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Armageddon: Tactical Combat, 3000-500 BC

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341:, John Norris thought the game considerably less complex than other wargames covering this historic period, but noted that "The level of complexity can be varied by the use of optional rules, which can raise the game from a simple slogging match to a fairly good simulation of the capabilities of the armies involved." Norris thought the weakest part of the rules was "the simulation of morale; this is only done through an optional Panic Level." 319:." Campion also liked some of the rule changes that had been made that "together with a more generous combat results table, speeds up the combat considerably." He didn't like the elimination of a victory point system, which meant that "Now all armies will fight to the last man, if so commanded." Despite this, he concluded that "on the whole, the new rules represent improvement." 127:
Each unit has a movement rate, and can use that to move forward into any one of the three hexes to the front of the unit at a cost of 1 movement point per hex. (Some terrain enacts movement penalties.) If a player wishes to turn the unit to a different facing, the unit can turn 60 degrees at a cost
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Units all have two melee combat strengths: "front" (the three hexes in front of the unit); and "flank" (the three hexes behind the unit.) The Combat Results Table lists five possible results against the defending unit: no effect, disruption, retreat, half-elimination, or total elimination.
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Of these, ten are "balanced" scenarios where either side has a reasonable chance of winning; and three are unbalanced simulations demonstrating overwhelming historical victories, and labelled by reviewer Martin Campion as "foregone conclusions".
328:(#55), Jerrold Thomas gave an in-depth examination of the entire PRESTAGS series, and concluded all the games "have tremendous variety and interest; literally something for everyone. They can also add vividness to the 245: 157:
Fourteen scenarios are included with the game, one a generic scenario designed to teach players the rules, and thirteen simulating historic battles where chariots played a major role:
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Regardless of the result, melee combat has no effect on the attacking unit. Chariots (transportation units) do not have offensive combat value but do improve combat units.
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of history, which can become suddenly more comprensible when you can actually see just what the opponents had to work with, and what they did with it."
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During a player's turn, there is no stacking limit per hex, but at the end of the player's turn, there can be no more than three units per hex.
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Each player, in turn, is given a fire phase for missile weapons, movement phase, and combat phase for melee between adjacent units.
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wargames in the PRESTAGS series (Pre-Seventeenth Century Tactical Game System). The other games in the series are
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Martin, Campion (February–March 1973). "A Guide to Conflict Simulation Games and Periodicals: Part Two".
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was designed by John Young and published as a pull-out game in the September 1972 issue of
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Norris, John (June–July 1976). "A Survey of Recent Ancient & Medieval Boardgames".
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rule, so units can freely by-pass enemy units without having to stop to engage them.
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is a tactical board wargame for two players that simulates historic battles in the
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9 types of combat units (infantry, spearmen, cavalry, skirmishers, and others)
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Thomas, Jerrold (April 1976). "Ancient and Medieval Armies".
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Chariot: Tactical Warfare in the Biblical Age, 3000-500 B.C.
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Chariot: Tactical Warfare in the "Biblical" Age, 3000-500 BC
83:"flat-pack" clear plastic box with integrated counter tray 419:"Armageddon: Tactical Combat 3000 to 500 B.C. (1972)" 236:(#34). It was then released as a stand-alone game. 440: 438: 8: 299:#7, Martin Campion noted that the rules for 477: 475: 473: 471: 469: 413: 411: 409: 407: 405: 403: 401: 31:Armageddon: Tactical Combat, 3000-500 BC 397: 71:, with a particular focus on chariots. 34:is a board wargame first published by 564:Board wargames set in Ancient history 7: 445:Verhulst, Roger (January 19, 1973). 25:Cover of the flat-pack version, 1972 89:255 die-cut counters representing: 79:The stand-alone game consists of: 14: 128:of 1 movement point. There is no 303:are based on previous SPI games 95:transportation units (chariots) 569:Simulations Publications games 1: 161:Generic introductory scenario 36:Simulations Publications Inc. 239:In 1975, SPI re-implemented 574:Wargames introduced in 1972 322:In the April 1976 issue of 590: 249:, one of five Bronze Age, 546:. No. 1. p. 10. 488:. No. 7. p. 10. 210:Lake Regillus (c. 496 BC) 526:Strategy & Tactics 335:In the first issue of 325:Strategy & Tactics 234:Strategy & Tactics 41:Strategy & Tactics 26: 201:Bubastis (c. 3000 BC) 24: 192:Charchemish (608 BC) 352:Fire & Movement 225:Publication history 205:Armageddon (609 BC) 164:The Delta (1675 BC) 215:The Aequi (458 BC) 180:Sinai (c. 1225 BC) 27: 171:Megiddo (1469 BC) 167:Babylon (1595 BC) 110:one six-sided die 38:(SPI) in 1972 in 581: 548: 547: 537: 531: 530: 520: 514: 513: 511: 510: 496: 490: 489: 479: 464: 463: 461: 460: 442: 433: 432: 430: 429: 415: 376:Adventure Gaming 197:Thymbra (546 BC) 176:Kadesh (1294 BC) 61:Fertile Crescent 589: 588: 584: 583: 582: 580: 579: 578: 554: 553: 552: 551: 539: 538: 534: 522: 521: 517: 508: 506: 498: 497: 493: 481: 480: 467: 458: 456: 452:Chicago Tribune 444: 443: 436: 427: 425: 417: 416: 399: 394: 347: 291: 227: 184:Qarqar (854 BC) 155: 146: 138: 130:zone of control 125: 117: 77: 54: 17: 12: 11: 5: 587: 585: 577: 576: 571: 566: 556: 555: 550: 549: 532: 515: 491: 465: 434: 396: 395: 393: 390: 389: 388: 380: 372: 364: 356: 346: 343: 290: 287: 226: 223: 218: 217: 212: 207: 202: 199: 194: 189: 188:Tabal (706 BC) 186: 181: 178: 173: 168: 165: 162: 154: 151: 145: 142: 137: 134: 124: 121: 116: 113: 112: 111: 108: 101: 100: 99: 96: 93: 87: 84: 76: 73: 53: 50: 15: 13: 10: 9: 6: 4: 3: 2: 586: 575: 572: 570: 567: 565: 562: 561: 559: 545: 544: 536: 533: 528: 527: 519: 516: 505: 504:BoardGameGeek 501: 495: 492: 487: 486: 478: 476: 474: 472: 470: 466: 454: 453: 448: 441: 439: 435: 424: 423:BoardGameGeek 420: 414: 412: 410: 408: 406: 404: 402: 398: 391: 386: 385: 381: 378: 377: 373: 370: 369: 365: 362: 361: 357: 354: 353: 349: 348: 345:Other reviews 344: 342: 340: 339: 333: 331: 327: 326: 320: 318: 314: 310: 306: 302: 298: 297: 288: 286: 284: 283: 278: 277: 272: 271: 266: 265: 260: 256: 252: 248: 247: 242: 237: 235: 231: 224: 222: 216: 213: 211: 208: 206: 203: 200: 198: 195: 193: 190: 187: 185: 182: 179: 177: 174: 172: 169: 166: 163: 160: 159: 158: 152: 150: 143: 141: 135: 133: 131: 122: 120: 114: 109: 107:map 11" x 23" 106: 102: 97: 94: 91: 90: 88: 85: 82: 81: 80: 74: 72: 70: 66: 62: 58: 51: 49: 47: 43: 42: 37: 33: 32: 23: 19: 16:Board wargame 541: 535: 524: 518: 507:. Retrieved 503: 494: 483: 457:. Retrieved 455:. p. 34 450: 426:. Retrieved 422: 382: 374: 366: 360:The Wargamer 358: 350: 336: 334: 329: 323: 321: 316: 312: 308: 304: 300: 294: 292: 280: 274: 268: 262: 244: 240: 238: 233: 229: 228: 219: 156: 147: 139: 126: 118: 98:leader units 78: 56: 55: 45: 39: 30: 29: 28: 18: 368:JagdPanther 259:Renaissance 115:Turn phases 63:during the 52:Description 558:Categories 509:2021-05-12 459:2021-05-23 428:2021-05-12 392:References 384:Paper Wars 301:Armageddon 241:Armageddon 230:Armageddon 75:Components 57:Armageddon 379:Vol. 2 #1 317:Centurion 309:Centurion 289:Reception 153:Scenarios 69:Iron Ages 363:Vol.1 #5 355:#22, #71 255:medieval 251:Iron Age 136:Stacking 123:Movement 105:hex grid 86:rulebook 543:Phoenix 338:Phoenix 330:reading 313:Phalanx 305:Phalanx 264:Spartan 282:Yeoman 279:, and 276:Viking 270:Legion 144:Combat 103:paper 65:Bronze 485:Moves 296:Moves 315:and 307:and 257:and 67:and 387:#63 371:#15 293:In 243:as 560:: 502:. 468:^ 449:. 437:^ 421:. 400:^ 285:. 273:, 267:, 253:, 48:. 529:. 512:. 462:. 431:.

Index


Simulations Publications Inc.
Strategy & Tactics
Fertile Crescent
Bronze
Iron Ages
hex grid
zone of control
Megiddo (1469 BC)
Kadesh (1294 BC)
Qarqar (854 BC)
Charchemish (608 BC)
Thymbra (546 BC)
Armageddon (609 BC)
Lake Regillus (c. 496 BC)
The Aequi (458 BC)
Chariot: Tactical Warfare in the Biblical Age, 3000-500 B.C.
Iron Age
medieval
Renaissance
Spartan
Legion
Viking
Yeoman
Moves
Strategy & Tactics
Phoenix
Fire & Movement
The Wargamer
JagdPanther

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