The long awaited return of the 18th Deep Space Fleet Wargames! Where aspiring generals try their luck and skill against each other before hacking it in the trenches. Credits to Aidan Bryant for concept and artwork, reproduced by permission.
About this creation
This is the battlefield. It is a simple 12x12 Grid.
Dark grey = bridge
Blue = River
Brown = Cliff
Light Brownish = Ramp
Now for the heavy stuff:
The game will be turn-based, each player will say via comments where to place their units, after picking either left or right side of the map. An unit may not be more than two squares from the left or right side respectively. Next a number between 1-10 is chosen by a moderator, who should also update the battle while not being involved. The person closest to it wins, if a tie, repeat.
Then the first player will say where he wants to move his units/attack. Those actions will then be performed by the moderator in the order given. Then the next player takes his turn. To tell whose units are whose, the left side's forces should always face east, and the right side's should always face west.
Movement Ranges (in squares):
Heavy Infantry 2
A-11 v2: 4
Mk I Buffalo: 3
Mk IV Grunt: 2
Note: Diagonals count as two squares.
Infantry, Hvy inf & anti-armor may pass any terrain except walls (from water/bridge/grass to a cliff). Ground vehicles may not pass walls, rivers, or rubble. Air units may pass all terrain.
Health and attacking: Each unit has 5hp, at full health they do max damage, for each 0.5hp lost, damage is reduced by 10%. All units can only attack adjacent units, except Mk IV Grunt (within three squares) and the PD-86 gun (within two). IE: Infantry A attacks Infantry B, both at full health, inf B receives 2 damage, and firepower reduced by 40%, their attack strength would equal 0.8. If infB attacks infA, infA receives 0.8 damage. At 4.2hp, infA could return fire at 1.8 damage. In calculation 4.2 is rounded to the nearest half unit or 0.5. There is a minimum damage of 0.1, unless otherwise stated. Each unit may only fire once per turn. The AAIPC can fire at one of the 6 squares touching it.
Ranged units, such as the Grunt or PD-86, receive a plus 1 range bonus when placed on a cliff/hill.
The Buffalo may carry one inf, hvy inf or anti-armor inside itself, and optional deploy the unit after moving. The AAIPC may carry two units of any combination of inf, hvy inf, or anti-armor.
The AAIPC cannot move diagonally, and after being moved the tail portion must be placed behind it. The player must state how he wants this positioned, but cannot have it face opposite of the last direction traveled, meaning, if the player moved the AAIPC two squares up, the tail must be south of the head. If the player moved one unit up and then one left, the tail must be east of the head.
The only way to receive a helitank is by having one air unit and one vehicle unit destroyed and well was one inf, hvy inf, or anti-armor unit on the battlefield. The new helitank must be placed next to the inf unit.
Once a ground unit is destroyed, it leaves rubble, blocking passages, but may be destroyed by shooting the rubble.
Damaged units may be combined (by moving them onto the same square) to replenish health, but any left-over health will be lost (meaning it cannot exceed the normal unit's hp).
The PD-86 gun may be placed up to 3 squares away from the edge.
The SASHO-8 has a 66% evade chance. To determine if it is hit, the moderator should roll a die. If the number is either a 1 or a 6, the unit was hit. Otherwise it remains undamaged.