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."
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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.
22:
220:
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
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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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311:, but with several changes. Campion liked the simple terrain map, which he said "is pleasantly free of the veritable jungle of terrain features which hurts
332:
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
359:
214:
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367:
482:
Martin, Campion (February–March 1973). "A Guide to
Conflict Simulation Games and Periodicals: Part Two".
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324:
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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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250:
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500:"Chariot: Tactical Warfare in the "Biblical" Age, 3000-500 BC (1975)"
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447:"The Game Room: The wargamers bimonthly bible (Chicago Tribune)"
523:
Thomas, Jerrold (April 1976). "Ancient and
Medieval Armies".
44:, then released as a stand-alone game, then reimplemented as
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Chariot: Tactical
Warfare in the Biblical Age, 3000-500 B.C.
46:
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.
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299:#7, Martin Campion noted that the rules for
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31:Armageddon: Tactical Combat, 3000-500 BC
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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
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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
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376:Adventure Gaming
197:Thymbra (546 BC)
176:Kadesh (1294 BC)
61:Fertile Crescent
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184:Qarqar (854 BC)
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130:zone of control
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188:Tabal (706 BC)
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107:map 11" x 23"
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16:Board wargame
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507:. Retrieved
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457:. Retrieved
455:. p. 34
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426:. Retrieved
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360:The Wargamer
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98:leader units
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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::
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468:^
449:.
437:^
421:.
400:^
285:.
273:,
267:,
253:,
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.