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Armageddon War - Bargain

Reference: FPG5000-OCC2

Box damaged - See picture - Game in english
  • English
  • From 14 years old
  • 2 to 3h
  • 2 players
Promotion
Bargain

127,60€

159,50€

-20%

  • Shipping costs from €1.95 - Free shipping on orders over €60 (metropolitan France)

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  • Description
  • Technical sheet

Armageddon War - Bargain

Description

Box damaged - See picture - Game in english

Armageddon War is a platoon level game set in the near future and focusing on the Mid-East.

Armageddon War pits Israelis, Russians, and Americans against age-old adversaries. There are no turns, just continuous activations. The intensity of a unit's close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense, and when you fire on a unit, it has the option of taking cover, or returning fire. The number of dice and the color of dice rolled, determine the number of hits. Formations are activated by chit draw (nothing new there), but returned to the draw cup not at the end of a turn, but rather in a continuous manner. When chosen, a formation marker is placed on the activation track, to the right of the last-drawn formation. When only one chit remains in the cup, the two leftmost chits are returned to the draw cup. Simple, continuous.

Components:

  • Two mounted 22" x 33" full-color game boards
  • Five sheets of die-cut 1" counters
  • Full-color rules and scenario book, including 16 scenarios
  • Player Aid Cards
  • 18 colored dice

Technical sheet

Description

Box damaged - See picture - Game in english

Armageddon War is a platoon level game set in the near future and focusing on the Mid-East.

Armageddon War pits Israelis, Russians, and Americans against age-old adversaries. There are no turns, just continuous activations. The intensity of a unit's close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense, and when you fire on a unit, it has the option of taking cover, or returning fire. The number of dice and the color of dice rolled, determine the number of hits. Formations are activated by chit draw (nothing new there), but returned to the draw cup not at the end of a turn, but rather in a continuous manner. When chosen, a formation marker is placed on the activation track, to the right of the last-drawn formation. When only one chit remains in the cup, the two leftmost chits are returned to the draw cup. Simple, continuous.

Components:

  • Two mounted 22" x 33" full-color game boards
  • Five sheets of die-cut 1" counters
  • Full-color rules and scenario book, including 16 scenarios
  • Player Aid Cards
  • 18 colored dice

Technical sheet

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