Platoon Level Combat in the End War
by
Where to begin; I guess I should state that invariably I
play games and read books about historical happenings. That is not to
say that I forgo what ifs as long as they are plausible. I usually steer
clear of alternative history or, for want of a better term, imagined conflicts. The background story isn't really flushed out, but it seems plausible enough.
Armageddon
War is based on a conflict that breaks out in the Middle East in 2028. To quote
the rulebook," Geddon war has conflict between disorganized and poorly
equipped militias, advanced weapon systems barely past the prototype
stage in the hands of highly disciplined First World forces, and
everything in between". So the player will be able to use a goulash of
units from nowadays to some interesting possible future weapons. It is
a platoon level game. So the scenarios run the gamut of small knife
fights in urban areas to full blown battles of armor.
The game comes in an oversized box with a bit of heft to it. This is what you get inside the box:
Two mounted 22" x 33" full-color game boards
Four sheets of 1" counters, One sheet of Action counters
Full-color rule and scenario book
Player Aid Cards
18 colored dice
The
game comes with 16 scenarios. However, the game also comes with a whole list
of the units and their comparable costs. So you can 'tweak' the 16 scenarios to your heart's content, or make new ones. Theses are some of
the units you are able to use in these end of the world battles:
Abrams M1A4
Bradley M2A3
Crusher (remote control)
Armata
BMPT
Merkava M4
Namer 2
T-55A
T-72M
AH-64D Apache
The
maps are mounted, and visually are very well done. The hexes
are oversized, as are the counters. The counters are in line with other
games from Flying Pig Games, meaning that they drop out of the sprues if breathed on, and are small pieces of art. The players' aids and rulebook are also
easy to read, understand, and strikingly colorful. The game turns are
fifteen minutes per. So, one of the problems that the game designer had
to deal with is that most of the weaponry could fire off its allotted
ammunition in less than a third of a turn.
The sequence of play is:
Draw a Command Chit, and place it on the track
Movement
Fire Combat
Close Combat
You
will have to take the designer's ideas of what the new weapon's offensive
and defensive capabilities are. However, these are always what each
designer believes, so there is nothing really new here. With other
games the designer does have the real world statistics and usage to go
by. The game has opened up a new avenue of research for me. I was pretty much
in the dark about the weapons that have or are just coming off the
drawing board. The Russian Armata tank is one of these. Who knew there
was an actual tank with a turret that was fully automatic, and the tank
only needs two people to run it.
The game also has Advanced Rules that include:
Indirect fire
Off-board artillery
Limited munitions
Unguided rockets
Smoke/Dust
Snipers
The game designer does explain that because of the lethality and range
of these newer weapons that he had to adjust some things. The hexes on
the map represent 150 meters each. The range of some of these weapons
are theoretically bigger than the map. He also explains that the
casualties are not just actual losses, but the loss of the unit's
effectiveness.
So how
does it play? Just as in the real world, the actual armed forces of the
combatants have tremendous killing power. The militia forces cannot
stand up to them, at least not in the open. The lethality of the weapons
mean that the best laid plans of mice and men literally go up in smoke.
The air units (helicopters and drones), have only one damage step.
Ground attack aircraft are not actually represented on the map. Their
offensive capabilities are represented by the off-board munitions. This
was probably done to simplify the game, and not make the player also have to
deal with too many extra AA rules etc. This game differs from most tactical platoon level games by taking into account logistics. As mentioned, the units in the game could fire off all of their munitions in less than one turn. So this game system uses Logistic Counters to keep your units at full strength for fighting. These counters must be placed outside of any enemy's line of sight, and no farther than two hexes from a friendly unit. The Logistic Counters can move up to three hexes in a turn, but must end up in a hex that it could have been placed in originally. The game also has no CRT. All of the combat and defense is predicated by the dice. It is a simple way that some games have removed the style of play of, I have three to one odds so I will attack etc, method of play. It just adds that much more 'fog of war' to game play. You can still see if your attack will have any hope of success, but you will not be able to calculate it that well. This mechanic adds more of the 'friction' of warfare to the mix.
I was fully prepared to not really enjoy the game. I really like Flying Pig Games components; I also really like the way their rules are done. Can you tell I like their games? The only problem being was that a conflict in the Middle East, and especially one that is in the future, was not something that grabs me for wargaming. I bit the bullet and dove in. I can state that I was very, very wrong. Once you get into the game and its mechanics, you will find it is excellent. The game has many innovations that just work really well. I have to thank them again for going with large 'old man' counters. No need for tweezers and a magnifying glass here. So, like me, if you are hesitant about the actual area and time of the conflict, you should look into and get the game just for the system and the game components.
I will be doing a followup review on the solo expansion "Alone in the Desert'.
To add to your experience you can also purchase:
Armageddon War: Burning Lands Expansion
Armageddon War Strategy Guide
Armageddon War Special Dice
Robert
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