Blitzkrieg

Version 3.1.0. Great Blue against Big Red, and the five small countries between them.

How to begin

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.

CampaignTurnsCorps a sidePar
The Border War2050nil
The Campaign Game6071+7
Deep Battle3071nil

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.

Controls

Turn order

One power moves at a time, through three phases:

  1. Movement. Requisition new formations, fly air missions, and march.
  2. Combat. Declare attacks and throw the die.
  3. Exploitation. Armour that broke through moves again and may attack once more at half weight.

Movement

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.

GroundFootTracksDefence
Seaclosedclosed×1
Beach11×1
Clear11×1
Desert11×1
Forest23×1.5
Rough23×1.5
Swamp3closed×1.5
Mountain3closed×2
Mountain Pass24×1.5
City11×2
Capital11×2.5

No more than 2 land formations may stand on one hex, or 3 at sea.

Combat

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.

Odds123456
1-3AEAEAEARARCA
1-2AEAEARARCAEX
1-1AEARARCAEXDR
2-1ARARCAEXDRDE
3-1ARCAEXDRDRDE
4-1CAEXDRDRDEDE
5-1EXDRDRDEDEDE
6-1DRDRDEDEDEDE

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.

The order of battle

FormationA-D-MCostArm
INFInfantry Corps5-4-412land
ARMArmoured Corps9-6-1022land
MTNMountain Corps5-5-416land
ABNAirborne Corps4-3-418land
MARMarine Corps6-4-418land
ARTArtillery Corps8-2-418land
FTRFighter Wing4-4-1418air
TACTactical Air Wing6-2-1220air
BMRBomber Wing3-2-2024air
FLTFleet8-8-1226sea
TRNTransport Flotilla1-2-1210sea

Supply and production

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.

The minor countries

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.

Winning conditions

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 parResult
12Major Victory
5Minor Victory
-5Indecisive
-12Minor Defeat
below -24Major Defeat

Losing conditions

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.

Saving and restarting

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.