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{{needcontrols|wii}}
{{Header Nav|game=Military Madness}}
{{Header Nav|game=Military Madness}}
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==
==Controls==
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! TurboGrafx-16 !! Virtual Console !! Action
! TurboGrafx-16 !! Virtual Console !! Action
|-
|-
! {{tg16|I}} !!  
! {{tg16|I}} !! {{wii|1}} / {{wii-cc|A}}
| Affirmative
| Affirmative
|-
|-
! {{tg16|II}} !!  
! {{tg16|II}} !! {{wii|2}} / {{wii-cc|B}}
| Negative
| Negative
|}
|}


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.
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==
==Movement==
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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.
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'.
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.


==Terrain==
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:
There are seven different types of terrain:
* roads
* roads
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Terrain modifies movement and combat.
Terrain modifies movement and combat.


==Combat==
==Factories==
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.
Aside from the prison camp, factories are the second-most important location of each boardNearly all factories contain additional military units, which instantly become under the command of the player who captures itThis makes factories a prized military objective.  
 
* Raw Attack Power    = Strength-level x Base-unit-Attack (BuA)
* Raw Defense Ability = Strength-level x Base-unit-Defense (BuD)
 
As the BuA and BuD are modified, the Attack Power and Defense Ability is recalculated until all modifiers are taken into account.  The final output is applied and the units clash.  Most units may become damaged, others may be destroyed, and yet a few may remain unscathed.
 
Following the application of combat, units are awarded the appropriate experience, and some (like the Rabbit) may have additional movement.
 
===Combat calculation:===
During gameplay, the combat calculator flashes four numbers.
# displays raw attack power and defense ability -- passes unmodified BuA & BuD to step 2
# adjusts BuA & BuD for surround effects -- passes modified BuA & BuD to step 3
# adjusts BuA & BuD for support effects -- passes modified BuA & BuD to step 4
# apply terrain effect -- output = final values
 
* All modified values are rounded downBuA & 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 nearly all short range combat, Surround is typically a minimum of 3


===Experience effect:===
Only one of three units may capture a factory: the Charlie, Kilroy, or Panther.
* (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:===
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.
Surrounding units has the effect of subtracting from the opponent's combat values


===Support effects:===
{{Footer Nav|game=Military Madness|prevpage=|nextpage=Units}}
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.
{{Footer Nav|game=Military Madness|prevpage=|nextpage=Walkthrough}}

Latest revision as of 19:58, 9 June 2021

Controls[edit]

TurboGrafx-16 Virtual Console Action
I button 1 button / A button Affirmative
II button 2 button / B button Negative

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[edit]

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[edit]

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[edit]

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[edit]

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.