Command 35: Mason/Dixon Quick-Start Notes: ========================================= Here are my notes to enable you to plunge into this game. marines/para: 1MA inf/light: 3MA other: 6MA arty: on counter - Undeveloped hex: plains, forest, hill, rough, swamp, mountain Production: - Receive #RP = Econ / Each roll: 1-4: Econ-1 - ea. friendly city lost, roll 1-3: Econ-1 - if Econ @ 10, can mobilize: Econ-1 +10 RP - 1 mo. + 1 RP per elim. to GHQ ("dot" no rebuild) - 2 RP per elim. to GHQ in Move phase Supply: - trace 6 hex line -- no undeveloped, enemy city,town,river or max stack - air supply: 1 unit - if OOS, roll move: 4-6: 1MA moves / 1/2#: 3MA move# / #: 6MA move# Stack: 5 / cities: 10 *inexcess: reserve Move: - developed hex: 1 mp / undeveloped hex: STOP - Admin move: 1 RP: triple 6MA / double 3MA & no attk, no enter enemy river/city/town, cross river via coup. - GHQ in city/town: if moved, all OOS for turn. - Roll weather during move phs. #> box#: bad: -2MA, +2strike/bomb, no invasion - north of Snow: mtn impass, hill=mtn, plains/clear=rough, no air/invade - south of Hurri: swamp impass, plains/clear=swamp, no air/invade Combat: - 3 dice per combat / if adjusted > 3 or < 1: shift odds dwn/up. - all attkrs enter only developed & MP < MR: - 1 die - arty attcking: - 1 die - para coup: - 1 die - blitz air strike: - 1 die - marines invade: - 1 die - def has post. advtg: + 1 die - bad weather: + 1 die - attkr OOS: + 2 dice - def atop pocket: + 2 dice AX: attkr w/ largest attk# loses step. def lose steps w/ def#=lost attk# * AL: attkr w/ largest attk# loses step. HX: lower total def# loses half. higher total def# loses equal others loss. EX: ea. def loses step. attkr loses equal def's# LX: ea. def loses step. attkr loses equal half def's# SX: all def elim. attkr loses step equal def's# DH: half def's# elim. except for 1 step. * * limit one step loss per def. - MR w/ + brings stack w/ advance after combat. - 1unit w/ + supports 1 inf. div. - MR w/ * never advance after combat. - MR w/out * must advance after combat. if MR > 0 can move same # - units inside fort cannot attack. Pocket: - def. remains & OOS (air supply poss.), attkr advance into hex. - def no move but can advance after combat out of hex. Coups: - armor, airmobile, para: roll 1-3: river seized. - para: roll 1-2: fort destroyed, 3-6: para loses step. - para: roll 1-2 in noncity combat: -1 die +1 MR; 3-6: para loses step Arty: - Flips after combat. if in supply & -1 RP, reflip. - Use attk# for all if stacked, else use def# for all. Air: - 1 RP per unit from GHQ: rng counts from any friendly supplied hex (no depot) - Intercept: ea. side roll 2d per unit for hit: -1drm if air rtg < other's - to hit: #< air rtg. If *, stealthy so can't be intercepted. - Ground Attk: roll 2d before ground combat -2drm if mech/tank. - if hit, target can't be in combat, if hit#> 7, target also lose step. - City Bomb: roll 2d, if hit city, no supply & -1 RP. - must spend 1 RP to fix city. - Supply Bomb: roll 2d, if hit, no trace supply. - Hunt: roll 2d, attk a/c in GHQ or Elim box. hit elim or to force pool - Blitz: roll 2d, if #< ground#, -1 die & +1 to MR. - Move Bomb: roll 2d, any hex 'cept forest, mtn, hill. if hit, stop in hex. Naval: - Form TFs: wave w/ same MR. Each wave fires, highest MR first. - roll 2d vs. combat# & add target armor. - If # is less, then hits. roll again: 1-4 dmg to force pool, 5-6 sunk - If no friend port in sea zone, +2 to second drm. - if target aborts, intercepting TF + 2 to first drm. - transport carries 2 units. - Port city hosts 3 trans, Port town: 2 trans, Other hex: 1 trans - Nav air: can attk, w/ +, attach to surf & use air MR. - for air, roll 1d + target armr: 5+ elim. The 1995 scenario is the quickest with lowest unit density: only 1 turn. 1940 is longest. Enjoy. Doug Murphy