Military Madness Borman. The 13 th map stage level of Military Madness.
Borman is a pretty tough Military Madness map stage level. Borman starts with no moveable pieces visible on the entire map. Take your panther out of the factory in the 5 o'clock position and ensure that the Panther is always moved first and as far as possible on his journey to capture the SW factory. You'll have to protect the Panther with your armor – even after he makes the turn west to head for the factory. You MUST take the SW factory as quickly as possible, and if you lose your Panther, well, you're in for one heck of a series of battles while you slowly march your Charlie down to take it. If you fail to take the factory, you will lose the game.
When you setup your indirect cannons, be sure you can hit at least some of the hexes around the central factory – which he will capture. He will be getting out an Atlas and an Octopus, and you need to kill those ASAP using your indirect cannons – you won't be able to get any tanks near them at first. Do your repairs in your original factory, not the SW factory.
Borman is Map 13 in Military Madness. In Military Madness, the term 'map' is also referred to as 'stage' or 'level' or 'screen.' For game play, walkthrough and more tips, tricks and winning strategies in Military Madness visit the Simple Jack Video channel on YouTube. For a list of all the Military Madness maps, screens, stages or levels, read Military Madness Map Stage Screen Names. For a detailed explanation of what each piece in Military Madness does, and doesn't do, including quirks, read Summary of Military Madness Game Pieces and Players. For a complete (and important) explanation of Zone of Control (ZOC) in Military Madness, read Military Madness Explanation of Zone of Control.