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Air & Armor box art

Air & Armor

Players

2

Time

?-?

Age

12+

Weight

3.62

Rating

7.72

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Air & Armor has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Air & Armor has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

Air & Armor has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Air & Armor is a simulation of near future combat in a Warsaw Pact invasion of West Germany, taking place on 50 miles of the Inter-German border near Wurzburg and Schweinfurt in the US VII Corps sector. Units represent companies, battalions and regiments supported by a wide range of helicopters and attack aircraft. Instead of granting NATO units combat strengths far higher than the Soviet strengths to compensate for inferior numbers, the game emphasizes the doctrinal and command differences between the opposing armies that provide NATO with the force multiplier it needs to survive. Players operate asymmetric command systems, and each is challenged to get the most out of his system. The game system also creates a true "fog of war" environment in which deception, outguessing your opponent and tactical surprise can pay off handsomely. Game Scale: 1 hex = 1 mile 1 turn = 2 hours (day), 6 hours (night) Each unit step = 1 company or Warsaw Pact artillery battalion, 3-4 aircraft Turn Sequence: 1. Warsaw Pact Planning Phase 2. Initiative Phase 3. Mission Phase (players alternate Major Formations or pass) 3a. Activation Segment 3b. Maneuver Jamming Segment (Advanced) 3c. Air/Artillery Strike Segment (Advanced) 3d. Maneuver Segment (includes the standard Move-React-Fire sequences; adds Advanced Combat Jamming) 4. Reserve Phase 5. Engineering Phase (Advanced) 6. Bookkeeping Phase

Editions

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Credits

Designers

1
Bruce S. Maxwell

Artists

3
Stephen Crane Richard A. Johnson Kevin Wilkins

Publishers

1
West End Games