Flames and Steel: Land


Land

Units Overview

Land units are divided into three categories:

  • Infantry
  • Tanks
  • Artillery
Naval units are divided into four categories:
  • Escort ships
  • Capital ships
  • Submarines
  • Transports
Air units are divided into two categories:
  • Fighters
  • Bombers
Each unit has the following attributes:
  • Land combat value
  • Naval combat value
  • Air combat value
  • Movement
  • Cost
  • Hit points
Land units also have the “size” attribute, which is relevant for transport shipping. A unit’s combat value indicates the number of dice it gets to roll in a combat round. Six sided dice are used, and all rolls four or below are considered hits. A unit’s hit points indicates the number of hits it can absorb before it is destroyed. 

Land Combat

Dogfight
Step 1: The attacker adds up the total air combat value of his aircraft, and rolls that number of dice. He allocates that number of hits to defending aircraft of his choice. 
Step 2: The defender adds up the total air combat value of his aircraft, and rolls that number of dice. He allocates that number of hits to attacking aircraft of his choice.
Step 3: Both sides’ destroyed aircraft are removed from combat.

Strafing Run
Step 1: The attacker adds up the total land value of his remaining aircraft, and rolls that number of dice. He allocates hits to land targets of his choice. Land units targeted in this stage fire back using their air combat value (if any). The defender allocates hits among aircraft of his choice.
Step 2: The defender adds up the total land combat value of his remaining aircraft, and rolls that number of dice. He allocates hits to land targets of his choice. Units targeted in this stage fire back using their air combat value (if any). The attacker allocates hits among aircraft of his choice.
Step 3: Both sides’ destroyed units are removed from combat.

Main Combat
Step 1: All attacking land units fire at once, using their land combat values. The attacker must allocate hits to the defending infantry first, defending tanks second, and defending artillery third.
Step 2: All defending land units fire at once, using their land combat values. The defender must allocate hits to attacking infantry first, attacking tanks second, and attacking artillery third.
Step 3: Destroyed units are removed from play.

Combat Completion
Combat ends when one or both sides’ land forces have been destroyed. If the defender has lost his land force, and if the attacker still has land units, the defender’s remaining air units must evacuate to an adjacent friendly territory. If there is no such territory available, the defender’s aircraft are lost. 

Whichever side has a land force present in the territory at the end of combat takes control of it. If both sides’ land forces have been destroyed, the defender retains control over the territory. 

Injured units are restored to full health after combat is over.

After any combat round, either the attacker or the defender may choose to withdraw to any friendly territory. (A territory is not considered friendly if there is an unresolved combat set to occur in it.) Should one side choose to withdraw, the following happens:

Step 1: The non-withdrawing player adds up the land combat value of his planes and tanks and rolls that number of dice. He allocates hits among the withdrawing player’s land units.
Step 2: The withdrawing player adds up the land combat value of his aircraft present in the battle, and rolls that number of dice. He allocates hits among the non-withdrawing player’s land units.
Step 3: Destroyed units are removed from play.

If neither side withdraws, and if both sides still have a land force present, another combat round begins. A combat round begins with the dogfight phase.


Land Units
Manpower points: Land territories produce manpower points for the Axis or the Allies. Manpower points (MPs) reflect the number of people willing to serve in a given country’s army. Territories only provide manpower points to whichever nation controlled them at the start of the game. Manpower points are treated like PUs--they are collected at the end of your turn, and can be stockpiled for future use.

Regular infantry

  • Land combat value: 1
  • Hitpoints: 2
  • Movement: 1
  • Cost: 1 PU and 1 MP
  • Size: small
Artillery
  • Land combat value: 3
  • Air combat value: 1
  • Hitpoints: 1
  • Movement: 1
  • Cost: 5 PUs
  • Size: small
Blockhouse (a type of artillery)
  • Land combat value: 4
  • Air combat value: 2
  • Hitpoints: 2
  • Movement: 0
  • Cost: 5 PUs
  • Size: NA, because unit cannot be shipped.
Tank
  • Land combat value: 2
  • Hitpoints: 2
  • Movement: 2
  • Cost: 5 PUs
  • Size: large
 

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