Post by sprengermon on Dec 26, 2010 14:37:28 GMT -5
Name: This is War!
Object of the Game:
Destroy your opponents generators
Defeat your opponents Team Melee Leader
There is no max on how many units you can have on the field.
Either player can use missles from any of the 5 reload zones
What you need:
* Decide who goes first by arm wrestling contest, coin flips or whatever you both agree on.
* Then Decided What kind of Unit pool game you want to play:
Choosing Units:
Two Options for Unit Pool Areas
Then choose how many units can be activated/Moved/Attack in one turn.
First Player chooses their Team Melee Leader
Second Player decides who makes the first move
Game Start Up Configuration:
Each Team begins with:
*Either with basic missle or melee[/li][/ul]
Once each player has picked their starting 5 units then all of the unused units are either divide and/or placed in the unit pool area selected.
In the four corners of the play area there are towers (one per corner)
[ ][ ][ ]
[ ][M][ ]
[ ][ ][ ][/li][/ul]
One Mega Unit is placed on each tower (in any direction however must be attackable by any melee/ranged unit) on the players left and right towers*
These Mega Units will act as Respawn Generators
On your turn each of your generators will give you 10 build points per generator if they are at Full Power or 5 build points if they are at Half Power
*In the orignal game to knock over a mega unit you must hit two targets.
*In this game for each target that has not be destroyed (hit) you get 5 points so
* Full Power would be 10 points per undamaged Generator
* Half Power would only give you 5 points per damaged Generator
Once both targets on a single generator are destroyed that generator no longer produces build points for your units.
Players may choose to save build points to build better units but a player's build pool can never exceed 100 points
To keep track of points you can use 2 different kinds of coins or dice
Example: Use Dimes for 10 points and Nickels for 5 Points[/li][/ul]
Players can only spend points on his or her turn. Build points are for building units from the unit pool areas.
There is no limit of how many units that can be placed on the field as long as you have the points to do so.
Spawn zones are adjacent to the 4 player reload zones. Figures don't start with missles.
Units can attack on their first turn (aka just been spawned.)
Reload Zones: Are the only way ranged units can reload. Each player declares two zones in their half of the game area at the beginning of the game
And the fifth zone is in the middle of play.
Stocking the Reload Zones:
At the Beginning:
Excluding the missles in the starting troopers, all other units missles (except of Force Pushers) not in play are to be divided up equally between the 2 players and placed in their zones
*If there is an uneven number of missles the last one goes in the middle along with all Force Pusher type missles.
Once the game starts the only way to restock the reload zone is when your opponent fires his missles towards your side of the table or unit.
*If a unit is killed that has a missle in it then that missle goes directly into the middle zone.
* Missles are to be placed in the closest zone possible (excluding the middle which is reserved for fallen units with missles)
* Missles shot out of play still go to the closest zone possible.
You can attack and move with X amount of units on your turn.
* X = the number you and your oppenent agree on at the beginning of the game.* See Attack Rules for Leaders and Ranged units
All figures (excluding the Mega units) abilities are still in affect.
Special Attack Rules
Team Melee Leader =
Move Total Clicks w/1 Attack
Move Half CLicks w/2 Attacks
* Option of Attack/Move/Attack or Move/Attack/Attack
* Can't attack the same unit twice with Double Attack
* ALL MELEE UNITS have to wait a round after attacking however they can still move on the following turn
All other Melee units act as normal.
* See exception above
Ranged units must reload by going to a reload zone (With Missles) before being able to attack.* Units must be adjacent to the zone to be able to reload.
* A unit can move, reload and shoot in same turn.
Defeated Units:
Once a unit is knocked over then it is sent to the open unit pool area.
*If the Team Melee Leader is defeat they are removed from the game completely.
Suggestions:
If you dont have 4 mega units ...try putting 2 regular units on a tower and treat them as a one generator.
Add more towers for longer battles.
Add terrian to battle field.
Option:
If your Team Melee Leader is defeated and you have at least 1 generator still standing and have another eligible melee leader you may appoint that unit Team Melee Leader Status
Object of the Game:
Destroy your opponents generators
Defeat your opponents Team Melee Leader
There is no max on how many units you can have on the field.
Either player can use missles from any of the 5 reload zones
What you need:
- 4 Mega Units
- 2 Different kinds of counters for build point keeping
- 12 + books
* Decide who goes first by arm wrestling contest, coin flips or whatever you both agree on.
* Then Decided What kind of Unit pool game you want to play:
Choosing Units:
Two Options for Unit Pool Areas
- 1 Open - Which means that all figures not used in the start of the game are available to either player during their deployment phase.
- 2 Closed - Each player takes turns selecting a single unit until all have been picked and places them in their own unitl pool area.
* However once a unit is defeated it goes into the open unit pool area SEE DEFEATED UNITS
Then choose how many units can be activated/Moved/Attack in one turn.
First Player chooses their Team Melee Leader
Second Player decides who makes the first move
Game Start Up Configuration:
Each Team begins with:
- 1 Melee Leader (Up to 40 points)
- 4 Troopers (10 points each)
*Either with basic missle or melee[/li][/ul]
Once each player has picked their starting 5 units then all of the unused units are either divide and/or placed in the unit pool area selected.
In the four corners of the play area there are towers (one per corner)
- *Towers can be 3 - 5 books tall and take 2 tixs per book to climb
- *Towers can climbed from any direction
- * At no point in the game can either player placed enough figures as to where the opposing player can not place their own unit on the tower.
- * Towers must be climbed in one turn
- * Max number of units on a tower is 8 excluding the mega. See below:
[ ][ ][ ]
[ ][M][ ]
[ ][ ][ ][/li][/ul]
One Mega Unit is placed on each tower (in any direction however must be attackable by any melee/ranged unit) on the players left and right towers*
- Mega units can't attack or respawn
- Mega units can not be moved once they are placed
These Mega Units will act as Respawn Generators
On your turn each of your generators will give you 10 build points per generator if they are at Full Power or 5 build points if they are at Half Power
*In this game for each target that has not be destroyed (hit) you get 5 points so
* Full Power would be 10 points per undamaged Generator
* Half Power would only give you 5 points per damaged Generator
Once both targets on a single generator are destroyed that generator no longer produces build points for your units.
Players may choose to save build points to build better units but a player's build pool can never exceed 100 points
To keep track of points you can use 2 different kinds of coins or dice
- One that represents 10 points
- one that represents 5 points
Players can only spend points on his or her turn. Build points are for building units from the unit pool areas.
There is no limit of how many units that can be placed on the field as long as you have the points to do so.
Spawn zones are adjacent to the 4 player reload zones. Figures don't start with missles.
Units can attack on their first turn (aka just been spawned.)
Reload Zones: Are the only way ranged units can reload. Each player declares two zones in their half of the game area at the beginning of the game
And the fifth zone is in the middle of play.
Stocking the Reload Zones:
At the Beginning:
Excluding the missles in the starting troopers, all other units missles (except of Force Pushers) not in play are to be divided up equally between the 2 players and placed in their zones
*If there is an uneven number of missles the last one goes in the middle along with all Force Pusher type missles.
Once the game starts the only way to restock the reload zone is when your opponent fires his missles towards your side of the table or unit.
*If a unit is killed that has a missle in it then that missle goes directly into the middle zone.
* Missles are to be placed in the closest zone possible (excluding the middle which is reserved for fallen units with missles)
* Missles shot out of play still go to the closest zone possible.
You can attack and move with X amount of units on your turn.
* X = the number you and your oppenent agree on at the beginning of the game.* See Attack Rules for Leaders and Ranged units
All figures (excluding the Mega units) abilities are still in affect.
Special Attack Rules
Team Melee Leader =
Move Total Clicks w/1 Attack
Move Half CLicks w/2 Attacks
* Option of Attack/Move/Attack or Move/Attack/Attack
* Can't attack the same unit twice with Double Attack
* ALL MELEE UNITS have to wait a round after attacking however they can still move on the following turn
All other Melee units act as normal.
* See exception above
Ranged units must reload by going to a reload zone (With Missles) before being able to attack.* Units must be adjacent to the zone to be able to reload.
* A unit can move, reload and shoot in same turn.
Defeated Units:
Once a unit is knocked over then it is sent to the open unit pool area.
*If the Team Melee Leader is defeat they are removed from the game completely.
Suggestions:
If you dont have 4 mega units ...try putting 2 regular units on a tower and treat them as a one generator.
Add more towers for longer battles.
Add terrian to battle field.
Option:
If your Team Melee Leader is defeated and you have at least 1 generator still standing and have another eligible melee leader you may appoint that unit Team Melee Leader Status