This set of rules is a lot rougher than Undead America but i wanted to get them down. It is a straight up war game that uses some of the same ideas as the previous game but which is more complex. I’ve been thinking about this game for weeks.
Supply Line Game
Supply Line is played in turns. The two supreme leaders roll to see which side goes first. The supreme leader who wins starts their side’s turn by selecting a policy and moving resources out to the military commands. The players running those commands then carry out the actions they want to do. When they have done all their actions, the other supreme commander starts the other side’s turn.
Command top to bottom
This is a war game and uses the hierarchy structure of modern militaries. On the top is a supreme leader who sets policy and allocates resources. Below them are commanders who try to carry out their missions using scouts, military units and resources.
High Command: Choses policies, allocates resources manages supply lines.
Commanders: Send out scouts and military units from their command token to carry out missions. They may expend resources to fight and defend.
High Command – Policy Choices
The supreme leader controls the High Command. They set the overall plan for the war. They decide on basic policies and then send out resources to their various commanders to carry out the mission. The policies they set determine what new tokens they get and what limits are placed on the lower commander’s actions.
Peace time footing: 20 Resource Tokens + 2 Scout Tokens + 1 Military Token No command, scout or military tokens may move.
Pre-War time footing: 10 Resource Tokens + 1 Scout Token + 1 Military Token Command, scout, and resource tokens may move but no military tokens may be moved or deployed. Scouts may fight scouts.
Politics: 5 Resource Tokens + 6 Scout Tokens All units may move but may not attack. Scouts may fight scouts
Recruitment: 5 Resource Tokens + 4 Military Tokens All units may move but may not attack. Scouts may fight scouts.
Production: 20 Resource tokens All units may move but may not attack. Scouts may fight scouts.
Offence: All units may move and attack. The other side’s units may defend.
Strategic Retreat: The High Command token may be move away from the enemy. No other units may move. When the High Command stops moving they may lay out new supply lines. All the resource tokens in the old supply line are lost.
Supply Lines always follow roads. If there is no road then no supplies can go there.
All the new tokens appear at High Command and must be sent out to the commands down supply lines. The supreme commander decides how many supplies each commander starts with and then lays out resource tokens one move apart between the High Command Token and the command Tokens. The supreme commander uses Re-enforcement Tokens to move new scout and military units down the supply line to commands to hide what is going where.
The supreme commander places the command tokens at the beginning of the game. They decide how many scout, military and resource tokens a command has. These are held off board by the commander and are only placed on the board to scout out positions, to hold positions, and to launch attacks.
The supreme leader is responsible for setting up and maintaining the supply lines. A supply line that connects to a command token may send one or two resource tokens down the line to the command a turn but they don’t have to send any. Re-enforcement tokens move down the line one move a turn and sit next a resource token in the supply line. It takes a while to build up forces for an offensive.
The supply center is marked on the board with a High Command token. This is often in the capital of a country but may be in any major city. All new tokens in the game start here and must be sent out to command tokens down supply lines. Everyone can see the supply lines on the board but they do not know how many resource tokens are sent down them each turn. Players may move scout and military tokens down the supply line openly or hide what they are sending using a re-enforcement token.
Resource Tokens are the supplies of war (food, ammunition, replacement soldiers etc.) Each Resource Token is a cube with one side colored red. When moving Resource tokens up to the commands always have the red side facing down.
Resource Tokens are the dice of the game. Players roll Resource “Dice” to attack and defend. Once rolled, the Token is used up and sent back to the off board stash till it is brought out again by the supreme leader.
Resource Tokens may be captured by the other side and used against you so protect your supply lines.
Military Tokens represent combat units. They show the location of front lines and mark where attacks can be made. Initially Military Tokens are not on the board. They are assumed to be in hidden in the Command Token. They only come out when a player choses to place them to stop a scout or when they are going forward in an attack.
When Military Tokens are hit in combat they are destroyed and removed from the board. They go back to the stash until the supreme leader brings them out again.
The supreme commander has a set number of Re-enforcement Tokens at High Command to send out hidden Scout and Military Tokens with. Once a Re-enforcement token reaches a Command Token, the Re-enforcement Token teleports back to the High Command to be used again. They do this because they are really just hidden movement markers rather than anything real.
Scout Tokens represent recon, police and secret police units that fan out across the land to find the enemy and establish political control over areas. They are not strong military units and can be easily brushed aside by military units. They may combat other scour units, capture enemy resource tokens and even overrun Command Tokens if they are empty of all scout and military tokens.
Command Tokens represent the forward headquarters of armies. They are mainly used in Supply Line to hide forces and obscure where attacks will happen. The Command Token is placed on the board but what is in it is held off board by the commander. Command Tokens hold Scout, Military and Resource Tokens or may be completely empty and be there just to fool the other side.
Moving Command Tokens
Command Tokens move just like other Tokens but carry all that is in them along for the ride. It is assumed that the Tokens inside it are actually on the board somewhere near the Command Token but they are not placed on the board until forced by enemy scouting or when a player wants to set up a strong point or prepare an attack.
Creating Supply Lines
The supreme command sets up and maintains supply lines. They lay out Resource Tokens one move apart between the High Command Token and the Command Token. Supply lines are laid out all at once and don’t move after that. If a line gets re-routed or lengthened, the supreme commander lays out new resource tokens but the tokens that are made redundant are then removed from the board lost.
Supply lines may be attacked by enemy scout units who come in contact with them. When that happens, the resource token is removed from the board and taken into the Command Token of the player who controls the Scout.
Moving Scout Tokens
Scout Tokens move out from Command Tokens and spread out across the land. They may move cross country over any terrain. When they get near an enemy Command Token they may be stopped if the enemy commander places a scout or military Token in their way. In this way scouting feels out the front line of the enemy without needing to place all tokens on the board at once.
Cutting off supply lines
If a Scout or Military Token can reach an opponent’s supply line they can cut it. They do this by capturing a Resource Token. The Token is captured automatically when the Scout or Military Token moves up next to it. After the line is cut the commander gets no more Resource Tokens from it. It also blocks Re-enforcement Tokens from moving up but the supreme leader may bring the tokens hidden in that token out on to the board to fight the raiders.
The supreme leader may re-establish the supply line by placing more Resource Tokens on a new route to the Command Token but if the raiders are not dealt with they can cut the line again.
Deploying Military and Scout Tokens
The supreme leader may move Military and Scout Tokens along supply lines to Command Tokens. They make one move a turn and remain under the supreme leader’s control until they reach their new command. The drawback of moving units up like this is that they can be seen. The enemy will know exactly where the threat is and be ready to defeat it.
Moving up Re-enforcement Tokens
Re-enforcement Tokens are controlled by the supreme commander until they reach commanders. A Re-enforcement token may contain as many scout and military tokens as the supreme commander likes. The contents are marked off board. A Re-enforcement Token may be empty so you never know exactly where the enemy is going.
Re-enforcement Tokens move down supply lines to Command Tokens. The Re-enforcement Token sits next to a Resource Token and during the move moves to the next Resource token until it reaches the Command Token.
Fighting and Defending with Military Tokens
When the supreme commander calls for an offensive, Military Tokens may move up and attack. The commander may use Tokens already on the board or place Tokens held off board into attack positions. The Tokens may make a move to close with the enemy. Fighting can take place where ever tokens are next to one another.
If the Military Token faces a Scout Token, the scout is automatically defeated. The attacker does have to use up Resource Token but they do not have to roll it to score a hit. The Scout Token is destroyed and removed from the board.
The attacking commander decides how many Resource Tokens they want to throw into the attack. The tokens are rolled all at once. If a red is rolled the defending token is destroyed. If no reds are rolled the defenders held off the attackers.
The attacked player may choose to throw resources into defense. They decide how many Resource Tokens to commit. Roll them all at once. If the defender rolls a number of reds equal to the number that hit them, they are not destroyed. Any reds rolled above that destroy the attacker. The attacker may then make a defense roll of their own to save them. The fight continues until one side is destroyed, or both remain safe.
The active player may make attacks in as many places as they wish. Once attacks have been made the attacker may exploit any openings in the line.
Fighting and Defending with Scout Tokens
Scout Tokens may move up and fight other Scout Tokens. If three Scout Token converge on one defending Scout Token, no roll is made. The scout merely expends a Resource token and destroys the enemy. If the attack is two to one or one to one the player must roll Resource Tokens to score a hit. The defender may roll a defense just like Military Tokens do.
Exploitation and Rushing in Re-enforcements
When an attacker destroys a token in front of them the defender may deploy another Token from their Command Token to fill in the gap. The attacker moves up into the whole left when the first unit was destroyed. The new defender goes right in front of them, blocking their way to the rear. The attacker may then attack the new defender.
When the defender can no longer put a Token in the attacker’s way, a breakthrough has been achieved. The attacker may then exploit the breakthrough by moving units held off board through the gap. They start their move from the victorious attacking token. Exploiting tokens may try to overrun the enemy Command Token or try to cut their supply lines. If they encounter more defending tokens they fight them as described above.
Once all the attacks and exploitation are done the player’s turn ends. They may pick up the attack on their next turn. Offensive can continue as long as the player has Resource Tokens to spend. Since bringing up supplies is a hard thing to do, offensives will naturally peter out quickly. They need to be carefully planned ahead of time.
Pushing the Exploitation further
An attacker may try to move farther in the exploitation. They decide how many Resource Tokens they want to roll. They move one more move per red rolled. This can potentially take them very deep behind enemy lines.
Attacking Command Tokens
If a Scout or Military Token comes into contact with a Command Token they automatically destroy it at the cost of a single Resource Token. If the commander has any units – be they scouts or military tokens, they must rush them out first to defend the HQ. If they are destroyed or the defender runs out of resources the defender loses.
All Resource Tokens in the Command Token are captured by the attacker. Any scout or military units still in the Command Token are taken prisoner (effectively destroyed). The Command Token is removed from the board and goes back to the defending player’s stash. Any remaining Scout and Military units connected to that Command Token are cut off. They may not move or fight. They remain where they are until destroyed or a new Command Token moves to within one move of them. When that happens they fall under their command.
Returning Military Tokens to Command
After each turn a player may opt to pull back as many Scout and Military Tokens from the board as they want. These are pulled off board and go back in hiding.
If the game includes air power the attacker does it by placing resource token red side up behind enemy lines, next to Resource Tokens on the supply line. Each Resource Token scores a hit and destroys the enemy Resource Token. The supreme commander will have to repair the supply line of their next turn.