and i need people to find flaws with the rules
find loopholes and so on:
How to set up the game

A)
Each player gets 1 playing piece to begin with.
The playing piece that you receive is the command center.
(See Command Center, pg. 2)


Modifiers:
1)
units within 1 inch of a sandbag and can be considered “behind it” from the enemy, any attacking roll must have -1 taken away from the attacking roll.
**SANDBAGS TAKE 1 POINT AWAY (-1) FROM ATTACKING ROLLS**

2)
Riflemen get a +1 die modifier for attacking rolls when attacking enemy infantry this has no affect on tanks and nullifies the sandbag effect for infantry.

3)
Tanks roll 2 D6 which add together for the attack roll, any infantry attack receives a -3 modifier.

4)
Bazooka-men have a +3 attack against tanks.

5)
HMG and LMG infantry get a +1 against infantry within 8 inches.




1

Building Abilities and Stats

Command Center:
No Initial construction required*
50 HP (see Health Points, pg. 4)
5 turns to construct
Allows player to construct other buildings.
*player starts with the building already made.

Barracks:
Can be built only if a Command Center is already made
20HP
2 turns to construct
Allows player to train Infantry (see units, pg. 3)

War Factory:
Can be built if a Barracks is already made
20HP
4 turns to construct
Allows player to construct Armored Units (see units, pg. 3)


Sandbags:
Can only be built after Command Center
50HP
3 Can be constructed per turn
Protects infantry (see Modifiers, pg. 1)










2
Units
Infantry:

Rifleman:
can train 2 per turn.
have a +1 modifier against infantry units, this nullifies the sandbag effect.

Flamer:
takes 1 turn to train.
does 2x damage against buildings.

HMG/LMG:
takes 1 turn to train.
has a +1 against armored units.

Bazooka-Man:
takes 1 turn to train.
has a +3 against armored units, nullifying the armor's infantry defense modifier.

Radio:
takes 5 turns to train only after war factory.
Can call in off map support (see Off Map Support, pg. 5)

Armored Units:

Tank:
takes 3 turns to build
has a -4 against any infantry.

Hum-Vee:
takes 2 turns to build
has a -2 against infantry

3
Health System
Health Points:
When a building is attacked it loses as many health points as the die roll.
Eg. a someone attacks a building, he rolls a 6, the building loses 6 health points.


Attacking system:
When a unit is attacking it uses a D6, when a tank is attacking it uses 2 D6,
this chart shows what damage is caused when rolling for attack.
1
2
3
4
5
6
Miss
Stunned
Stunned
Stunned 2 turns
Stunned 3 turns
Dead/
Destroyed
Stunned: cannot move or shoot.
This is what the roll modifiers apply to.


Off Map Support:
Off Map Support, can be called in by radios.

Types of support:
1)A10 Strike: 4 inch radius
hits on next turn, causes 6 die roll attack.

2)Artillery Barrage: 6 inch blast radius
hits on next turn, causes 4 die roll attack

3)Mortar Strike: 4 inch blast radius






4
The Playing Turn

1)








Officers:
Officers can be taken from game to game while retaining the same rank and modifiers that come with it.

Officer ranks:
Rank
Perk 1
Perk 2
Sergeant
+1 defense when behind cover
+1 attack against infantry when behind cover
Lieutenant
+1 defense against infantry
+1 attack against infantry
Colonel
+2 defense against infantry
+1 attack against infantry
Captain
+2 defense against armored units
Can call in off map support instantly

Buildings:
Buildings (Command Center, Barracks, and War Factory)
must built with in 5 inches of each other, walls/sandbags can be built anywhere within 12 inches.


5

i could not paste tables into yahoo answers so it might be a bit confusing eg. the perks