Fortress America: Expansion Pack #1
Fortress America: Expansion Pack #1 Rulebook
Table of Contents
Table of Contents
Phase 1 - Decal Placement
Applying your Fortress America decals is pretty self-explanatory, but here is a general guideline of how to do it:
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Placement is much easier with the use of an Exacto knife, available at any hobby store. Place the knife's tip just under each decal and carefully slide it into position on each game piece. If you do not have an Exacto, a pin or similar object will work almost as well. Use the pictures on our website as a placement example or create your own style. The object is to make 1/3 of each group's forces look different from the rest (8 Infantry, 4 Hovertanks, 3 Helicopters, 3 Mobile Units, and 2 Bombers).
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It is easier to peel the smaller decals from the sheets if you slightly bend the sheet at the decal's edge. It will be slow going at first, but once you have completed a set, you will soon fly through it. Try starting with a simple one like the Central American Federation.
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As each decal is placed to your satisfaction, gently smooth it down with your fingertip. If you make a mistake, use the tip of the knife to pry it off slowly and readjust it.
Phase 2 - Pick Your Weaponry
After reading over the new unit descriptions, decide which new units will work best for your particular strategy. Once you have decided, put a control marker from your side in the designated areas on the New Unit Distribution Chart. This helps remind everyone who has which capabilities. Once play has begun, units may not be switched!
Set up your initial forces as described in the FA Rules.
Invaders: You may opt to bring all of your marked units in on the first turn or hold some back for future Reinforcements Phases. Experience will determine how best to deploy your special units and when.
The USA Player: The USA Player may only bring a special unit back into play via a Partisan Card on a roll of 5 or 6 on a 6-sided die and only if a replacement is available. Otherwise, they get either a regular unit or none at all if a regular unit is unavailable.
Special Unit Descriptions
These are the rules and general information for each new unit type. For easy reference to their effects on each phase of game play, use the New Unit Specifications Chart included with this expansion.
Infantry (8 per side)
Heavy Weapons Infantry: HW Troops are armed to the teeth with missile launchers, mortars, mines and other anti-vehicle equipment. In combat, they have the choice of taking out any mechanized unit when they score a hit!
Airborne Infantry: Airborne Infantry are specially-trained paratroops that can be dropped quickly into enemy territory for fast advances. Airborne Troops may move up to 4 spaces during First Movement from any territory containing a Bomber Unit or any City Territory. Airborne units may move directly into an enemy-occupied territory that has been declared for combat. If the territory is not taken the troops are removed from play.
Mobile Units (3 per side)
Troop Carrier Mobile Units: Troop Carrier Mobile Units (APCs) help you get your Infantry Units to the front faster. Each APC can transport 1 Infantry piece along with it during First and Second Movement. Place the Infantry piece directly behind the APC to show that they are "linked". Units may separate at any time. The only weakness of the APC is that they are lightly armed and do not have the anti-vehicle capabilities of their heavier counterparts.
Anti-Aircraft Mobile Units: AA Mobile Units are armed with an advanced missile and guidance system. They have their choice of targets in combat!
Hovertanks (4 per side)
Heavy Assault Hovertanks: Heavily-armed with larger caliber cannons and machine guns, the Heavy Assault HT gets a +1 bonus in all combats.
Defensive Hovertanks: Defensive HTS are heavily armored and equipped to dig in to defend important positions. They can only hover short distances and use conventional drive systems for positioning themselves and targeting purposes. Although slow, they are extremely tough and require 2 hits to destroy in combat. Turn the piece facing away from the enemy after the first hit and remove it from play on the second. If a combat ends with a damaged tank, it is considered repaired by the end of the current side's turn.
Helicopters (3 per side)
Troop Transport Helicopters: Troop Transport choppers carry troops in the same manner as the APC. The troops being carried are bound by the same Second Movement rules as Helicopters (see FA rules). TT choppers only carry air-to-ground weapons and so must select Infantry or Mech. targets before they can target other aircraft (see Chart).
Heavy Assault Helicopters: Heavy Assault choppers carry the latest in missile technology and extra gun emplacements. They get a +1 bonus in all combat.
Bombers (2 per side)
Long-Range Bombers: LR Bombers travel at supersonic speeds and feature higher fuel capacity, etc. to give them longer reach. LR Bombers may move up to 6 spaces in each movement phase.
Stealth Bombers: Stealth Bombers are invisible to radar detection and may attack an enemy-occupied territory with no fear of being hit by return fire! This may only be done by Stealth Bomber(s) attacking alone with no other units. For each attacking Bomber, roll one 10-sided die. On a roll of 7-10, remove any defending unit from play! Retreat 1 defending unit on a roll of 1. Stealth Bombers may attack normally as part of a normal attack with other units.