WWI COMBINED ARMS






INTRODUCTION
Board game for 2 players.
World War I theme.  No dice or cards.
Each unit represents a squad, gun, or vehicle. 

VICTORY
Destroy the enemies Head Quarters (HQ).

THE MAP
Use an 8x8 chessboard.

UNITS
Use chits or miniatures to represent units.
There are 8 distinct unit types.

UNIT ATTRIBUTES
Each unit has 3 Attributes or Traits:
*Move: the number of spaces the unit can move per turn.
*Range: the maximum number of spaces distant the unit can apply damage.
*Defense: the amount of damage the unit can take at one time before having to retreat.
Some units have additional special abilities.

UNIT MASTER LIST
Unit Name		Move	Range	Defense	Max/Min
Infantry	          	2	1	3	-/8
Sniper			2	2	2	2/-
Machine Gun		1	2	3	2/-
Tank			2	2	3	2/-
Artillery		1	4	2	5/-
Headquarters		0	1	4	1/1
Flame Thrower		1	1	3	2/-
Trench Raiders		3	1	3	2/-

UNIT SPECIAL ABILITIES
Machine Guns do 2 Damage vs Infantry & Flame Throwers.
Flame Throwers do 2 Damage.
Tanks do 2 Damage vs Machine Guns.

ARMY CREATION
Each player designs an army before play starts.
An army is composed of 16 units. 
The Master List gives the maximum & minimum numbers for each unit type

SETUP
Each player places one unit on each square of his back three rows.
Units may not stack. 
Players take turns placing their units.
Determine who goes first in a non-random manner.

TURN SEQUENCE
Players take turns. 
Each turn has 2 phases:
Move Phase
Attack Phase

MOVE PHASE
You can move some, none, or all of your units in move phase.
Units can move orthogonally or diagonally. 
Units can move up to a number of spaces equal to their Move Trait.
Units cannot move through other units.

ATTACK PHASE
Each of your units can attack one target enemy unit in Fire Phase.
Different units may attack different targets.
Each unit has a Range Trait (number of spaces out it can attack into)
A unit can only attack a target that is within its range.
Units with ranges 2+ can attack over other units.
An attack does 1 point of damage.
As soon as a unit takes damage in a turn equal to its Defense Trait, it must retreat.
(Combined Arms: you must concentrate force & combine attacks)
A retreating unit must move laterally or back towards its side of the board 1 space.
A retreating unit unable to move is destroyed and is removed from the board.
Units that retreat off the board are destroyed.
A unit cannot move laterally if it will come in contact with an enemy unit.

DOUBLE WHAMMY RULE
If you can force a unit to retreat a second time in the same phase, it 
is automatically destroyed.

OPTIONAL RULES

TERRAIN
Distribute Bunkers, Trenches, and No-Mans-Land.
Units occupying Trenches have a Defense bonus of +1.
Units occupying Bunkers have a Defense bonus of +2.
Units occupying No-Mans-Land have a Defense bonus of –1.

ELITE UNITS
Each player may make 2 of his units Elite.
Elite units get +1 to Defense & always do 2 Damage instead of 1.

EXPERIENCED UNITS
A unit that helps destroy 5 enemy units becomes Elite.

REINFORCEMENTS
Every third turn each player gets one additional non-HQ unit.
Reinforcement Units start on a player’s back row.

CAMPAIGN
Use a Larger map with bigger armies.
Use all the other optional rules.







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