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A Post-Apocalyptic Turn Based Strategy Game - page 33 / 58

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A non-stealthed combat capable army moves into a hex containing another non-stealthed combat capable army with a friendly stronghold or outpost in the hex and elects to lay siege to the defending army. The defending army sallies to prevent the siege

A non-stealthed combat capable army is besieged in a hex with a stronghold or outpost and elects to break the siege.

Delay Attack: If the battle is started by the attacker moving into the hex with a non-stealthed combat capable army then the attacker is given the choice to delay the attack until the end of his turn. This allows the attacker to coordinate with other armies on the board and possibly move them to participate in the battle.

Empty Armies Rule: If a battle is started at a hex containing a stronghold or outpost that has empty armies (armies with no heroes or units inside them) then those units are considered lost to disruption and destroyed. This occurs regardless of who initiates the attack in the hex.

Battle Setup

Once the battle is joined, either at the time of movement or at the end of the turn when all delayed battles must be resolved, the “Battle Setup Interface” appears and the players are given the opportunity to arrange the order in which the armies will participate in the battle. Players click on the up or down arrows to the right of their armies names to move them up or down on the battle list. Armies battle in order from the top of the list down to the bottom. Stealthed units may also by de-stealthed at this time to participate in the battle if they were not initiating the attack or the subject of an attack. The player then clicks on the “Start Battle” button at the bottom of the screen and is taken to the “Tactical Battle Module.”

Tactical Battle Module

The “Tactical Battle Module” guides the players through the process of fighting a series of card battles between the opposing armies. The armies fight in the order in which they were placed during the “Battle Setup” phase.

Setup: Players then arrange their unit cards in one of two rows. The front row represents the forward combat line of the battlefield while the back line represents the support areas. A special slot is reserved for an army’s hero if one is present. The following rules are important to keep under consideration when arranging your unit cards:

You must always have one more unit card in the front row than in the back

Your unit cards can only attack as far as their range extends. A unit card with a range of 1 must be in the front row to attack the enemy. A unit’s range number indicates how many rows in front of that card can be attacked during combat

Some special abilities like “Assault” have special range restrictions

Ready: Once you have set your cards up you must click on the “Ready” button. The first round of combat is then begun. Initiative determines which side attacks first. Each side then alternates

Armageddon Empires

taking actions until both sides are finished and a new round is begun. The icons on the side of the “Battle Viewer Interface” display which side is currently taking an action and the order in which the remaining actions will occur. Initiative is determined by adding up the following factors:

Attacker/Defender base + special ability bonus + hero fate = initiative score

The player with the highest initiative score takes the first action during the round.

Actions: Players alternate turns taking actions. Each player gets a number of actions per round equal to the number of unit cards that begin the round “uncommitted” and are capable of conducting a ground attack or using a munition. A card is “committed” when it is unable to act during the turn. Usually this happens after the card takes an action but sometimes a card can be committed for other reasons. A successful hit by a unit that has the “Shock Attack” special ability will cause the defender to be committed for the rest of the round if it was uncommitted thus losing the opportunity to take an action. A “committed” card is identified by the checkmark icon that is placed on top of it. At the end of a round of combat all cards are uncommitted unless they conducted an “assault” attack that round in which case they must remain committed for an additional round.

Taking Actions: To make a card take a combat action, the player right clicks on the card displaying a pop up menu. If the text for an action is colored red then the option is invalid usually because sufficient Action Points are not available.The player then selects an option from the pop up menu by left clicking on it. All cards that can take an action have a default “Ground Combat” option but many have special abilities and munitions that can be expended. When an attack or special action is taken either a targeting reticule appears or the appropriate challenge appears immediately.

Targeting Reticule: To select a card to attack or in some cases support, left click on the target card once the mouse cursor has acquired the targeting reticule. If the target is valid a dialogue box will appear with more instructions or a “Ground To Ground Challenge” will immediately be initiated if the basic combat action was selected.

Ground To Ground Combat

If the AI player is attacking, a dialogue box displays the two combatants and allows the player to inspect any attachments the cards might have. After a valid target that is within range of the attacking unit card has been selected, the player then proceeds to the “Ground To Ground Challenge” dialogue interface which functions exactly as the other challenges. The attacker’s dice pool strength is equal to his attack attribute. The defender’s dice pool is equal to the defending unit’s defense attribute plus any bonus modifiers for terrain or special defenses. Both players roll die or take actions until either the “Defender’s Prerogative” is taken or both players click on “Accept.” Actions that can be taken include spending fate points to re-roll unsuccessful die in the player’s pool or expend action points to play a Tactic Card. If the attacker’s total successes exceed those of the defending unit then the difference is applied as damage. If the damage is greater than

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