ABG All Board Games
Armageddon: Tactical Combat 3000 To 500 B.c. box art

Armageddon: Tactical Combat 3000 To 500 B.c.

Players

1-2

Time

?-?

Age

12+

Weight

2.58

Rating

6.09

Fit

Teach 2.8

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies. However, there is a lower emphasis on cooperation.

Replay value

Armageddon: Tactical Combat 3000 to 500 B.C. has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate easiness to learn also contribute to its replay value.

Luck profile

The final luck score for Armageddon: Tactical Combat 3000 to 500 B.C. is 4.67, indicating a moderate influence of luck in the game. Random elements like dice rolls or card draws 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

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.

Media

No media imported yet.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Credits

Designers

2
Stephen B. Patrick John Young

Artists

2
Ben Redmond Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)