Current Draft
Napoleonic wars:Weapons:
Musket (increased damage and range)
Cannon (more effective than a rifle unit and gets a bonus from
Training:
Musket-Men (increased damage when using a musket)
Cannon crew (increases cannon damage and range)
Armed Vehicles:
Warships (can attack from sea to land having some effect and takes very little casualties)
Transport:
Covered wagon (allows for faster travel of troops)
Domestic:
Heroes:
Tactics:
Offense: Blockade (requires 5 warship units reduces production of blocks by the sea by 50% (maybe just one block))
Defense: Formal line (decreases morale of attackers and reduces attacker effectiveness)
Civil war:
Weapons:
rifled muskets (increases infantry damage)
Training:
African American units (?)
Armed vehicles:
12 pound Howitzer (more effective than cannon counts as long range unit)
Steamboat (can attack from seas and rivers if rivers exist)
Gatling gun (worth 2 soldiers and is effective against infantry)
Transport:
Domestic:
Germ theory (increases population growth because less people die of germs)
Heroes: Ulysses S. Grant (?)
Robert E. Lee (increases tactic effectiveness)
Stonewall Jackson (
Abraham Lincoln (increases population (freed the slaves remember)? Increases morale?)
Tactics:
Offense: trenches (1st incarnation), anaconda plan
Defense: trenches (1st incarnation),
World War I:
Weapons: Mustard Gas Shells(no surrender, lower moral on both sides) - gasmask counter
New guns
Training: (Special forces) shock troopers (advanced weaponry and armor) and marines (tac. Advantage, less to train for tactics)
Armed Vehicles: Triwings (more manueverable, less firepower) Biplanes (less manueverable, more firepower) - can choose machine guns of heavy fire - counter = anti-aircraft guns (unit specific or applied on set defense point
Aircraft carriers (low armed, use with planes), dreadnoughts (high weaponry output, torpedo boats (dreadnought counter and aircraft carrier counter)
Transport: landing boat, aircraft carriers, planes (over friendly LAND), dreadnoughts
Domestic: assembly line (Increases resource production - yeah that’s good) + war bonds ( better money to troop ratio)
Espionage: reconnaissance Patrols (discover active tactics in no man’s land (close proximity only)( counter=light flares+machine guns)
Heroes: Benjamin Davis Sr. (harlem Hellfighters) - lower chaos, higher morale, more soldier availability
Red Baron - aircraft advantage
Tactics:
Offense: Strafing, bombing, mass bayonet charges (c=machine guns), creeping barrages
Defense: Bombing, strafing, trenches (increases defensive roll more (c=heavy artillery)), pillboxes
World War 2:
Weapons: m1 garand m1a1 Thompson
Training:
Armed Vehicles:
M4 Sherman (effective and cheap)
Tiger 1 tank (even more effective than shermans but more expensive)
Battleship (can attack from sea and take minimal damage from ground units)
Transport:
Halftrack (can move troops faster and doesn't get affected by marsh (has tracks))
Domestic:
Heroes:
Tactics:
Offense:
Defense:
(Side Note: mustard gas can be used but decreases morale by more)
Cold War:
Weapons:
Nuke (extremely effective but destroys cities and maybe gets rid of ability to get resources from the area)
Training:
Armed Vehicles:
Transport:
Domestic:
Heroes: Carlos hathcock II (+10 for all long range troops increased accuracy for troops in general)
Tactics:
Offense: gurrala warfare soldiers get a bonus to the
Defense:
War on Terror:
Weapons:
Training:
Armed Vehicles:
M1A2 Abrams (extremely effective against other vehicles and infantry but really expensive)
Hummer (very fast transport and worth 10 base infantry but vulnerable to explosive damage and expensive)
Transport:
Domestic:
Heroes:
Osama Bin Ladin (masks 50% of troop movement maybe?)
Barack Obama (?)
Tactics:
Offense: Drone strike (effective in open biomes like desert and plains but less effective in dense areas like cities and in cities)
Defense: IEDs (cause higher vehicle casualties and some infantry casualties reducing the amount of troops attacking the place they were attacking especially effective against vehicles and more effective in cities)
20 countries with present biomes
Biomes:
Warm Biomes:
Desert
Forest
Jungle
Savannah/grassy plains
Rainforest
Marsh (slows troop movement unless it is home biome)
Volcanic
Cold Biomes:
Snow forest
Snow Plains
Tundra
Arctic
Neutral Biomes:
Mountains - high point = tactic?
Ocean
Wasteland
Lake/beach like
Box set includes tiles that allow biomes to change
How would country lines be drawn?
Setup:
Roll D-20 for each of the following variables
Expansions:
Country - numbered 1-20, determines biome
Hero - Can reelect anytime for 2 turns without leader and +50 chaos, or at the beginning of new era for 1 leaderless turn and +25 chaos. Chaos: If reaches 400, roll for loss (d-20, lose on bottom 5), if reaches 500, lose. Multiplier
Allies:
2 player = 4
3 player = 4
4 player = 3
5 player = 2
6 player = 2
7 player = 1
8 and above = teams of 2, 3, or 4 countries
Population (starting): 10 million - 200 million , starting Soldier # is ¼ population
Currency (starting): 100,000 - 2 million,
Currency (starting GDP): Per turn gain 10,000 - 200,000 - can be upgraded
Rural Resources:
Raw Minerals
Basic food
Exquisite food
Wood
Fresh water
Urban Resources:
Refined Minerals
Steel
Iron
Education
One more
Elements:
Cards: for science advancements and tactics (repeatable effects that cost resources per use) -
When you want to use a card, first you must roll a d-20 to determine the effectiveness of your research. The effectiveness doesn’t make or break the usefulness of a card, but can sway a battle. Add or subtract the number rolled (divided by 100) from the multiplier. 10 is zero, 11 is one, 9 is -1, and so on. If a 3 were rolled, for instance, and the weapons multiplier were 1.3, then the new multiplier would be 1.23. As earlier stated, minimal difference. Rolling can be repeated (and the highest # rolled would be used), but each roll costs money. Lots, to be exact.
Attack Tactics - deploy tactic, set aside needed soldiers, reveal when you want to use, and most have counters that enemies can research and discover without the use of spies.
Defense Tactics - deploy tactic, set aside needed soldiers, reveal when you want to use, and most have counters that enemies can research and discover without the use of spies.
Transportation - decides how many units troops can move per turn - unit specific unless otherwise specified. Some are also armed (and will then also be in armed vehicles cards)
Armed vehicles - troop specific weaponry that adds a multitude of buffers, some also allow troops with them to move faster (and hence will also be found in the weaponry section). Includes naval, aerial, and land vehicles, and most have counters that enemies can research and discover without the use of spies.
Weaponry/armor - unit specific buffers that vary from attack to defense with different effects, and most have counters that enemies can research and discover without the use of spies.
Training - Train units individually with costs and apply lasting buffs
Espionage - because there are not too many copies of each card, it is important to use spying techniques to find out how to do what your opponent can. Reusable and necessary, but expensive
Domestic - research schools, libraries, and other ways to gain resources for more researchers , money, and resources
All require set number and type of resources
Combat:
Roll a D20 for each comparable unit of soldiers (100,000 vs. 2mil, comp. Unit = 100,000)
add , factor in multipliers as specified, use tactics and effects.
total # rolled = # of enemy soldiers that die (if roll=20 and enemy troops equal 10,000, 2000 enemy troops die).
Then roll a second d-20, 1 per person, that decides % of troops that would die who are saved (1=1%, 20=20%) and multipliers are similarly used (which will raise the percents substantially)
Can repeat or someone can surrender - goal is that randomness of battle is overcome by strategy
attack/defend each specified unit with preset # of soldiers, unless otherwise specified, defense gets setup time, but can’t pull out-
Use fence boundary pieces to claim capture
Gain rural resources equal to sqrs captured/total sqrs of country
Gain urban resources equal to cities captured/ total sprs of country