Military Madness/Gameplay

Controls
An easier way of playing a two-player on the Wii is to use a Wii Remote and a Classic Controller. This way you don't have to swap the controller between turns, they're both active for the whole game.

Movement
Each board is divided into six-sided grid called hexes. These hexes function to organize and simplify unit movement and placement. Generally only one unit may occupy each hex at a time, the exception being transport units who may be carrying other unit types.

Each unit has a given number of movement points. Each point represents the ability to traverse the distance of one hex over flat uninterrupted ground. Some units, such as the Panther and the Rabbit, gain bonus movement over paved roads.

Movement may be inhibited by two factors: terrain and proximity to opposing units. These effects are described further in the later sections, 'Terrain' and 'Zone of Control'.

Zone of Control
The Zone of Control (ZOC) is an area including the 6 hexagons that surround each unit. Units may not travel freely through opposing player's ZOC. Any unit is compelled to stop for one turn in an opposing unit's ZOC before proceeding. This effect applies to all units regardless whether the opposing unit is either air-based or land-based.

The practical effect of this phenomenon is that it provides the ability to constrain enemy movement. This can provide a decisive strategic advantage in a number of ways. For example, you can create bottle-necks that expose units to hostile artillery fire, or you may delay an enemy Charlie from entering a factory long enough so that your own Charlie can enter.

Zone of control never extends beyond the edge of the map. This may sound obvious, but it has consequences when calculating combat values.

Terrain
There are seven different types of terrain:
 * roads
 * valley
 * flat (5%)
 * hills (20%)
 * rough (30%)
 * fortified (35%)
 * mountains (40%)

Terrain modifies movement and combat.

Factories
Aside from the prison camp, factories are the second-most important location of each board. Nearly all factories contain additional military units, which instantly become under the command of the player who captures it. This makes factories a prized military objective.

Only one of three units may capture a factory: the Charlie, Kilroy, or Panther.

Factories also allow you to store units, but more importantly they allow you to repair units damaged by combat. Once sent to the factory for repairs, units require one turn before they may be returned to service.