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MASS WARFARE





MASS WARFARE
WWII Technology. Generic countries. Production and strategic combat.

TERRAIN											
TYPE		NOTES										
Water		Ships only. This may represent oceans, lakes, or rivers
Bridge		Ships & Ground units may enter. This also represents ferrys 	
Barren		Bases can be built on this terrain. Also hills								
Desert		
Forest		Defense +1
Mountains	Defense +1, Only Infantry may enter this terrain
Mountain Pass	Defense +1	
Marshland	Defense +1, Only Infantry may enter this terrain. Also Jungle			
Mines		1 Metal										
Agriculture	1-3 Food											
City		1-6 Population; Defense +1					
Oil Fields	1 Oil										

MILITARY UNITS
UNIT		POP	TYPE	METAL	MOVE	OIL	ATTK	RANGE	DEF	NOTES
Infantry	1	Ground	1	1	0	1	1	2	
Mechanized Inf.	1	Ground	2	2	1	1	1	2					
Tanks		1	Ground	3	2	1	2	1	2				
Artillery	1	Ground	3	1	1	2	2	1		
Anti-Aircraft	1	Ground	2	1	1	1	1	1	Can be used against nonair units	
Fighters	1	Air	3	4	1	1	0	1	
Bombers	        1	Air	3	8	1	2	0	1	Cannot attack other planes
Transports	1	Sea	3	2	1	0	0	1	Carry 2 Ground units
Warships	1	Sea	5	3	1	2	2	2	
Carrier		1	Sea	5	2	1	1	1	1	Carry 4 planes
Subs		1	Sea	3	2	1	1	1	1	Can only be attacked by Warships
Fortification   0       Base    3       0       0       0       0       +1      
Airfield	1	Base	3	0	0	0	0	0	
Port		1	Base	3	0	0	0	0	0	Build adjacent to water hex
Factory		1	Base	3	0	0	0	0	0	

THE MAP 
Use a hex map. Assign each city a population value of 1-6. 
Write this in on the map. This maximum level does not change. 
Likewise, assign a value of 1-3 to all agricultural lands. 
All mines & Oil fields have a level of one.  Large cities are 
represented by several adjacent city hexes. 

SETUP
Each player should begin by controlling a corner of the map that 
contains several cities (Population of around 15) and enough 
agricultural land to feed them. They should also have access to 
nearby mines & oil fields. Each player starts with reserves of 
30 oil and 30 metal.  Each side starts with 1 Factory 
and 5 Infantry units positioned adjacent to the city hexes. 
	
STACKING
Only one unit per hex. The exceptions include planes, and units 
carrying other units.

VICTORY CONDITIONS
Control all cities on the map.




TURN SEQUENCE:

INITIATIVE
AIR STRIKE DECLARATIONS
FIGHTER DEFENSE
FLAK DEFENSE
AIR STRIKE RESOLUTIONS
GROUND RETURN FIRE
AIR TRANSFERS
SEA MOVE
SEA ATTACK
GROUND MOVE
ARTILLERY ATTACKS
GROUND ATTACK
FREE ADVANCE
FOOD PRODUCTION
METAL PRODUCTION
OIL  PRODUCTION
UNIT PRODUCTION
CLAIM TERRITORY
BUILD BASES
REPAIR & REINFORCEMENTS


INITIATIVE
Each player roll 1D6. High roll wins. The Initiative winner goes 
first in each of the following phases.

AIR STRIKE DECLARATIONS
Bombers and fighters may declare sortie attacks against targets 
within range of their airfield or carrier. Planes can attack any 
ground or sea unit except subs. Planes can also attack infrastructure:
Cities, mines, factories, oil fields, airfields, and ports. If a 
carrier or transport is destroyed all units on board are also 
destroyed. 

FUEL RULE
Every time a noninfantry unit moves, it uses up one oil from your 
oil reserves. This is 1 oil per turn, not one oil per hex.

ATTACK RULE
The attacking unit rolls its Attack dice and the defending unit rolls 
its defense dice. If the attackers roll is higher than the defenders 
total, the defender is destroyed. Put a fire counter on any unit 
that was attacked but not destroyed.  A unit gets -1 on its dice 
rolls for every fire counter on it. 

FIGHTER DEFENSE
If the target is in range of a fighter squad, the squads may scramble 
and attack.  If the sortie units survive, they get to return fire 
with one attack die each.  

FLAK DEFENSE
If an Anti-aircraft unit is the target, is in the same hex as the 
target, or is adjacent to the target, it may attack the plane.  
Warships and carriers function as Anti-aircraft units having one 
attack die. 

AIR STRIKE RESOLUTIONS
If the planes get past the fighter and flak defenses they may attack 
their targets. Infrastructures do not have Defense dice. Instead 
when the attacking plane rolls attack dice, the infrastructure 
recieves one fire counter for every roll of 1-2 on D6. If an airbase 
recieves a fire counter, all planes stationed there are destroyed. 

GROUND RETURN FIRE
If a nonartillery ground unit survives an attack by a fighter, it 
may counterattack with small arms fire for one attack die.

AIR TRANSFERS
Planes that have not attacked may move to other airfields or carriers 
in range. An airbase may hold 10 planes. A carrier may hold 4 planes. 

SEA MOVE
Transports can carry 2 ground units. 

SEA ATTACK
Warships and subs may attack.
Warships can attack subs with depth charges for one attack die if the 
sub is adjacent. No other units may attack subs. 

GROUND MOVE
A gound unit may use its move to board an adjacent transport or to 
disembark. Tanks & Mechanized infantry use up their move entering or 
leaving a forest, desert, fortification, mine, or city.  
Ground units cannot enter bridge spaces if the bridge has sustained 
fire counters. 

ARTILLERY ATTACKS
Artillery units get to attack. 
Attacks may target infrastructure inflicting 1D3 Fire counters. 
Artillery cannot attack if they moved this turn.

GROUND ATTACK
Tanks, infantry, and mechanized infantry may attack. A ground unit 
may attack the infrastructure it occupies inflicting 1D6 Fire counters. 

FREE ADVANCE
If a defender is destroyed the attacking nonartillery ground unit may 
enter the hex it occupied. 

FOOD PRODUCTION
Food is not saved from turn to turn. Compare the amount of food you 
produce to your city populations. The smaller number is your Unit 
Limit. Agricultural lands with fire counters do not produce anything. 
Cities with fire counters have their population score reduced by that
 amount to a minimum level of 0. 

METAL PRODUCTION
Extra metal is saved from turn to turn in your metal reserves. Each 
turn in this phase increase your metal reserves by the number of 
mines you control. Mines with fire counters do not produce anything.

OIL  PRODUCTION
Extra oil is saved from turn to turn in your oil reserves. Each turn 
in this phase increase your oil reserves by the number of mines you 
control.  Oilfields with fire counters do not produce anything.

UNIT PRODUCTION
If you have more units than your Unit Limit (This value determined 
in food production phase) you may not build units this turn. Expend 
the required amount of metal from your metal reserves to build the 
unit. Place the unit in a production site space: A factory for ground 
units, a port for ships, or an airfield for planes. A production site 
can only build one unit per turn. Production sites with fire counters
 do not produce anything. 

CLAIM TERRITORY
Gain control of any terrain you have infantry or mechanized infantry 
in. Recieve production from this hex starting next turn. 

BUILD BASES
These can be built on any barren hex occupied by an infantry unit 
you control not adjacent to an enemy unit. 

REPAIR & REINFORCEMENTS
Each unit and infrastructure may remove one Fire counter.  
The maximum number of fire counters a unit or infrastructure can 
have is six.  Bridges will only be repaired if a player has an 
adjacent infantry unit and says he is repairing it. 








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