course not really start playing, well, now (which you can't anyway because I have not yet written down any rules).

Well, enough excuses and advertisements, bring us the world!!

Counter Sheets

These are SVG documents created using Inkscape. I created a bunch of colors I think made sense. As a future bonus, I might even give them some names, names that probably makes less sense.


--IllvilJa 18:59, 13 November 2009 (UTC)

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