Blitzkrieg for Dummies 13 - Art of Blitz
Here's the map. Pick your colors, gentlemen. (If you're in Game 13! If you're in Game 12, sign up there instead).
And here's the usual spiel:
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.
Everyone starts with $250 this game.
ThunderHawk has 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.
Should you wish to reach me personally, your best bet would be to send a PM.
Rules changes:

Here's the map. Pick your colors, gentlemen. (If you're in Game 13! If you're in Game 12, sign up there instead).
And here's the usual spiel:
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.
Everyone starts with $250 this game.
ThunderHawk has 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.
Should you wish to reach me personally, your best bet would be to send a PM.
Rules changes:
- You now have to pay for minefields laid by engineers. The price is $2.5/minefield (half price as compared to buying them directly.) Roads are still free.
- Units gain the ability to scorch the earth and destroy most non-units, like supply caches and roads - including your own - by using up an attack. (Artillery can't do this.) Engineers can scorch without using an attack. They only need move onto the road or supply cache they intend to scorch. Industrial centers may not be scorched. Units need to be on the hex of the thing they scorch.
- Buff to the Order 227 token, causing defended supply caches and infrastructure to automatically be scorched instead of being taken. If you have a unit defending a supply cache or road while the Order 227 token is active, and the hex is taken, the road or supply cache is destroyed. The enemy gains no benefit for taking supply caches in this way. Undefended roads and supply caches are unaffected.
- The play order is now non-random. Players who chose to attack still go first and those who didn't go later, but within those categories, players with the fewest occupied hexes go first. Undefended ICs don't count as occupied hexes. Neither do undefended roads. Everything else (including supply caches and minefields) do count.
(On the turn order: IE - suppose you have ten garrisons but your opponent has six hexes with tanks and artillery in each. He goes first. He has fewer occupied hexes.)
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