This Game is part of the Node Wars Trilogy
So here we are the final battle. Either you've just broken through your opponents tunnels (see TubeTanks)and are ready to take their terrtory, or you are the last line of defence for your people. Now it's face to face and personal.
- One treehouse set.
- Each Player needs two stacks of 3.
- One 6x6 grid with sqaures approx 2" (50x50mm).
- Four DogFight grids.
- E.g. Four Martian Coasters
A territory is a 6x6 grid with a power node in one corner and a tube enterence in the opposite corner.
- Each player has two stacks of pyramids
- one stack of three for each player must be all the same colour - 'Section'.
- A section consists of One Large, Medium & Small Pyramid.
- One stack of three, size is not relevant, for programming.
- It may be useful to have three grid sqaures labelled trooper 1, 2, 3, so that command pyramids can be assigned to the correct trooper.
- Each player will line up their section on the left hand side of the territory nearest to them as they are looking at it. Largest Pyramid on the far left, Medium and then Samll
Programming, Moving & Firing
Programming & Moving
Each player has three pyramids with which to give instructions to each of their infantry section troops. Each trooper can recieve instruction from one or more than one command pyramid.
- In the photo above the both the green and yellow troops are in their start position.
- The yellow troops are using red command pyramids & the command is forward one squar3e
- The green troops are using blue command pyramids & they have the same command.
- The result is:-
- The next commands for yellow are, trooper 'two' forward two sqaures & trooper three turn 45 degress (see image 1 below, note the use of two command pyramids for one trooper)
- It may be useful to use a seprate command grid so as to identify which command is for which trooper (see setup).
- The next commands for green are Trooper1, forward, trooper2 & Trooper3 turn 45 degress.
- (NB:the result image is incorrect as Trooper1 green has not been moved forward - appologies for this error)
- The result is :-(see image 3)
Firing is automatically resolved after the simulataneous movement phase has been carried out & pieces are in their final position for that turn. CoverFire is based on the concept that targets are only at risk from enemy fire (freindly fire does not coccur and is not a consideration).
- CoverFire means that a target only takes fire if it is being fired upon by more than one of an opponents troopers..
- A trooper can not withstand multiple hits and is removed from the game after one hit.
- Each trooper has a field of fire three grid sqaures directly infront of them, this includes facing at 45 degrees, this would cover three grid squares diagonally.
- Any grid square that is covered by overlapping fields of fire from two or more troopers from the same player is considered a kill zone and any opponent troopers in that killzone are destroyed and removed from the game.
- It is possible that two troopers from an opponent are occupying the same grid square at the same time due to the resolution of their program & movement phase (unlucky!)
- Image 5
- Small Green is Covering Large Yellow.
- Small Yellow covering Large Green.
- No Covering Fire So No targets desroyed.
- Image 6
- Small Yellow Covering Large Green.
- Medium Green onto Medium Yellow.
- No Covering Fire.
- Image 7
- Small Yellow onto Large Green.
- Large Yellow and Small Yellow onto Small Green.
- Small Green is destroyed - remove peice from the board.
The objective is to capture your opponents corner sqaure, the sqaure furthest from you on the right hand side of the board. This can be achieved in a number of ways.
- Elimnate all of your opponents infantry.
- Occupy the sqaure while the sqaure is not protected by covering fire from your opponent.
- Place the sqaure under your own covering fire so that it could not be occupied by your opponent.