From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
m (Auto Prod Bot moved page Military Madness/Getting Started to Military Madness/Gameplay without leaving a redirect: Getting Started -> Gameplay)
 
(11 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{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==
Line 7: Line 5:
! 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==
{| {{prettytable|notwide=1|text center=1}}
!class="unsortable"| Name !! Unit Type !! Movement !! Land Attack !! Air Attack !! Range !! Defense
|-
| Charlie || Special || 3 || 10 || 10 || 1 || 4
|-
| Kilroy || Special || 2 || 40 || 10 || 1 || 10
|-
| Panther || Special || 9 || 10 || 10 || 1 || 8
|-
| Trigger || Special || N/A || N/A || N/A || N/A || 80
|-
| Falcon || Air Combat || 12 || N/A || 90 || 1 || 30
|-
| Eagle || Air Combat || 10 || 70 || 20 || 1 || 30
|-
| Hunter || Air Combat || 11 || 70 || 70 || 1 || 50
|-
| Mule || Transport || 6 || 10 || 10 || 1 || 10
|-
| Pelican || Transport || 9 || N/A || N/A || N/A || 10
|-
| Hawkeye || Indirect Attack || 5 || N/A || 85 || 5 || 30
|-
| Hadrian || Indirect Attack || 4 || 45 || N/A || 4 || 30
|-
| Octopus || Indirect Attack || 4 || 60 || N/A || 4 || 30
|-
| Atlas || Indirect Attack || N/A || 90 || N/A || 6 || 20
|-
| Lynx || Indirect Attack || 6 || 40 || 10 || 2 || 20
|-
| Lenet || Direct Attack  || 5 || 45 || N/A || 1 || 30
|-
| Bison || Direct Attack  || 6 || 50 || N/A || 1 || 40
|-
| Slagger || Direct Attack  || 7 || 50 || N/A || 1 || 50
|-
| Titan || Direct Attack  || 5 || 60 || N/A || 1 || 50
|-
| Grizzly || Direct Attack  || 4 || 70 || N/A || 1 || 50
|-
| Polar || Direct Attack  || 4 || 60 || N/A || 1 || 60
|-
| Giant || Direct Attack  || 2 || 90 || 40 || 1 || 80
|-
| Seeker || Direct Attack  || 6 || 30 || 65 || 1 || 30
|-
| Rabbit || Direct Attack  || 8 || 70 || 10 || 1 || 20
|}


==Movement==
==Movement==
Line 74: Line 21:
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'.
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==
===Zone of Control===
Zone of control never extends beyond the edge of the map
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
Line 90: Line 41:


==Factories==
==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.
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.
{{Footer Nav|game=Military Madness|prevpage=|nextpage=Combat}}
 
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.
 
{{Footer Nav|game=Military Madness|prevpage=|nextpage=Units}}

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.