diff --git a/map/notifications.properties b/map/notifications.properties index 677a871..62d18fd 100644 --- a/map/notifications.properties +++ b/map/notifications.properties @@ -16,7 +16,7 @@ Battle_Tutorial=
Seattle is now an embattled territory, and the Americans still retain control. If, during the ensuing Americans combat move, they move a bomber to Seattle. Then that bomber may land in Seattle, without retreating. |
The following is the order each player takes during their turn:
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Strike Token statistics:
Special Ability:
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Place the Strike token with the Laser Tower. At the beginning of every Americans turn, the player will receive a new Laser Tower, then a Strike token to place with that tower. Laser Tower which were already placed, will generate their own Strike tokens. Strike tokens are removed after combat, and replaced at the end of the Americans turn. |
To begin the process of getting reinforcements, the American Player well need to select 'Buy Tech Tokens...'(For the first 2 roll the American Player may select 'Done/Roll Current Tokens'. Tokens only need to be purchased when the American Player liberates a Victory City.) | |
Next is the selection of the 'Reinforcement Group'. There are 6 different Reinforcement Groups, with 6 different reinforcements within each group, for a total of 36 different reinforcements. Each reinforcement may be used only once. | |
Next, after selecting a group, is buying TechTokens. The American Player will be given 20PUs at the begining of each turn, and an additional 10PUs for each city captured during their last turn. Purchase 10 TechTokens. US:A uses a 10-sided dice, and the 'Tech Roll' is set to 'Low-Luck', so purchasing 10 TechTokens will give you one reinforcement. If you purchase less then their is a chance of not receiving any reinforcements. Purchasing more is a waste. | |
To begin the process of getting reinforcements, the American Player well need to select 'Buy Tech Tokens...'(For the first 2 rolls the American Player may select 'Done/Roll Current Tokens'. Tokens only need to be purchased when the American Player liberates a Victory City.) | |
Next is the selection of the 'Reinforcement Group'. There are 6 different Reinforcement Groups, with 6 different reinforcements within each group, for a total of 36 different reinforcements. Each reinforcement may be used only once. | |
Next, after selecting a group, is buying TechTokens. The American Player will be given 10PUs and 10TechTokens at the begining of each turn, and an additional 10PUs for each city captured during their last turn. Purchase 10 TechTokens. US:A uses a 10-sided dice, and the 'Tech Roll' is set to 'Low-Luck', so purchasing 10 TechTokens will give you one reinforcement. If you purchase less then their is a chance of not receiving any reinforcements. Purchasing more is a waste. | |
Once the process of receiving reinforcements is completed, a detailed review screen of each received reinforcement will be presented. | |
To the left is a small discription about these reinforcements. Below is suggested placement instructions. And to the the right is a breakdown of the units. | |
Given Units: Militia units are always given to the American Player. These units are ready for deployment. Available Units: These units are available for purchase. They must be purchased before they can be deployed. |
Once the review of reinforcements have been completed, the standard TripleA Purchasing screen will be presented. | |
In the upper righthand conner is a listing of available resources that can be use during this turn. | |
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If the Player tries to purchase a helicopter (1PUs,1HUs), but already has 9, the player will see the following message: | |
And will have to repurchase their units without the helicopter. |
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Once the purchasing process has been completed, all unused resources will be reset to 0. |
Under 'Game Options...' there are the following setting:
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Located off the coast of the British Islands, in the nautral waters, communication with the reminates of the Atlantic Fleet have been estabilished. Their remaining forces have been ordered to blockaid the American eastern coast. If the Euro Hegemony wishes to control the Americans, they must do so with the forces they have! |
The Americans forces have lasted 12 rounds, and have maintained control of 13 cities. They will continue to recieve more reinforcements while the Invaders supply has been cut off. The game may continue, until the Americans regain control of all 30 cities. |
The Americans no longer control of 13 cities, and can not receive reinforcements. The game may continue... The invading forces will now be at war with each other, and may purchase reinforcements with PUs. Note: The Americans can receive reinforcements by recapturing cities. |
Angry rebels band together in the Plains Sector to repel the invading hordes. Place units separately where possible. | |||
Units of the Legions of Liberty spring up in two different American-occupied cities. | ||
"Remember the Alamo!" shouted the New Texas Rangers as they raided the Southern Sector invader strongholds. | ||
Army Veterans rally together adjacent to St. Louis. | ||
Requires ownership of 1 of the following territories: CMt, CKs, COk, CAr, SMo. | ||
"Live Free or Die!" was the battle cry of the Northeast Veterans Brigade. Milita units spring up in the Eastern Sector. | ||
Resistance grows in one or two Western Sector territories. | ||
Clear weather improves accuracy of lasers. All strikes hit at 8 or under this turn! |
Helicopters sent out to help in coordinating efforts. Placement limit increased to 3 for the remainder of the game. (Placement limit does not affect Militia Units (still place at 2). | |
Small rebel groups raid Southern Sector countryside. Place units separately where possible. | ||
Commercial aircraft converted in Minneapolis. | |
Requires ownership of Minneapolis. | |
Miners rebel in four mineral resource territories. Place units separately where possible. | ||
Militia Survivalist bands close Mountain passes in the Rocky Mountains Sector. | ||
Desert nomads calling themselves "The Scorpions" begin ambushing major Western Sector supply routs. Place units separately where possible. | ||
Detroit automotive industry retools for defense! | ||
Requires ownership of Detroit. | ||
Mounted Militia attack in the Southern Sector, disrupting two different oil resource territories. Place units separately where possible. | ||
The N.R.A. organizes rebel training camps in the Rocky Mountains Sector. | ||
"Eagles Nest", the center for the National America underground, is established in the Eastern Sector mountain territories. | ||
National Guard troops launch a major offensive. Place one infantry unit in each Sector: West, Rocky Mountains, South, Plains and East. | ||
Mountain guerilla units strike invader's convoy in mountain passes. Place units separately where possible. | ||
Factories in Buffalo churn out new armored units. Tanks move into action! | |
National industrial production drive spearheaded in Chicago. | |
United Arkansas Militia fortify their posistions in and around the Boston Mountains (CAr -- below St. Louis). | ||
Farm machinery converted in Minneapolis. | |
Requires ownership of Minneapolis. | |
Militia Minutemen spring up in the Eastern Sector. Place units separately where possible. | ||
U.S.A. refugees form bands of resistance in the Rocky Mountains Sector. Place units separately where possible. | ||
Freedom fighters establish a base in the Western Sector. | ||
Legions of Liberty units report for duty. | ||
Militia fighters revolt in the Western Sector. | ||
Militia rebels invade the Southern Sector. | ||
"Wheatfield Thrashers" dig into 4 separate agricultural resource territories. | ||
Bands of Texas Rangers take to the fight in the Southern Sector. Place units separately where possible. | ||
Mobile Infantry units spring into action around oil resources. Place units separately where possible. | ||
Available Units | ||
Plains Sector farmers band together to defend their crops. Place units separately where possible. | ||
Miners rush steel to factories to aid in the making of mobile units. Place units separately where possible. | ||
Ranchers in the Plains Sector, calling themselves the 'Plains Riders' disrupt supply lanes. Place units separately where possible. | ||
Militia units form in the mountains around Denver. Place units separately where possible. | ||
Requires ownership of 1 of the following territories: NCo, CCo, SCo. | ||
Angry rebels band together in the Plains Sector to repel the invading hordes. Place units separately where possible. | |||
Units of the Legions of Liberty spring up in two different American-occupied cities. | ||
"Remember the Alamo!" shouted the New Texas Rangers as they raided the Southern Sector invader strongholds. | ||
Army Veterans rally together adjacent to St. Louis. | ||
Requires ownership of 1 of the following territories: CMt, CKs, COk, CAr, SMo. | ||
"Live Free or Die!" was the battle cry of the Northeast Veterans Brigade. Milita units spring up in the Eastern Sector. | ||
Resistance grows in one or two Western Sector territories. | ||
Clear weather improves accuracy of lasers. All strikes hit at 8 or under this turn! |
Helicopters sent out to help in coordinating efforts. Placement limit increased to 3 for the remainder of the game. (Placement limit does not affect Militia Units (still place at 2). | |
Small rebel groups raid Southern Sector countryside. Place units separately where possible. | ||
Commercial aircraft converted in Minneapolis. | |
Requires ownership of Minneapolis. | |
Miners rebel in four mineral resource territories. Place units separately where possible. | ||
Militia Survivalist bands close Mountain passes in the Rocky Mountains Sector. | ||
Desert nomads calling themselves "The Scorpions" begin ambushing major Western Sector supply routs. Place units separately where possible. | ||
Detroit automotive industry retools for defense! | ||
Requires ownership of Detroit. | ||
Mounted Militia attack in the Southern Sector, disrupting two different oil resource territories. Place units separately where possible. | ||
The N.R.A. organizes rebel training camps in the Rocky Mountains Sector. | ||
"Eagles Nest", the center for the National America underground, is established in the Eastern Sector mountain territories. | ||
National Guard troops launch a major offensive. Place one infantry unit in each Sector: West, Rocky Mountains, South, Plains and East. | ||
Mountain guerilla units strike invader's convoy in mountain passes. Place units separately where possible. | ||
Factories in Buffalo churn out new armored units. Tanks move into action! | |
National industrial production drive spearheaded in Chicago. | |
United Arkansas Militia fortify their posistions in and around the Boston Mountains (CAr -- below St. Louis). | ||
Farm machinery converted in Minneapolis. | |
Requires ownership of Minneapolis. | |
Militia Minutemen spring up in the Eastern Sector. Place units separately where possible. | ||
U.S.A. refugees form bands of resistance in the Rocky Mountains Sector. Place units separately where possible. | ||
Freedom fighters establish a base in the Western Sector. | ||
Legions of Liberty units report for duty. | ||
Militia fighters revolt in the Western Sector. | ||
Militia rebels invade the Southern Sector. | ||
"Wheatfield Thrashers" dig into 4 separate agricultural resource territories. | ||
Bands of Texas Rangers take to the fight in the Southern Sector. Place units separately where possible. | ||
Mobile Infantry units spring into action around oil resources. Place units separately where possible. | ||
Available Units | ||
Plains Sector farmers band together to defend their crops. Place units separately where possible. | ||
Miners rush steel to factories to aid in the making of mobile units. Place units separately where possible. | ||
Ranchers in the Plains Sector, calling themselves the 'Plains Riders' disrupt supply lanes. Place units separately where possible. | ||
Militia units form in the mountains around Denver. Place units separately where possible. | ||
Requires ownership of 1 of the following territories: NCo, CCo, SCo. | ||
The Americans do not own 13 Victory Cities. |
The Americans have control of less then 13 Victory Cities. The Americans must convert PUs to TechTokens for their Second Reinforcement Roll. |
End of Turn Report for Americans |
Americans collect 10 TechTokens; ends with 10 TechTokens. Objective Americans have maintained control of 13 Victory Cities: Americans met a national objective for an additional 10 PUs; ends with 10 PUs |
End of Turn Report for Americans |
Americans collect 10 TechTokens; ends with 10 TechTokens. Objective Americans have maintained control of 14 Victory Cities: Americans met a national objective for an additional 10 PUs; ends with 10 PUs |