WWII COMBINED ARMS
INTRODUCTION
Board game for 2 players.
World War II theme. No dice or cards.
Each unit represents a brigade or battalion.
VICTORY
Destroy the enemies Head Quarters (HQ).
THE MAP
Use an 8x8 chessboard.
UNITS
Use chits or miniatures to represent units.
There are 13 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.
There are 5 Classes of units:
Infantry (I), Armor (T), Artillery (L), Air (A), and Bases (B).
UNIT MASTER LIST
Unit Name Type Move Range Defense
General Infantry I 1 1 5
Paratroopers I 1 1 4
Engineers I 1 1 4
Mechanized Infantry I 2 1 4
Light Tanks T 3 2 3
Medium Tanks T 2 2 4
Heavy Tanks T 1 2 5
Howitzers L 1 3 3
Anti-Tank Guns L 1 2 3
Anti-Aircraft Guns L 1 2 3
Air Field A 2 4 2
Fortification B 0 3 6
Headquarters B 0 1 6
UNIT SPECIAL ABILITIES
AA Guns: The AA gun and all adjacent units are immune to attacks by Airfields.
Engineers: Do 2 Damage (not 1) to Fortifications & HQ.
AT Guns: Do 2 Damage (not 1) to Tanks.
Paratroopers: Have a Move = 4 if they start the turn next to a friendly Airfield.
ARMY CREATION
Each player designs an army before play starts.
An army is composed of 16 units.
One unit is a Headquarters.
An Army has only 1 HQ.
Up to 5 units can be Tanks.
The Army must have at least 7 types of units (not including the HQ)
There can be no more than 4 units of a single 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:
1. Move Phase
2. 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.
Airfields can only move to a space adjacent to a friendly unit, and
Not adjacent to an enemy unit.
FIRE 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.
Bases cannot move, so they are destroyed if they must retreat.
Airfields cannot move & attack in the same turn.
DOUBLE WHAMMY RULE
If you can force a unit to retreat a second time in the same phase, it is
automatically destroyed.
OPTIONAL RULES
CITY SPACES
Randomly place 4 cities in the 2 rows between the players (Dead man’s Land)
If you occupy all the cities you automatically win.
DIFFICULT TERRAIN
Cities, Mountains, Bocage Country, etc.
Units occupying these spaces have a Defense bonus of +1.
Tanks & Mechanized Infantry entering these spaces must stop.
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-base unit.
Reinforcement Units start on a player’s back row.
CAMPAIGN
Use a Larger map with bigger armies.
Use all the other optional rules.