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Blog entry by Bintang Fathur Rahman

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War Room: A World War II Board Game
WWII RTS Company of Heroes gets a board game from Mech Command makers -  Tabletop Gaming

Objective: Lead your army to victory by eliminating all enemy forces, capturing their bases, or being the last player with surviving units on the battlefield.

Components:

  • Game board depicting a battlefield divided into territories and bases.
  • Player tokens representing armies of different nations (e.g., US, Germany, USSR, etc.).
  • Unit tokens representing infantry, tanks, artillery, and other military assets.
  • Command cards for special abilities and reinforcements.
  • Resource cards representing supplies, fuel, and manpower.
  • Dice for combat resolution.

Setup:

  1. Place the game board in the center of the table.
  2. Each player selects a nation and takes the corresponding army token and unit tokens.
  3. Shuffle the command cards and resource cards, then deal a set number to each player.
  4. Place the unit tokens of each player on their respective home bases.
  5. Determine the starting player (you can use dice or any agreed method).

Gameplay:
Players take turns clockwise in a round. Each turn consists of the following phases:

Phase 1: Income

  • Players gain resources based on their controlled territories and bases.
  • Resource cards may be played during this phase to gain additional resources or disrupt opponents.

Phase 2: Reinforcement

  • Players can spend resources to request reinforcement units.
  • The number and type of reinforcements available may vary based on the nation and territory control.

Phase 3: Action
Players can perform two actions from the following options:

  • Move: Move units from one territory to an adjacent territory.
  • Attack: Engage enemy units in a territory you occupy or attack enemy-controlled territories.
  • Defend: Strengthen the defense of a territory you occupy.
  • Capture Base: Attempt to capture an enemy base using your units.

Phase 4: Command

  • Players can play command cards from their hand to gain advantages in combat, obtain special abilities, or disrupt opponents.

Combat:
When attacking, players roll dice based on the number and type of units involved in the battle. Dice rolls determine hits, misses, and critical hits. The defender also rolls dice and tries to mitigate the damage. Defeated units are removed from the board, and the winner gains control of the territory or base.

Victory Conditions:

  • The game ends when one player successfully eliminates all enemy forces and controls all bases.
  • Alternatively, the game can end when a predetermined number of turns have passed, and the player with the most bases and surviving units wins.

Additional Notes:

  • Throughout the game, players must manage their resources wisely, as they can be used for reinforcement, playing command cards, or obtaining valuable supplies.
  • Each nation's army can have unique strengths, weaknesses, and special abilities, adding depth and variability to the gameplay.
  • Players must carefully strategize their movements, attacks, and defenses to secure victory while keeping their own forces intact.

Engagement Rules:

  1. Strength and Weakness:

    • Stronger Unit: When attacking, stronger units need fewer dice points to succeed in their attack against weaker units.
    • Weaker Unit: Weaker units require more dice points to succeed in their attack against stronger units.
  2. Unit Interactions:

    • Paratroopers and Infantry Squad: Strong against other infantry, snipers, anti-tank, and mortar teams. Roll fewer dice points when attacking these units.
    • Rangers: Rangers can move two tiles at a time, and they can move two tiles at a time in unprotected positions. Use this mobility advantage to gain strategic positioning.
    • Panzergranadiers: Can be equipped with panzerfaust to deal with vehicles, but become weaker against infantry units. Choose equipment wisely based on the situation.
    • Snipers: Can shoot units from two tiles apart but cannot engage units that are adjacent to them. Utilize snipers for long-range precision strikes.
    • Machine Gun Team: Excels against all non-vehicle units, but can be flanked by enemies. Position machine gun teams strategically for maximum effectiveness.
    • Mortar Team: Can injure all infantry within three tiles of its target location but cannot engage anything closer than 3 tiles. The team can move one tile every two turns. Use mortars for area denial and suppressing enemy forces.
    • Anti-Tank Gun: Can engage targets two tiles away but is limited to attacking vehicles. Position the anti-tank gun to defend against armored threats.
    • Tank: Can engage all targets but is weak against anti-tank units, other tanks, and infantry with overwhelming numbers. Use tanks to support infantry advances and take out enemy vehicles.
    • Troop Transport: Functions as a troop carrier and can move troops up to 4 tiles in one turn. Use troop transports to quickly deploy troops to critical locations.
  3. Initiating an Attack:

    • When attacking from an unprotected position, the player rolls the required dice points based on the unit's strength against the opponent.
    • If the player succeeds against a weaker opponent in an unprotected position, the opponent's unit is instantly defeated.
    • If the player fails the attack, both the player's unit and the opponent's unit are marked as injured.
  4. Attacking from Protected Position:

    • If the player attacks from a protected position using infantry against a weaker opponent, the player's unit will be marked as injured if the attack fails.
    • If the attack succeeds, the opponent's unit is defeated.
  5. Marked as Injured:

    • Units marked as injured are still on the board but have reduced effectiveness.
    • Injured units roll fewer dice points during attacks.
  6. Unit Movement:

    • Each unit has its own movement capabilities. Some units can move two tiles, others one tile every two turns, while troop transports can move up to 4 tiles in one turn.
  7. Flanking:

    • Units attacking from the side or rear of an enemy unit gain a tactical advantage and roll fewer dice points to succeed in the attack.
Remember to consider the strengths and weaknesses of each unit when
planning your strategies. Smart positioning, effective use of equipment,
and coordinated attacks will be crucial for achieving victory in War
Room. Adapt your tactics to the ever-changing battlefield to emerge as
the ultimate commander of World War II!

Scenario-Based Gameplay:

In War Room, the scenarios are inspired by real missions from World War II, providing players with historically accurate and immersive experiences. Each scenario comes with specific starting units and terrain elements that reflect the actual battles. Players can choose scenarios from the scenario book or create their own custom scenarios for added replayability.

Scenario Setup:

  1. Selecting a Scenario: Players agree on a scenario to play from the scenario book or choose to create their own custom scenario.

  2. Starting Units: Each scenario lists the starting units for both factions based on the historical context of the battle. The German and American players receive the units specified in the scenario description.

  3. Terrain Setup: Terrain elements on the game board are arranged to recreate the actual battlefield from the historical mission. Players follow the setup instructions provided in the scenario book.

Scenario Gameplay:

  1. Scenario Objectives: Each scenario has unique victory conditions that players must fulfill to win. Objectives may include capturing specific bases, holding strategic locations, or achieving specific mission goals.

  2. Unit Limitations: Some scenarios might impose limitations on certain units, reflecting historical accuracy. For example, certain units may be unavailable due to historical context or limited resources.

  3. Off-Map Support: Some scenarios allow the American player to utilize off-map artillery support, representing the advantage of naval or aerial bombardment. The American player can call in artillery barrages at specific intervals or under certain conditions.

  4. Armor Superiority: In scenarios like Operation Market Garden, the German player may have armor superiority, making it challenging for the American player. The American player must rely on infantry ingenuity, tactical positioning, and use of anti-tank assets to counter the German tanks.

  5. Historical Events: Some scenarios may include historical events that influence gameplay, such as reinforcements arriving at certain turns or specific events triggering changes in objectives.

Scenario Victory:

To achieve victory in a scenario, players must fulfill the objectives within the given conditions. The game concludes when one player successfully completes the scenario's victory conditions or when a predetermined number of turns have been played.

Custom Scenarios:

Players can also create their own custom scenarios by designing unique starting units, objectives, and terrain setups. This feature allows players to recreate famous battles, explore "what-if" scenarios, or experiment with different tactical challenges.




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