75% is much too low for 100% bleed.Game Length (number of tickets, 64p maps) - 75%
Game Length (number of tickets, 32p maps) - 150%
Game Length (Bleed rate) - 100%
I notice the 2 person max player difference is gone
when is there a lack of numbers?Should the battle day end prematurely due to a lack of numbers on the defensive side, then this side will be required to forfeit one round for every twenty (20) minutes lost before the scheduled end of the battle day.
move this up to the first mention of the term "attack turn"THE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY'S BATTLE.
All territories must remain occupied at all times by at least one division.
Each army will receive 16 divisons. These divisions will be placed by the army's HC. Territories may be left empty.
contradictionThe attacker can move its divisions to any adjoining occupied territory.
However, each territory must always remain occupied by at least one division.
which turn? attacking turn ? Only attacking turn is defined, but surely you dont mean you can only move fatigued divisions until your next attack?Due to battle fatigue, any division used in an attack cannot be moved until the next turn.
why only 1 ? You can move replacements however many territories you wantEach division can move by one (1) territory.
One division may be placed on an owned Theater .
on each one ? you can have territories empty ? i dont get this ruleA theater is a group of five connected and geographically grouped territories.
on a tuesday. This contradicts the statement:THE ATTACK TURN IS NOW OVER.
which says attack turn ends on saturdayTHE ATTACK TURN FORMALLY BEGINS WHEN THE PREVIOUS TURN ENDS AT THE END OF SATURDAY'S BATTLE.
why 5 ? i just want to know how that number was reached .Attacker must capture 5 MCOMS to succeed.
This means the defending army can put all their players as defense and doesnt have to worry about attacking.Capture the Flag - Defender chooses side. Map played for one round.
Played with vehicles.
Scored by number of attacker captures minus defender captures.
Attacker captures must = one or more.
A tie equals a defeat.
How are these earned ? How are these used ?Movement Perks
Quick March: +1 Move for a division.
Resupply: Remove attacker fatigue for one division.
Paradrop:
One division can skip one enemy territory OR
+2 move over friendly territory for a division.
Quagmire (defensive): Played at start of defensive week. If the enemy attacks this territory, they cannot blitz off of it.