Version 3.1.0. Great Blue against Big Red, and the five small countries between them.
Choose a campaign, a ground and an opposing commander on the opening sheet, then press Open the campaign. You command Great Blue and move first.
| Campaign | Turns | Corps a side | Par |
|---|---|---|---|
| The Border War | 20 | 50 | nil |
| The Campaign Game | 60 | 71 | +7 |
| Deep Battle | 30 | 71 | nil |
Two grounds are offered. The printed mapboard is the same continent every war and is not even ground, so the Campaign Game carries a par of +7 to Great Blue and your result is read against it. A fresh continent is raised from the seed and turned 180 degrees about its middle hex, so both powers face mirrored ground and par is nil.
+ and - to zoom; 0 to fit the continent.Enter ends the phase.#seed=1965 in the address opens a campaign you can send to somebody else.One power moves at a time, through three phases:
Each formation has a movement allowance, printed third on its counter. Ground costs what the table says; a road or rail hexside costs 1 whatever the ground beneath it, and crossing a river costs 1 more. Entering a hex beside an enemy formation stops the march there, and no march may pass through such a hex.
| Ground | Foot | Tracks | Defence |
|---|---|---|---|
| Sea | closed | closed | ×1 |
| Beach | 1 | 1 | ×1 |
| Clear | 1 | 1 | ×1 |
| Desert | 1 | 1 | ×1 |
| Forest | 2 | 3 | ×1.5 |
| Rough | 2 | 3 | ×1.5 |
| Swamp | 3 | closed | ×1.5 |
| Mountain | 3 | closed | ×2 |
| Mountain Pass | 2 | 4 | ×1.5 |
| City | 1 | 1 | ×2 |
| Capital | 1 | 1 | ×2.5 |
No more than 2 land formations may stand on one hex, or 3 at sea.
Pick an enemy hex marked with a cross, choose which of your adjacent formations will make the attack, and read the odds: total attack factors against total defence factors, with the ground multiplying the defence. That ratio names a column; one die names the result.
| Odds | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1-3 | AE | AE | AE | AR | AR | CA |
| 1-2 | AE | AE | AR | AR | CA | EX |
| 1-1 | AE | AR | AR | CA | EX | DR |
| 2-1 | AR | AR | CA | EX | DR | DE |
| 3-1 | AR | CA | EX | DR | DR | DE |
| 4-1 | CA | EX | DR | DR | DE | DE |
| 5-1 | EX | DR | DR | DE | DE | DE |
| 6-1 | DR | DR | DE | DE | DE | DE |
Attacking across a river is at 0.67 of weight; an assault from the sea at 0.5 unless it is marines. A capital defends itself with 9 factors of its own works whether a corps is standing there or not, so it must be stormed rather than walked into.
| Formation | A-D-M | Cost | Arm | |
|---|---|---|---|---|
| INF | Infantry Corps | 5-4-4 | 12 | land |
| ARM | Armoured Corps | 9-6-10 | 22 | land |
| MTN | Mountain Corps | 5-5-4 | 16 | land |
| ABN | Airborne Corps | 4-3-4 | 18 | land |
| MAR | Marine Corps | 6-4-4 | 18 | land |
| ART | Artillery Corps | 8-2-4 | 18 | land |
| FTR | Fighter Wing | 4-4-14 | 18 | air |
| TAC | Tactical Air Wing | 6-2-12 | 20 | air |
| BMR | Bomber Wing | 3-2-20 | 24 | air |
| FLT | Fleet | 8-8-12 | 26 | sea |
| TRN | Transport Flotilla | 1-2-12 | 10 | sea |
A formation must trace 7 hexes back to a city of its own, clear of enemy formations. One that cannot fights at half and dissolves after 3 turns. Towns pay production every turn: a capital 4, a major city 2, a minor town 1, and 1 more for a port. Bombers knock 2 off a city’s output.
Marching into a minor country brings its army and its cities in on the other side — 3 corps raised against you. Its ground is often the short way round somebody’s mountains, so it is a real decision rather than a prohibition.
Storm the enemy capital and still hold it after the reply, and the war is won outright. Otherwise the campaign closes at its turn limit and the margin — your production against the enemy’s, with casualties as a tie-breaker — is read against par:
| Margin against par | Result |
|---|---|
| 12 | Major Victory |
| 5 | Minor Victory |
| -5 | Indecisive |
| -12 | Minor Defeat |
| below -24 | Major Defeat |
Lose your capital for a full turn and the war is over. Short of that, a margin far enough below par is a defeat on points.
The campaign saves itself in your browser after every completed phase and after the machine’s reply, under a single key. Reload and choose Resume to carry on, on the same ground. Choose New war from the verdict card to start again. If the browser refuses local storage the game plays perfectly well without a save.