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ThunderHawk3

Field Marshal
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Aug 4, 2011
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Blitzkrieg for Dummies - King of the Blitz

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Welcome, or welcome back. Above is the new King of the Hill map.

I've developed a new map game I call Blitzkrieg for Dummies [BFD]. BFD (Blitzkrieg for Dummies) is all about conquering the map with very limited resources and very little time to do so - through clever diplomacy or good strategy, whichever you can use to your advantage.

The Rules post will follow. The gist of it is that there's a diplomacy and deployment phase, where you position units, followed by the battle phase. Then you have just five turns to defeat your opponents.

The starting colors are preset (see above). To join just tell me what color you want. (Obviously you can't join if you're one of the small number of people on my permanent ban list.)

IE:

In (blue please)

White player starts with $250, same as everyone else this game. Black player is not played by anyone. The white-colored IC at the center of the map gives double money and points this game.

I'll start the game once all five slots are filled. If we don't get enough players, I'll rejigger the map to accommodate the number of players we get.

I set up an IRC channel on Coldfront at #BFD_Main. It'll probably help communication, to the extent that you'll need to communicate with one another. You can go to http://www.coldfront.net/tiramisu/ and type /join #BFD_Main to join.

There are no rules changes whatsoever for this game, as I am trying to stabilize the BFD rules. However, the white-colored industrial center at the center of the map gives $20/turn and 20 points instead of the usual $10/turn and 10 points.
 
There are no rules changes this game. However, the white-colored industrial center at the center of the map gives $20/turn and 20 points instead of the usual $10/turn and 10 points.

Additionally, the winner of this game will win a prize, which is the right to pick a set of rules changes for the next game.
 
Full Rules

Blitzkrieg for Dummies

Short Rules
  • There are two phases, both of which last only five turns
  • You use money to buy units in the Diplomacy phase
  • You can choose to attack during the diplomacy phase, starting the war phase
  • Every unit has a strength
  • Units deal half their strength in damage to each other when they fight
  • If a unit is attacked by a stronger unit, it retreats
  • Units are destroyed when then run out of strength
  • Units that would retreat but can't (ie: are encircled) are destroyed
  • Units are in supply if they are linked to supply caches by hexes you control
  • If a player runs out of supply caches, that player is defeated
  • The player that controls the most territory at the end of the game wins
  • Defeating another player gives you a powerful blitzkrieg token
  • Blitzkrieg tokens, when played, let you take an extra turn immediately

BFD is separated into halves ("phases"): 1) the Diplomacy phase, during which you do diplomacy and unit deployment and redeployment, and 2) the War phase, during which you try to conquer the map. Each phase lasts a maximum of five turns. Whoever ends the game with the most territory wins.

Diplomacy Phase Rules

During the diplomacy phase, each player starts with $250^ with which they can buy units and place them wherever they please within their own territory. There can only be one unit in any given hex.

^White player starts with $350 instead

Note that purchase and deployment orders should be PMed to me rather than posted in thread, since the identity of your units not on a border will be unknown to your opponents at the start of the game, and your opponents will not know if you have any tokens.

After the initial deployment, the map will be updated and then we'll start Diplomacy Phase Turn 1. From this point on, every player gets $50 every turn (does not carry over between turns) to spend however they choose. As above, you should make your purchases and deployments in secret, over PM. Instead of purchasing, you may choose to ATTACK! If you choose to attack, the Diplomacy Phase immediately ends and the Battle Phase begins - for all players. Deployments other players made are not carried out. If you chose to attack, you critically become first in the turn order for the battle phase, which can be a big advantage.

If no one chooses to attack after five turns of diplomacy, the battle phase begins automatically.

Unit Costs

$5 - Militia
$5 - Decoys (x2)
$5 - Garrison
$5 - Minefield
$10 - Infantry
$15 - Engineers
$15 - Artillery
$15 - Scouts
$20 - Paratroopers (Airborne)
$25 - Veteran Infantry (Assault Pioneers, Stormtroopers, Tank Hunters)
$30 - Armor

x2 cost - Elite unit

$5 - Road (x2)
$10 - Supply Cache
$10 - Intelligence Token
$20 - Order 227 Token
$50 - Blitzkrieg Token

Unit Descriptors

$5 - Militia - 5 str, 2 moves - ignores supply
$5 - Decoys (x2) - 0 str, 1 moves - destroyed if attacked, cannot capture territory
$5 - Garrison - 10 str, 1 moves - cannot attack, cannot capture territory
$5 - Minefield - Not a unit. A unit that strikes an enemy minefield (attacks or attempts to move through) cannot move or attack for the rest of the turn. The minefield then disappears. Can be cleared by engineers. Your units can pass through your own minefields.
$10 - Infantry - 10 str, 2 moves - the workhorse of any army, no special qualities
$15 - Engineers - 10 str, 2 moves - can clear a minefield or build a road or lay a minefield instead of attacking
$15 - Artillery - 10 str, 2 moves - attacks from range 3, destroyed instantly if attacked in "melee"
$10 - Scouts - 2 str, 3 moves - instantly reveals units it is adjacent to
$20 - Paratroopers (Airborne) - As infantry, except paratroopers are not on the map and act like a token until played. When played, Paratroopers appear instantly at any clear hex you designate. They count as in supply for their first turn after deployment. Otherwise they act like ordinary infantry.
$25 - Assault Pioneers - 15 str, 2 moves - has all engineer abilities, is a veteran infantry unit, does double damage to and takes half damage from garrisons
$25 - Stormtroopers - 15 str, 2 moves - is a veteran infantry unit, does double damage to and takes half damage from infantry, militia, paratroopers, and engineers, does not retreat from any of the same
$25 - Tank Hunters - 15 str, 3 moves - is a veteran infantry unit, does double damage to and takes half damage from tanks, does not retreat from tanks
$30 - Armor (Tanks) - 20 str, 4 moves, 2 attacks - cannot attack if without supply (and only has 1 move if without supply, as normal)

x2 - Elite Unit - elite units half 1.5x starting strength and can move 1 hex further while in supply. Elite units do not retreat.

-20%/turn - Reinforcements

**You cannot put more than one minefield in a hex.

War Phase Rules

The turn order in the battle phase is partially determined by the diplomacy phase. Players who chose to attack in the last turn of the diplomacy phase get priority placement in the turn order (ie: are placed at the top of the turn order).

Each player gets to take their turn in order. When every player has taken 5 turns in the battle phase, not counting extra turns due to expenditure of blitzkrieg tokens, the game ends.

During your battle phase you may play tokens, move every one of your units in any order, and play tokens whenever you feel like it. Your orders during this phase are public. You may stop and request a map update at any time. When you're ready to end your turn, tell me so clearly and we'll move on the next player.

You do not know what tokens other players have. Units that start away from the borders between players are covered in the "fog of war" initially. Other players will be able to see there is a unit in that hex but they will not know what kind of unit. Unguarded supply caches will appear as units under the fog of war.

The identities of these units are revealed if they attack, are attacked, or if the controlling player ends his turn with these units on a border.

Combat Rules

Basically here's how combat works in BFD:
Every unit has a numerical strength. When two units fight each other, they do damage to each other equal to half their strength, rounded up. If a unit is attacked by a unit of higher strength, the defender retreats. (Artillery attacks work differently and never cause a retreat.)

IE: Suppose a 10 strength unit attacks an 8 strength unit. The first does 5 damage to the second and the second does 4 damage to the first, leaving them at 6 strength and 3 strength, respectively. The second unit retreats because it was attacked by a stronger unit.

Only one unit can be in a hex in a time. Just because you caused a unit to retreat doesn't mean you must advance to occupy the hex it vacated. Units can occupy the same hexes as minefields, roads, and supply caches, as these are not units.

If you attack into a minefield where there is also an enemy unit, the minefield's effect activates before the battle.

Attacks are not the same as moves. A unit can attack any unit in an adjacent hex. (Except artillery, which can attack units up to three hexes away.) IE: Infantry can move twice then attack. Armor can move four times and attack twice all in the same turns!

Elite units get x1.5 strength and +1 move but cost twice as much as regular units. They do not retreat.

If you attack a supply cache, you gain control of that cache and other benefits (see below). Moving over a revealed supply cache will capture it, but an unrevealed supply cache must be attacked.

When a unit you control moves through a hex, you take control of that hex.

Units that run out of strength are destroyed.

Encirclement - if an encircled unit is attacked by a stronger unit it is automatically destroyed. (Encircled means it has no valid retreat path - that means it can be in a larger pocket, or even blocked by friendly units.)

Retreating

Sometimes discretion is the better part of valor and cowardice is the better part of discretion.

If a unit is attacked by a stronger unit, it automatically retreats. It tries to retreat into the adjacent, empty hex YOU CONTROL that is furthest from the unit that attacked it. (in the event of a tie, right-handed retreats are preferred) If no such hexes are available, the unit can instead retreat two hexes, "across" a friendly unit.

Units cannot retreat into hexes controlled by another player.

If a unit has no valid retreat paths, it is destroyed under the encirclement rule. That means it can be boxed in by friendly units as well as enemy units.

You can temporarily stop your units from retreating using the Order 227 token. If this token is played, your units will fight to the death instead of retreating until your next turn.

Elite units do not retreat and fight to the death.

Veterancy

It's possible to buy veterans directly but the game as currently designed intends for you to get them by winning battles.

If an infantry unit destroys another unit (other than scouts or artillery) in BFD, it gains veteran status, instantly gaining +5 strength and becoming one of the three types of veteran infantry. (Elite infantry instead gain +8 strength when becoming Elite Veterans)

An infantry unit that destroys a garrison becomes an Assault Pioneer, who I will usually just call pioneer. Assault Pioneers do double damage to garrisons and take half damage from them. They can also use all engineer abilities, including clearing minefields.

An infantry unit that destroys another infantry unit, militia, engineers, or paratroopers becomes a Stormtrooper unit. Stormtroopers deal double damage to and take half damage from these same unit types.

An infantry unit that destroys a tank becomes a Tank Hunter. Tank Hunters deal double damage to tanks and take half damage from them. They also gain +1 movement.

The max strength of all three configurations of veteran infantry is 15. Elite Veterans have a maximum strength of 23 and three movement (or in the case of Elite Tank Hunters, 4 movement).

Supply and Industrial Centers

A unit is in supply if it starts its turn connected by a string of hexes you control to a supply cache you control. If it doesn't, it is without supply.

Units without supply can only move one hex per turn. Armor without supply cannot attack. Units without supply get no advantage from roads.

Capturing enemy supply cache has big advantages. The unit that captures the supply cache is healed to full strength. (This only happens the first time the cache is captured.) If you capture an opponent's final supply cache, you additionally gain a free blitzkrieg token. Capturing a cache counts as an attack.

Industrial centers provide supply like supply caches, but there are a few big differences. First, they are pre-positioned by me (the GM) at the start of the game and you don't get to choose where they are. Second, industrial centers are worth more score. Third, they add $10 to your treasury each turn. Fourth, you can deploy reinforcements on them. Additionally, industrial centers act like roads for movement purposes.

Capturing an industrial center gives no immediate benefit. Industrial centers provide supply like supply caches. You cannot buy industrial centers. Industrial centers start revealed.

If you lose all your supply caches and industrial centers you are defeated, so take care not to lose all of them.

Reinforcements

A newer concept in BFD are reinforcements. Each IC you control gives you $10 at the start of every turn. You can use this money to buy units. Your treasury balance carries over.

Reinforcements deploy from an industrial center you controlled at the start of the turn. You can move reinforcements out of the way and then deploy more, but they have to be deployed in an industrial center hex.

You may if you wish, or if you don't have an industrial center, choose to delay deploying reinforcements to a later turn then they were originally intended for.

Paratroopers can't be bought as reinforcements. Neither can minefields, roads, supply caches, etc.

Roads

I initially planned a much more complicated role for roads in Blitzkrieg for Dummies, but now they just make units move faster. Armor can move for free along roads if they are in supply. Infantry and all other units can move at half-movement cost, so long as they are in supply.

Tokens

There are three powerful tokens in Blitzkrieg for Dummies.

The first is the Order 227 token. Once played, the Order 227 token prevents any of your units from retreating until your next turn. They still take battle damage and can be destroyed as usual, but cannot be destroyed due to encirclement.

The second is the Blitzkrieg token. The Blitzkrieg token allows you to take another turn immediately after finishing your current turn.

The newest is the Intelligence token. You can play this token at any time to instantly reveal the unit and features in one hex on the board. You are given this information in private the targetted player is not aware you used the token.

Victory

The game ends after 5 turns of battle phase or when only one player remains. In the former case, whoever has gained the most territory wins. Hexes with industrial centers are worth 10 hexes.

If a player is defeated, all his remaining units disappear.

Addendums and Clarifications

Black player is not played by anyone.

Engineers' turn ends when they lay a minefield or build a road but not when they clear a minefield.

Minefields do a minimum of five damage in addition to their other effects.

When attacking a unit on a minefield, the minefield triggers and deals its damage before the battle.

Engineers can build minefields and roads during the diplomacy phase, but not on the turn they are purchased.

Minefields, supply caches, and roads are mutually exclusive.

Decoys can overlap with units as if there were a non-unit or with non-units as if they were a unit but not both at once.

Order 227 tokens may be played during the diplomacy phase, but if war does not break out that turn the token is wasted. (IE: If an order 227 token is played in the 1st turn of the Diplomacy Phase, it only does anything if a player chooses to attack in the 1st turn of the Diplomacy Phase.)

You can only deploy reinforcements from an industrial center you controlled at the start of the turn.
 
Symbol reference:
4JaDqHj.png


From upper left to lower right by rows:
Militia, decoy, garrison, minefield, infantry
Engineers, artillery, paratroopers, armor, scouts
(blank row)
Road, supply cache, unknown unit, industrial center

Note that paratroopers are the same as infantry. Paratroopers act like infantry after they drop. Scouts are lighthouse-lookin' thing on the end of the second row.

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Player Roster:
Rovsea (Rovsea - gray)
aedan777 (aedan777- white)
Dexander (Dexander - blue)
barkades (barkades - yellow)
Canadian_95_RTS (Canadian_95_RTS - green)
 
Last edited:
Grid number map:

lnEsgOd.png
 
I'll be IN as Grey.
 
In as White
 
In as yellow.
Does the NPC get defeated after taking it's IC.I mean,does all these units disappear?

No. The NPC can't be defeated, so it's units don't disappear and you don't get a blitzkrieg token for taking its IC. You do, however, get the IC, which is worth +$20/turn if you start your turn with it and 20 points instead of 10.

We still need a green player.

If there are people who want to play but couldn't get a spot, please post and let me know so I know if I should start a second game.
 
Do units placed adjacent to the Black tiles get revealed?
 
Do units placed adjacent to the Black tiles get revealed?

No. Units placed adjacent to black hexes and no other border are still concealed, as in last game.
 
In as Green.
 
Alright, that's five people. If you didn't get a spot but wanted one, tell me somehow so I know if I should start a second game.

lnEsgOd.png


Diplomacy Phase - Turn 0

PM me your initial deployments. Everyone starts with $250.
 
Quick, let me go buy 6 paratroopers.
 
By the way, while we're waiting for the initial deployments, I feel I should reiterate that whoever wins this game wins a fabulous prize (tm), in that they get to choose the next rules expansion for BFD.

The three rules expansions the winner will get to choose from are:

#1 - The Eastern Front
-A dramatically expanded map, possibly up to doubled in size, with more units
-Scorched Earth defense strategies
-Supply constraints, where the number of supply caches and ICs you control limit your ability to make offensive moves*

*Experimental concept. Introduced to constrain problem of excessive micromanagement on a larger map, which Gen. Marshall pointed out the last time I proposed a bigger map with more units.

#2 - The Resistance
-Fight on after defeat! Players who have been defeated gain the ability to spawn militia in their remaining hexes. Now defeat must be total.
-Fund resistance movements. Secretly (or not-so-secretly) give some of your treasury to a resistance player to improve his ability create units.
-Puppet armies. Gain control of some of a player's units after defeating that player, to counterbalance the headache that their resistance is likely to be...

#3 - Fighting Season
-Introduces the concept of weather to BFD, which last an entire turn of the phase and can help or hinder your plans
-Receive a 100% accurate weather forecast from your newly formed meteorology command
-Seasons pass during the diplomacy phase, adding an extra element of strategy to when you want the war to break out
-Spring-Summer-Fall-Winter cycle, unique weather with unique effects for each season, including - possibly - the dreaded General Winter

No, I'm just slow... :(

Sorry. <pats>

I don't think there are enough players to justify a second game, unfortunately, and even if there were a lot of those players would likely be newbs. Setting you on newbs seems vaguely unfair to me.