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A Post-Apocalyptic Turn Based Strategy Game - page 13 / 58





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as required by the card. To deploy the outpost card you drag it from your hand and drop it on the valid target hex. The card will disappear and a base icon will then appear on the map allowing access to the “Base Viewer” interface.

Screen Shot 13

Screen Shot 14

Air attacks are the final type of card deployment that will be discussed. Just like unit and facility cards, attack cards are dragged from the hand and dropped on a valid target hex (Screen Shot 13). A dialogue box will appear that lets you select an army or facility to attack depending on what enemy forces you have identified in the hex (Screen Shot 14). Attack cards that are “Aircraft” or “Helo” types will return to the hand after an attack if the card survives all the ensuing challenges. “Missile” type cards are consumed in the attack.

Battles in the Wasteland - A Brief Primer

As your armies explore the wasteland they are likely to run into both independent and enemy armies. To initiate combat with either you simply move your non-stealthed combat capable army into the enemy’s hex. You will be given the option to attack immediately or delay the attack until the end of the turn. If you opt to delay the attack the battle will be initiated after you left click on the “End Turn” button to finish your turn. Once the battle is started you will be taken to the “Battle Set Up” interface. Here you arrange your armies in the order in which they will battle. By clicking on the up and down arrows to the left of their names you can change their position on the list. Armies battle in the order of those at the top of the list first and continue down to the bottom of the list. You must then left click on the “Start Battle” button

Armageddon Empires

to begin the battle proper. You are taken to the “Tactical Battle Module”interface. Your unit cards and hero if present now appear on the bottom two rows. You are given an opprotunity to arrange them in any order that you desire but keep in mind you must always have more unit cards in the front row than in the back. Once you have finished arranging your cards you left click on the “Ready” button to commence the actual attacks. An initiative screen appears which indicates that you go first. You and the enemy will take turns initiating attacks from your cards. An attack is accomplished by right clicking on the card with which you want to attack. A pad will appear offering the “Ground Combat” option. Left clicking on the option turns the mouse pointer into a targeting reticule. You select the target of the attack by left clicking the reticule on a valid enemy target. A dialogue box will appear that takes you through the process of completing a “Ground Combat” challenge. Combat is resolved by rolling the attacking card’s dice pool against the defender’s dice pool. If the attacker’s total successes exceed those of the defender then the difference is applied as damage to the defender. The players alternate taking actions until every valid card has done so or the “Pass” button has been clicked enough times that no further actions are possible. At the end of such a round of actions the players are given the opportunity to continue the battle with the army or retreat. If both players elect to continue then another round of actions commences. This process continues until one side is destroyed or elects to retreat.

You now know the basic mechanics to play the game. To recap:

At the beginning of each turn you purchase additional die with resources and roll to determine the initiative winner.

Unit cards are dragged and dropped on a valid deployment hex where they enter the garrison in that hex. Valid deployment hexes contain a non-besieged outpost or stronghold card.

You can create armies in the “View Army” interface. You can also transfer cards between armies by dragging and dropping the card onto the army’s name text on the left side panel. It does not cost Action Points to transfer a card from a garrison to an army but it does cost Action Points to transfer a card out of an army.

Right clicking on an army icon will bring up a pad listing all the possible action options for those armies. Armies can engage stealth, hunt enemy heroes and move and perform air assaults from this pad.

In order to build a collector, a hero or a unit with the engineer special ability must be present in the hex. The hex must be in supply and enough resources and Action Points must be available. By right clicking on the hero or engineer unit card you can bring up the option to create the collector.

Facilities cards are dragged and dropped on a valid deployment hex where they can be examined by clicking on the base icon on the game board. For non outpost cards, valid deployment hexes contain a non-besieged outpost or stronghold card with sufficient space to accommodate the new card. An outpost or stronghold can host one additional card for each level it has attained. Levels can be increased by upgrading the card.

Attack cards are dragged and dropped onto target hexes containing a valid target. Missiles can only target facility cards but can cause collateral damage to unit cards in the same hex.

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