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Armageddon: Tactical Combat 3000 To 500 B.c. box art
1972 Ranked #17,448

Armageddon: Tactical Combat 3000 To 500 B.c.

A historical tactical wargame where opposing armies maneuver units through ancient battle scenarios and seek favorable combat results. Facing makes attacks from the flank or rear more potent, while disruption and retreat reshape the line.

Wargames Ancient Wargame Hexagon Grid Simulation

Players

1-2

Play time

Not listed

Age

12+

Complexity

2.58/5

Rating

6.09

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.8/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Originally published in Strategy & Tactics magazine #34. From the rules folder: "Armageddon is a simulation of the art of warfare from the earliest organized armies (c.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Originally published in Strategy & Tactics magazine #34. From the rules folder: "Armageddon is a simulation of the art of warfare from the earliest organized armies (c. 3000 BC) to the time that marching in step was introduced (c. 600 BC). The game represents the tactics and possible results of many of the battles of this period. These battles are shown as scenarios giving a mix of units which are played out on sections of the homogeneous mapsheet to represent the actual terrain (as much as is known) of the original battlefield. There are seven different types of infantry units, two of cavalry and several other units available in the game; these units are provided in different quantities for each of the Player's (sic) of a scenario to recreate the historical armies. The game Armageddon has 14 scenarios, each of them representing two armies of the period, and assigning them positions on the map on which the players recreate the historic battles." Game components: 255 die-cut counters, heavy paper hex map with terrain features and the scenarios printed to one side of the mapboard, and a rulebook. One six-sided die is also needed. Mechanics: Alternating movement turns consisting of fire phase, movement phase, and combat phase for one player, then second player does the same. No zones of control. Units have facing, and can only move into the three hexes to their "front" or change facing at a movement point cost. Stacking is limited to three units per hex, but applies only at end of movement. Units have "front" and "flank" melee combat strengths, and use the latter when attacked from any of the three rear hexes. Combat results are no effect, disruption, retreat, 1/2 elimination, or elimination, and only affect the defender.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
120 min
Age
12+
Complexity
2.6/5
Credits and catalog connections

Credits

Designers

2
Stephen B. Patrick John Young

Artists

2
Ben Redmond Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)