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Falklands Showdown: The 1982 Anglo-argentine War box art

Falklands Showdown: The 1982 Anglo-argentine War

Players

1-2

Time

?-?

Age

10+

Weight

2.33

Rating

5.26

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much.

Replay value

Falklands Showdown: The 1982 Anglo-Argentine War has a high replayability score, offering a great degree of variability, strategic depth, and scalability. The game's expansions also contribute to its replay value. While it may not be the easiest game to learn, it offers a rewarding experience for players who invest the time to understand its mechanics.

Luck profile

The final luck score for Falklands Showdown: The 1982 Anglo-Argentine War is 5, indicating a balanced mix of luck and strategy. The game outcome is influenced by random elements such as dice rolls or card draws, but players also have substantial ability to mitigate randomness through strategic decisions and planning. While luck plays a significant role, player strategy and decisions also have a notable impact on the game outcome.

Overview

Falklands Showdown: The 1982 Anglo-Argentine War, designed by Philip Sharp, is an intermediate complexity two-player strategic and operational wargame of the conflict that took place between Argentina and the United Kingdom in 1982. It begins with Argentina in control of the Falkland Islands and UK forces approaching to try to retake them. Aircraft counters represent four aircraft of one particular type. Ground-unit counters represent infantry battalions (500 to 600 men), artillery battalions (12 to 18 guns with crews), armored reconnaissance squadrons (eight to 12 vehicles and their crews), a heavy machinegun company (120 men with heavy machineguns), and special forces teams (25 to 50 men). Ship and submarine counters each represent one vessel. Each turn represents between one to three days, depending on the current operational tempo. Each inch on the Tactical Area Map equals five miles. Each inch on the Strategic Sea Area Map equals 100 miles. The game uses an adaptation of the system originally created for our Red Dragon Rising game. Special rules cover such things as: Operation Black Buck, decisive leadership, Exocet missiles, stealth aircraft, reinforcements, off-map areas, naval transport, airbase limits, submarine operations, strategic airlift, rebasing, ship repair, special forces raids, the Total Exclusion Zone, aerial interception, cross-decking, naval surface actions, ground assault, heliborne movement, the Argentine mainland, protected targets, entrenchments, mountain combat, severe weather, and much more. The turn sequence is as follows. I. UK Operations Phase II. AR Operations Phase III. UK Submarine Phase IV. AR Submarine Phase V. Random Event Phase

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Editions

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Credits

Designers

2
Ty Bomba Philip Sharp

Artists

3
Larry Hoffman Sawshun Yamagushi Joe Youst

Publishers

2
Decision Games (I) Kokusai-Tsushin Co., Ltd. (?????)

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