Military Madness/Gameplay

Military Madness is a classic turn based strategy game of futuristic combat. The play area represents marginally industrialized terrain on the Moon, on which your forces (Blue-Allied) battle the enemy (Green-Axis) for control over the opposing player's prison camp. There are 16 different locations to do battle, and each successive board gets progressively more difficult. Each board is played twice, totaling 32 different games.

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.

Units

 * Lynx
 * Rabbit
 * Charlie
 * Kilroy
 * Panther
 * Falcon
 * Eagle
 * Hunter
 * Seeker
 * Hawkeye
 * Trigger
 * Mule
 * Pelican
 * Hadrian
 * Octopus
 * Atlas
 * Lenet
 * Bison
 * Slagger
 * Titan
 * Grizzly
 * Polar
 * Giant

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, the so called 'zone of control'.

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.

Combat
Combat is resolved by taking in to account the attack rating of one unit, the defensive rating of the other, experience modifiers, terrain modifiers, and support/surround modifiers.


 * Raw attack power   = Strength-level x unmodified Base-unit-Attack  (BuA)
 * Raw defense ability = Strength-level x unmodified Base-unit-Defense (BuD)

Combat calculation:
During gameplay, the combat calculator flashes four numbers.
 * 1) displays raw attack power and defense ability -- passes unmodified BuA & BuD to step 2
 * 2) adjusts BuA & BuD for surround effects -- passes modified BuA & BuD to step 3
 * 3) adjusts BuA & BuD for support effects -- passes modified BuA & BuD to step 4
 * 4) apply terrain effect -- output = final values


 * All modified values are rounded down. BuA & BuD must always be whole numbers, i.e. no decimals.
 * Zone of control never extends beyond the edge of the map
 * Support values range from 0-5.
 * Surround values range from 0-6. For all short range combat, Surround is typically a minimum of 3

Experience effect:

 * (1) small star + 4% to BuA & +  5% to BuD
 * (2) small star + 10% to BuA & BuD
 * (3) small star + 20% to BuA & BuD
 * (4) small star + 30% to BuA & BuD
 * (5) small star + 40% to BuA & BuD
 * (6) small star + 60% to BuA & BuD
 * (7) small star +100% to BuA & BuD
 * (1)  Big star +100% to BuA & BuD

Surround effects:
Surrounding units has the effect of subtracting from the opponent's combat values

Support effects:
Supporting units have the effect of adding to your combat values

Terrain effect:

 * terrain of 5% = + 5% BuD
 * terrain of 20% = +20% BuD
 * terrain of 30% = +30% BuD
 * terrain of 40% = +40% BuD

NOTE: if terrain effect does not move the BuD by minimum of 1 whole number, the defender gains no defensive bonus

Factories
Factories 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.