The invasion of the USA has begun... |
Invasion U.S.A. is a hypothetical Triple-A scenario designed by "Ghost Rider" Hobbes__. The scenario pits the forces of the United States against a coalition of invaders - the Asian Alliance, the People's Liberation Front, and the Euro Hegemony.
Background[]
Several tactical nuclear weapons are detonated across American airspace in a successful attempt to destroy all electronic devices and bring the economy to a halt. Even as the United States' military attempts to respond, large invasion forces amass off either coast and along the southern border. All American forces are placed at the disposal of Northern Command in order to repel the invasion.
Gameplay[]
The game lasts eight turns and victory is decided by whoever possesses a certain number of cities by the end of turn eight.
Order of play consists of five phases: 1) Purchase units; 2) Place units; 3) Combat moves; 4) Combat; and 5) Non-combat movement.
Units[]
There are seven units, two of which are unique to the United States.
- Regular
- Cost: 3
- Attack: 1
- Defend: 1
- Move: 1
- Infantry
- Cost: N/A
- Attack: 2
- Defend: 1
- Move: 1
- Special: U.S.-unique Unit. They cannot be purchased with IPCs, but are instead drawn from U.S.-controlled cities: for every twelve cities under United States control, the player may place 1 infantry.
- Mechanized
- Cost: 4
- Attack: 1
- Defend: 2
- Move: 2
- Armor
- Cost: 5
- Attack: 2
- Defend: 2
- Move: 2
- Special: Armor can blitz when attacking.
- Helicopter
- Cost: 6
- Attack: 2
- Defend: 2
- Move: 4
- Bomber
- Cost: 9
- Attack: 3
- Defend: 3
- Move: 8
- Laser
- Cost: 6
- Attack: 0
- Defend: 4
- Move: 0
- Special: U.S.-unique Unit. The Laser posses 2 hit points and needs no repair.
Players[]
There are four players - the United States, the Asian Alliance (Western Invader), the People's Liberation Front (Southern Invader), and the Euro Hegemony (Eastern Invader).
United States[]
The United States of America begins 12 PUs, 60 units, and all 30 victory cities.
Objectives[]
Due to the significant damage done to its economy, the United States receives limited income. The US has 4 National Objectives, each worth 3 IPC. Additionally, the player will receive 1 Infantry for every 12 territories controlled.
- Victory Objective
- Control at least 13 cities by the end of turn 8.
- National Objectives
-
- Control at least two of the five Oil Territories
- Control at least three of the six Mineral Territories
- Control at least nine of the seventeen Farm Territories
- Control Washington D.C.
Additional information[]
- The Americans may place their units on any city or mountainous territory, including empty enemy controlled territories (use Edit to liberate it before placing).
- There are 96 US controlled territories at game start, allowing for a maximum production of 8 US Infantry units.
- The emergency mobilization gives the player 36 IPC for bid placement at game start before the Invaders begin their attacks. Those units can only be mobilized in locations that already have units.
- Americans cannot move into the starting invasion zones.
Invader Nations[]
Each Invader begins with 96 PUs, 18 units, and no victory cities.
Objectives[]
- Victory Objective
- Control at least 18 cities at the end of turn 8.
Each invading player has one national objective that is worth an additional three IPCs and is achieved by controlling a number of U.S. cities.
- Asian Alliance (West)
- Control Seattle, Portland, San Fransisco, San Diego, Los Angeles, and Salt Lake City.
- People's Liberation Front (South)
- Control Phoenix, San Antonio, Dallas, New Orleans, Memphis and Houston.
- Euro Hegemony (East)
- Control Miami, Tampa, Boston, Washington D.C., New York, Philadelphia, Buffalo, Pittsburgh and Atlanta.
Additional information[]
- The Invaders are not allied with each other, and can attack one another at will.
- Each Invader has a production of 8 PUs and a starting money of 96 PUs for initial purchases.
- Invaders can only place 8 units each turn.
- Invaders start the game with 12 pre-placed units each.