Game Rules
gameRules in javascriptGame turns
The wargame is over after set number of game turns. The game is then over and the players determine the victor.
Victory Points
Players win by obtaining more victory points than their opponent.
Victory points can be obtained by being the last unit to occupy an objective hexagon.
Victory points can be obtained by capturing or eliminating enemy units.
Victory points can be obtained by exiting the map.
Victory is determined by adding up each side's points at the end of the game and comparing the totals. Totals for each side determine if there is a marginal victory, substantial victory or a decisive victory.
Sequence of Play
The players take turns moving their units and making attacks. The order in which they take these actions is described in this sequence of play outline. One completion of the sequence of play is called a game turn. Each game turn consists of two Player Turns.
| World War I and World War II | |
| Army, Corps 25,000-40,000 men |
armor move phase, combat phase, move phase |
| Brigade, Regiment 2000-5000 men |
move phase, combat phase |
| Platoon 50-100 men 5-10 vehicles |
minefield, fire combat phase, vehicle move phase, infantry move phase, melee combat phase |
| American Civil War | |
| Brigade 600-3000 men |
move phase, combat phase |
| Regiment 1000-1500 men |
command phase, move phase, defensive fire phase, fire combat phase, melee combat phase, resupply and rally phase |
| Napoleonic Wars | |
| Corps 20,000 men | move phase, react phase, combat phase |
| Divsion 4000-6000 men |
move phase, combat phase |
| Ancient Wars | |
| Regiment 1000-4000 men |
fire combat phase, move phase, melee combat phase |
Movement
During the Movement Phase of a Player's turn, the player may move as many or as few of the units. Each unit may expend as many Movement Points as desired within the limits of it's Movement Allowance. Units may expend more Movement Points to enter hexagons due the terrain effects. A Terrain Effects on Movement Chart - TEM - shows a full list of terrain entry costs. Each player has a certain stacking limitation assigned for a given scenario.
Combat
The players identifies which units are attacking enemy units. Combat is resolved by totalling the combat strengths of the attacking units and comparing them to the total of the strengths of the defending units. Any terrain effects on combat - TEC - are applied to adjust combat strenths. This comparison is expressed as a ratio or a combat differential. Once the combat odds are calculated, a die is rolled and the number is cross-referenced with the appropriate Combat odds column on a Combat Results Table - CRT.