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GeddonWar layout v2-30.

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Table of contents
1.0 Introduction ..............................................................1
1.1 Dice concepts ............................................................1
1.2 Counter concepts.......................................................2
1.3 Counter descriptions ..................................................2
1.31 Unit counters.........................................................2
1.32 Support weapon counters........................................3
1.33 Firepower/defense colors ........................................3
1.34 Range...................................................................3
1.4 Admin counters .........................................................4
2.0 Turn sequence...........................................................5
2.01 Draw a command chit .............................................5
2.02 Upkeep actions ......................................................5
2.021 Morale recovery .................................................5
2.022 Logistics/command markers ................................6
2.023 Initiative(optional)..............................................6
2.03 Unit actions ...........................................................6
2.04 End of formation actions .........................................6
3.0 Movement/Terrain ....................................................7
3.01 Stacking ...............................................................9
3.02 Mounted infantry....................................................9
3.03 Moving fire ..........................................................10
3.04 Close combat .......................................................10
4.0 Combat ....................................................................11
4.1 Fire combat ...........................................................11
4.11 Firer status ........................................................11
4.12 Declare target ....................................................11
4.13 Range ...............................................................11
4.14 Line of sight.......................................................12
4.141 Obstacle height ..............................................13
4.15 Determine firepower ...........................................13
4.151 Specialized attacks and defenses ......................13
4.152 Improved positions .........................................13
4.153 Intensive fire(optional) ....................................14
4.16 Declare defense status ........................................14
4.161 Determine offense modifiers ............................14
4.162 Combined fire.................................................15
4.163 Flanking ........................................................15
4.17 Roll for attack/counter-fire...................................16
Armageddon War™ 4.171 Counter-fire ...................................................16
4.18 Assign damage...................................................17
Published by: Flying Pig Games 4.2 Special combat situations........................................17
www.flyingpiggames.com 4.21 Opportunity fire..................................................17
4.3 Close combat.........................................................18
4.31 Leading units .....................................................18
Game design: Greg Porter 4.32 Determine type of combat ...................................18
4.33 Adjust firepower and type....................................18
Cover art: Zachary Smith 4.34 Apply close combat modifiers ...............................19
4.35 Resolve combat & admin .....................................19
5.0 Advanced rules........................................................20
Box design: Guilluame Ries
5.1 Indirect fire ...........................................................20
5.2 Off-board artillery ..................................................20
Counter art: Shayne Logan 5.21 Unguided rockets ...............................................20
5.22 Precision munitions.............................................20
Maps: Shayne Logan 5.23 Smoke/dust(optional) .........................................20
5.24 Friendly fire(optional) .........................................20
Graphic design: Greg Porter 5.3 Limited munitions ..................................................21
5.4 Hidden units ..........................................................21
5.41 Snipers .............................................................21
Proofreading: Deborah Malmud 5.42 Improvised Explosive Devices (IEDs) ....................22
5.5 Minefields..............................................................22
Playtesters: Mark H. Walker, Josh Harris, 5.6 Air units................................................................23
5.61 Helicopters ........................................................23
Eddie Carlson, Patrick Duncan,
5.62 Drones ..............................................................23
David H. Bluestein II, David 5.7 Civilians ................................................................23
Baldini, Bill Wood 5.8 Unit keywords........................................................24
6.0 Example of play ......................................................25
7.0 Scenarios................................................................27
First printing: November 2017 7.1 Maps ...................................................................27
7.2 Point values..........................................................27
All rights reserved. Protected by the 7.3 Setup options .......................................................27
International Copyright Convention Scenarios 1-15 ..........................................................29
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Armageddon War™
It was 2028CE, or by the calendar in use in much of the conflict area, 1450AH. Domestic disasters
in the United States turned political attention inward, and the death of President Putin in Russia
had sparked a power struggle that likewise focused their attention on domestic rather than foreign
policy. The Islamic State in the Levant (ISIL), resurgent, bellicose but largely content to remain
within its borders, decided that this was the time to expand. Using captured and black market
weapons from both the US and Russia, they push first against rebel enclaves in disputed border
areas, and then against traditional enemies like Israel. At the same time, internal dissent erupts
and some ISIL cities are rocked by all-out civil war.

1.0 Introduction DN: The number of dice you roll for normal fire
Armageddon War (or just GeddonWar) is a combat is modified by exactly three things: the
platoon-level game recounting the conflicts of armor of the target, a unit’s own action status
2028 and the following years, where ideological, (4.18), and if multiple units combine fire (4.162).
territorial and resource-based tensions turned into These are a DN, or Dice Number modifier. So, a
outright hostilities, first in the Middle East, but +1DN means you roll 1 more die than normal.
spreading quickly across Asia and the Pacific Rim.
Major nations were loath to get directly involved example: If your adjusted firepower is 2, the default
at first, using weapons exports and advisers as roll is 2 black dice. If you have a +1DN for combined
proxies for their national interests, but their bases fire, you would instead start with 3 black dice.
and treaties in the conflict zones eventually forced
them into the fray. DQ: Everything else in the game is a Dice Quality
modifier, or DQ. A DQ adjusts the type of dice
GeddonWar has conflict between disorganized you get to roll. If someone had cover, your
and poorly equipped militias, advanced weapon attack might have a -1DQ. That is, the kinetic
systems barely past the prototype stage in the energy represented by your tank cannon and the
hands of highly disciplined First World forces, and resistive power of enemy armor remain the same,
everything in between. but your odds of getting enough solid hits to affect
an enemy platoon is going to be different if you
Rather than the dry, often mechanical treatment cannot see them as well or some of your shots are
often given to tactical games, Geddon War will affected by the cover they are under.
diverge into explanations of some of the units, the
details and tactics and the reasons why a rule is The term ‘firepower’ always refers to the number
the way it is. GeddonWar is meant to appeal to of dice you can roll, a DN adjusts this number, but
the hardcore tactical gamer, but still be accessible DQs adjust the type of dice you roll. How dice rolls
to new players. turn into demoralized or eliminated enemies is
covered later (4.18). Do not go any further until
1.1 Dice concepts the difference between DN and DQ is clear.
GeddonWar uses special six-sided dice for all
purposes. These have a mixture of strikes and example: If your adjusted firepower is 2, the default
shields on them and come in three colors, which roll is 2 black dice. If the target has a -1DQ from cover,
represent normal fire (black), intense fire (red) you would instead roll 1 black and 1 green die, and if
and weak fire (green). there was also a +2DQ for short range, the total result
is a +1DQ, so you would roll 1 black and 1 red die.

example: The strikes are possible hits Excess dice modifiers are lost. So, if you had 1
and the shield is possible counter-fire black die, you could upgrade it to a red die with
from the people you are shooting at. +1DQ, but further upgrades would have no effect.

GeddonWar comes with 18 dice, 6 in each of


There are two dice concepts you need to keep in black, red and green. There is a hard limit on
mind for GeddonWar. First is firepower, or FP. attacks, that you never roll more than 6 dice.
This is the number in the lower left corner of So, no matter what your attack or its modifiers,
any counter with firepower, and represents the the included dice will be sufficient.
number of dice you roll.
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Dice probabilities 1.3 Counter descriptions


Just so you know, the GeddonWar dice break down as GeddonWar counters have a fairly uniform look
follows: to them, with different spots being used for the
same function as much as possible. Firepower is
green dice: 2 faces with , 3 faces blank, 1 face in the lower left, movement in the center and
with , for an average of .33 strikes and counter- defense on the right.
strikes per die rolled.
1.31 Unit counters
black dice: 1 face with , 1 face with , 2 faces A unit counter will generally look like the one
with , 1 face with , 1 face with , for an average below. In addition to the unique flag, units of a
of .83 strikes and counter-strikes per die rolled. particular nation/group have a uniform color
coding, so for instance all Russian formations will
red dice: 1 face with , 2 faces with , 2 faces have the same light/dark red color scheme.
with , 1 face with , for an average of 1.33
Nationality
strikes and counter-strikes per die rolled. A flag to identify the nation Formation/Unit
or ideology of the formation. The formation name.
Support weapons will not This may include
In essence, each ±2DQ averages to ±1 strike. game-relevant terms
have this.
(e.g. ‘recon’)
1.2 Counter concepts
A unit counter in GeddonWar Special note
usually represents a platoon. An An icon will be here
infantry platoon would be about four to denote the tech or
proficiency of the
squads totalling thirty to fifty people, unit
would be commanded by a lieutenant
and is mostly riflemen and a smaller number of
Defense value/type
marksmen or specialists with light machine guns, The shield color is
rocket launchers or grenade launchers. A vehicle the defense type, and
platoon is typically three or four vehicles, again the number is the
with a lieutenant in overall command. A unit defense value
counter can also represent a sniper team, or a
single drone or helicopter.
Firepower type/range Movement value/type
The large number/color are The number is how many
A support weapon counter is the primary firepower value movement points the unit has,
either a special weapon for a vehicle and type, and the superscript and the letter is the type of
platoon (like an anti-tank missile) or is the normal range. The movement (Infantry, Tracked,
a larger supply of ammunition for a starburst is the secondary Wheeled, Air). If the number
firepower type, which uses is green, it means the unit
weapon an infantry platoon might the same value and range as can transport an infantry unit
already have (light machine guns, the primary type. (3.02)
etc.), allowing more intense and sustained use of
that weapon. In a few cases, an infantry support example: The unit above is a T-72M tank platoon in the
weapon could be something an infantry platoon Shaddadeh formation. It has a firepower of 5, primary
does not normally have while on the march (like a use against vehicles (gold number), and secondary
heavy anti-tank rocket or tripod-mounted heavy firepower of 5 against infantry (red starburst). It has 6
machine gun). Note that support weapons must movement points and uses tracked vehicle modifiers
have an infantry or vehicle unit to use them, for determining terrain effects (the ‘T’ subscript). It
they are not an independent unit. has a defense value of 3, primarily designed to stop
anti-vehicle weapons (gold shield) and has the default
An admin counter is just about level of technology and training (black lightning bolt).
everything else. These are counters
that used to denote status (has this
unit fired already?), special features
of a location (an improved position),
or special situations (hidden units).

Exactly what the numbers on the counter mean


are described next.

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1.32 Support weapon counters The nationalities in GeddonWar


A support weapon counter will generally look like • Islamic State in the Levant(ISIL). Occupied most
the one below. Support weapons do not act on of Syria and Iraq and small parts of Iran, with outlying
their own and require another unit to use them. support in Afghanistan and parts of Pakistan. Mostly
For instance, a vehicle-mounted rocket must be equipped with Russian hardware, plus a small amount
associated with a specific vehicle unit. Vehicle of US armor from that was supplied to Iraq and Saudi
support weapons are always used alone, while Arabia and kept operational with black-market parts.
some infantry support weapons will add to the • Rebels. ISIL defectors or areas that have never fully
firepower of the carrying unit. Support weapon submitted to ISIL. Poorly equipped, with improvised
counters have a uniform color. They will typically (technicals and sandcrawlers) and long-obsolete
be used by a particular nationality, but only a few (T-55) vehicles, but is covertly supported with anti-
are specific to a particular group. tank weapons by both Russia and the United States.
• Israel. The Israeli Defense Force(IDF) is formidable,
Firepower type/range
Infantry support weapons a no-nonsense force that includes some of the world’s
with a primary firepower strongest armor and most experienced infantry. They
matching the carrying unit respond aggressively to any ISIL provocation.
may add to the firepower
of that unit if within that • United States. The United States is mostly still using
unit’s range, otherwise it hardware developed in the 1980’s (albeit with a lot of
stands alone. A support internal upgrades), with a small core of prototype
weapon with a different
units that were deployed to the area by fortuituous
color is a separate attack
and a unit chooses either and some claim engineered coincidence.
its inherent firepower or • Russia. The Russian Federation is the indirect
the support weapon fire- supplier of most of the region’s military hardware but
power.
has largely avoided direct involvement. ISIL actions
and support in Turkmenistan resulted in the hasty
deployment of front-line armor and troops to both
Usage limitation protect the border and quell possible internal unrest.
An X on the counter means
this weapon cannot be used Support weapon type
by the unit for a ‘move and There will be an icon here to 1.34 Range
fire’ action. A unit with an X show what types of unit the The range of a unit’s firepower is the maximum
support weapon can be used
also has this limitation.
by, which is usually infantry,
distance before it takes range penalties. A unit
land vehicles or air vehicles. with a simple white number for range can shoot to
double this (extended range) at a penalty, and if
1.33 Firepower/defense colors shooting at half this range or less (drop fractions)
A key aspect of the GeddonWar system is the it gets a bonus. Range can also be inside a colored
notion of firepower type. The color of the number circle to indicate one of the following:
and the starburst for firepower defines the role of
the unit and its ability to harm other units. This is
not the color of the dice you roll. Primary
firepower colors on the units are:

• anti-infantry lots of rifles, a small number of


heavier weapons, grenades
• anti-vehicle high-velocity cannon or anti-tank • black circle unit is capable of indirect fire
missiles, heavy machineguns (5.1)
• anti-air weapons optimized for shooting • red circle firepower cannot be used at
at aerial targets extended range and gets no
bonus at close range. This is
Defense shields are similarly coded: the typical range type for anti-
tank missiles
infantry soft targets that can use almost • green circle limited effect, cannot do more
all available cover than 1 damage step to an enemy
vehicle any target that is designed to be unit in each fire or counter-fire.
resistant to small arms fire This represents a single weapon
air targets that take advantage of or limited ammunition supply.
distance and speed Dice are rolled normally, but the
soft target this unit takes full effect from result cannot do more than 1
any attack type (e.g. trucks) damage step to a target
3
1.4 Admin counters Action steps
Admin counters take on a lot of forms, but the Action steps in GeddonWar are a combination of
most common ones you will use are the double- “We’re busy!”, “Incoming!”, “I’m hit!” and “We need
sided counters reflecting whether a unit has acted, more ammo!”. A soldier or AFV could easily go through
is depleted or shaken. Admin counters give you a their entire ammo load in one turn if they wanted to. A
shorthand version of what you need to know, so T-72’s theoretical ability to fire 8 shots per minute
that you do not always have to reference the rules means it could empty its entire ammunition carousel in
when you see one. The trapezoidal admin counters 3 minutes, and GeddonWar is a game with 15 minute
are meant to be placed under the unit they are turns. Similarly, a BMP-2 could use up all the ammo
affecting. This way you can still see the for its 23mm autocannon in about 2 minutes. So, in
full stats of the unit (if it is the only practice, people tend to not shoot faster than their rate
one in the hex, anyway), and if of resupply. The multiple levels of action counters can
there is more than one admin mean you are too low on ammunition to take offensive
counter, you place them so action, someone is wounded and you are pausing to
their ‘flags’ are facing different patch them up or get them evacuated, a vehicle got its
directions. chimes rung or suffered a minor breakdown and you
have to pause for a minute. These things reduce your
Action(-1DN): The unit has moved effective firepower. This reduction in firepower could
and/or fired and cannot move or fire be enough to remove your ability to be an effective
again until this is removed during combatant, or you might still be someone that the other
that formation’s upkeep step guy does not want to antagonize. The important thing
(2.021). The unit can still counterfire about action steps is that they are not damage. You
(4.16) and defend in close combat can recover all of them and get back to full fighting
(4.3), but at -1 to its normal firepower. form. How long this takes depends on your position
This counter is also the minimum level of combat (2.021). A unit exposed and alone is going to take
disruption a unit can take. That is, ‘an action’ could longer than one under cover and being resupplied.
mean that the unit has acted or that it has been Being able to quickly recover action steps is vital to
temporarily distracted by enemy fire. keeping any sort of assault from bogging down.

Pinned(-2DN): The unit is somewhat 1.41 Damaged counters


disorganized, either from combat Most unit counters have a flip side
effects or from sustained fire with a lighter bar through the
against one or more foes. It cannot middle, and reduced firepower,
move or fire and any counterfire or range and movement values. This
close combat is at -2 to its normal represents a unit that has suffered
firepower. Pinned units may not permanent losses (i.e. destroyed vehicles, killed
retreat (4.16). or badly injured troops). This is a ‘damage step’.
A unit has two of these, the first flips it to the
Shaken(-3DN): The unit has taken a damaged side and the second eliminates it.
serious combat result. It may not Damage steps are not recoverable in the course
move or fire but can counterfire of a scenario. Support weapons do not have a
and close combat with a -3 to its damaged side. Unless a special scenario rule
firepower. A unit that is Shaken and indicates otherwise, support weapons are
takes an action step flips to its eliminated if the unit carrying them is eliminated,
reduced side. Shaken units may not even if there are other friendly units in the hex
retreat (4.16). capable of using that support weapon.

note: If a rule says a unit takes an ‘action step’, it


means that if it has no counter it gets Action(1), or it
increases any counter it already has by one step (e.g.
Pinned(2) to Shaken(3)). With the exception of
intensive fire (4.153), no action or combination of
actions a unit can initiate will ever cause that unit to
gain more than one action step. So, ‘move & fire’,
‘move & close combat’, ‘fire & move’ or anything else
only counts as one action step. Action steps can cause
a damage step (1.41) but are not the same thing.

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2.0 Turn structure note: A deliberate side effect of this system is that a
There are no ‘end turns’ in the GeddonWar refill of the cup leaves an ‘odd man out’, a formation
system, no single spot in a turn sequence where chit that will not be drawn at all from the next cup. You
everyone removes their ‘I did stuff’ counters at the can mitigate this by use of a logistics/command marker
same time. Each formation’s actions are sequenced (2.022), but otherwise, Murphy’s Law will hit one
through the drawing ‘command chits’ from a cup. formation every cycle through the cup.
Each formation will have one or more of these
chits placed in a cup and drawn randomly to see 2.02 Upkeep actions
which formation activates next. Unless a formation When a formation activates, do the following in
is reinforcements, all formation chits go in the cup this order for units in that formation:
at the start of play, and the sequence of play is:
• morale recovery (2.021)
• draw a command chit (2.01) to activate a formation • place/remove logistics/command markers (2.022)
• upkeep actions for the active formation (2.02)
• unit actions for the active formation (2.03) 2.021 Morale recovery
• end actions for active formation, return to first step Morale or the esprit de corps of a unit is their
ability to pull together under stress and to some
2.01 Draw a command chit extent their ability to innovate or act creatively
This player may activate any or all units in that to overcome obstacles in their path, and the
formation in any order desired. The player who percentage of individuals in that unit who are
drew it places the chit on the map edge ‘command willing to look towards a goal more abstract than
track’, on the next spot after any existing chit (or keeping their own skin unperforated.
on ‘impulse 1’ at the start of the game).
“I'll tell you what morale is. It is when a soldier thinks
example: After three activations, the command track his army is the best in the world, his regiment the best
might look like this: in the army, his company the best in the regiment, his
squad the best in the company, and that he himself is
the best damn soldier-man in the outfit.” - Brigadier
General James A. Ulio

All units in that formation recover 1 Action step


When the last chit is drawn and placed on the in this step, and 1 additional step for each of:
command track, return all but that chit to the cup.
If all of a formation’s units are eliminated, its chits • if that unit has a defensive bonus for their position
are removed from the cup but ones on the track vs. everyone who can shoot at them (an applicable
are left there until the cup is refilled. If there are improved position (4.152) counts as this)
more than ten formation chits, use a +10 chit to • if that unit cannot be fired on by enemy units, even
note it on the 10-20-30 track and set aside current if it can be seen by them (i.e. outside their range)
chits so that new ones can be put on the 0-9 track. • if that unit is within 2 hexes of its logistics marker
(via a path passable by wheeled units)
example: If there were four formation chits in the • if that unit is defined as ‘elite’ in a scenario setup
previous example, after you draw the last one (we will (this is not necessarily the same as a unit with
say it is a Rebel marker), and place it on the track, you ‘elite’ in its name)
return the others to the cup, leaving the command
track like this: example: A Shaken infantry will automatically recover
to the Pinned level in this step. If it is under cover or
outside of enemy line of sight, or is close to a Logistics
marker it would recover to Action level, and if it had
cover and a Logistics unit it would recover back to
normal.
The amount of time that has elapsed in the
scenario is determined by the number of impulses note: Being able to get extra recovery steps is very
that have been taken. The game effects of this are important if you want to keep an offensive from stalling
that combat becomes more of a continuous flow out. Planning your attack route and logistics placement
rather than a set number of turns, and that a to get maximum advantage will make a big difference
scenario is going to have a certain number of in how effective your forces are.
formation impulses rather than a certain number
of player turns.
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2.022 Logistics/command markers 2.03 Unit actions


Part of a unit’s action status is simple A unit usually does one or both of the following
morale, but some of it is munitions when its formation activates:
and/or fuel. You can go through a lot
of both in short order and there is • moves (3.0)
no guarantee you started with as • fires (4.1)
much as you would like. Players
may start a scenario with one or more If a unit can do something that has an effect on its
logistics/command markers in reserve. The movement rate, all penalties are assumed to be
logistics side represents supplies you need to fight based on the printed movement rate on the
at full effectivness. In this step you can: counter.

• place a logistics counter outside of enemy line of example: An APC uses up half its move
sight (or outside of maximum range) and no more (round down) to load or unload troops.
than 2 hexes from a friendly unit. These 2 hexes If this unit (with 6 movement points)
must be passable by a wheeled vehicle. wanted to unload troops, it would take 3
• move an existing logistics counter up to 3 hexes, movement points to unload. If it then
in a path that could be taken by a wheeled vehicle. wanted to make an attack, it would take
It may enter enemy line of sight but must end in a a dice degradation as though it had actually moved with
hex that it could have been placed in (see above) those 3 movement points.
• pick up a logistics counter from the map and return
it to your reserves note: Support weapons that have a
‘no move’ notation (an ‘X’ in the bottom
If an enemy unit becomes adjacent to or enters center of the counter) cannot use a
the hex of your logistics marker, immediately ‘move & fire’ action, or fire after the
return it to your reserves. carrying unit does anything that
uses movement points. The unit with
The other side of the counter is the command side. the weapon can move, but cannot ‘move & fire’.
If the counter started this step in your reserve you
may put it on the command track in place of any 2.04 End of formation actions
of your chits there, and put that chit back in the When a player announces that they are done for
cup. This represents extra effort made by the this formation, go back to 2.01 and repeat the
overall command to get that formation into action process. Once a formation has passed its turn to
and keep it in action. Once this marker is placed the next one, units in that formation may only act
on the command track, it does not return to your based on the type of admin counter on the unit:
reserve until the other chits on the command track
are returned to the cup. none action pinned shaken
move(3.0),fire(4.1), ! ! ! !
2.023 Initiative(optional) initiate close combat ! ! ! !
Units in a formation generally operate in close opfire(4.21) ! ! ! !
proximity to each other and are hesitant to initiate retreat(4.16) ! ! ! !
action if other units in the formation are not in counterfire(4.171) ! ! ! !
contact or visible. defend in close ! ! ! !
combat(4.3)
After placement of logistics markers (if any), check
units in that formation. A unit has ‘initiative’ if: Each of the above items will be addressed later in
the rules.
• it is within 2 hexes of a logistics marker
• a unit in that formation is in line of sight (4.14) note: Units can always defend in
• a hex with a unit in that formation can be reached close combat, though it is possible
with 1 turn’s worth of movement they would get no dice (and likely
• the unit has ‘recon’ in its name would want to retreat). So, this unit
has an effective firepower of zero in
Units that do not meet any of these conditions get close combat (firepower of 3, but a
an ‘Action’ marker (the green one) if they have no -3DN for being Shaken).
other Action steps on them. Otherwise there is no
effect.

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3.0 Movement/Terrain The various terrain types are described next.


Units may normally only move when it is their Some are obvious, others need explanation.
formation’s turn to act. An exception is Retreating
(4.16) when under fire. road: A road is a feature that is in
another terrain and supercedes it. It
Units in the same hex and same formation move allows units to move faster or into
singly or together. Those of different formations otherwise prohibited terrain. For
always move singly. Units moving simultaneously instance, a road over a river is a
may combine fire with a ‘move & fire’ action, and bridge, or a road lets vehicles move into
if vehicles are carrying infantry, dismount them dense woods. When you move into a hex with a
simultaneously. Units moving into a hex with road you declare if you are using the road or not
another unit of the same formation may continue (if you have a choice). This makes a difference
moving with that new unit as a group and even because units using the road are at a disadvantage
split off again later, but all units are limited by if fired upon (no cover and predictable movement).
terrain, stacking limits (3.01) and the available The movement rate for roads requires that you
movement points. exit the hex you are in via a road hexside, into
another hex with that same road (that is, moving
So, you could move a vehicle into a into a road hex via anything other than the road
hex with infantry in that formation uses the normal movement cost for that terrain).
and then move the pair of them There are both paved and unpaved roads in the
into close combat with an enemy. game. Both count as roads, but special scenario
Note that once a unit has stopped rules may treat them differently.
acting and you begin with a unit in a
different hex, the first unit is done note: If a unit ends its movement on a road it is
and cannot continue its action later. assumed that after its action is done it is taking
advantage of the non-road terrain for combat purposes.
The printed movement points (or MP) So ending a move on a road through dense woods
on a counter are compared to means you have cover from the dense woods after
the movement cost for each hex the your action is done.
unit enters. If a unit type is allowed
to enter a terrain, it can always clear: Grassy, open, no cover, no
move 1 hex in a turn, even if its real impediment to movement but
adjusted MP would not normally wheeled vehicles have to watch out
allow it. See the table below for for soft spots.
movement costs and the larger version
on the player aid sheet. cultivated: Ground irregularities and
crops that provide some light cover
MP cost per hex for infantry but is otherwise treated
infantry wheeled tracked like clear terrain.
road 1/2 1/2 1/2

clear 1 2 1 soft sand: Hard to walk in, slow to


cultivated 1 2 1 drive through, provides no cover for
soft sand 2 3 2 vehicles and light cover for infantry.
dunes 3 4 3
rough 2 X X
light woods 1 2 2 dunes: Soft sand in the form of hills.
dense woods 2 X X Impossible to cross at speed as you
light urban 1 1 1 are either going around them or
dense urban 1 2 2 slogging up and down them. They do
marsh 3 X X provide good cover.
river X X X
wadi X X X rough: Broken terrain. This could
elevation change(up) +1 +1 +1 be a boulder field, a rubbled building,
crest +0 +0 +0 a junkyard, etc. Vehicles cannot
flank speed -1 -1 -1 enter or traverse it without a road.
fence(crossing) +4 X +3 The Crusader-era fortification on Map 1
refugee camp 1 2 1 (G12) counts as rough (and elevated).
wreck +0 +0 +0
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light woods: This is ‘movie woods’, elevation: Crossing an elevation line


with open ground and large trees on a map (going uphill) costs 1MP
spaced enough apart that vehicles more than that terrain normally
can move through it at speed. would. Exiting a wadi counts as going
Orchards or other regularly spaced uphill.
trees are considered light woods.
crest: A lightly shaded stairstep-like
dense woods: This is ‘real woods’, line on a map is a crest line, a slight
with fallen logs, underbrush, and change in elevation that you cannot
trees spaced so closely you cannot see over. An example would be the
weave a path between them sufficient line from hex A4 to G1 on map 2. This
to traverse the hex at anything faster has no effect on movement, but it blocks line
than bulldozer speed. of sight unless you have at least one level of
elevation. For most purposes a crest line acts like
light urban: This is ‘residential a level 1 hill 1 hex wide, except it does not cost
neighborhood’ sort of urban, with low, any extra movement to enter and would not
reasonably spaced buildings and provide cover for someone shooting from a hill.
wide streets. Vehicles and infantry get
different amounts of cover because fence: Think ‘prison fence’. This is a
while the vehicles can dodge behind buildings they barrier designed to stop infantry or
are still sitting in the open for the most part. Note light vehicles. It could be a sturdy
that all the tent structures in the ‘military base’ on chainlink fence, concertina wire, a
Map 2 count as refugee camp, but the soccer shallow ditch or some combination of
stadium in hex F13 on Map 1 is light urban. the above. Infantry usually has to stop when
entering the hex unless a tracked vehicle has
dense urban: Apartment blocks, passed through and left a ‘breach’ marker, which
office buildings, multi-story steel and makes it count as a road (a narrow passage that
cement structures. More difficult to increases your vulnerability when passing
thread your way through in vehicles if through). Note that like an elevation change, a
for no other reason than the large fence is at the border of a hex and only affects
number of ambush spots. your movement if you cross that hexside.

marsh: Muddy, soggy soil that is an refugee camp: This terrain provides
infantry nightmare and impassable to excellent visual cover and counts as
vehicles. dense urban terrain for close combat
purposes, but is little impediment to
movement of vehicles. Depending on
river: A river is a water feature wide scenario, refugee camps may automatically be
and deep enough to be impassable to counted as having Civilians in them (5.7).
infantry or non-amphibious vehicles.
Any map feature where the water wreck: A destroyed vehicle platoon
traverses the hex or occupies the leaves behind some smoking wrecks
center of the hex would use the rules for that are natural sources of physical
rivers. The entire hex is considered off-limits even cover and reduced visibility to
though the river is less than the hex width. An attackers. However, they do not
amphibious vehicle has a light green circle around impede movement or affect stacking
its movement type and treats rivers or other water limits and only one wreck counter can be in a
as a cost of 4MP per hex. Note that you can move hex. A wreck is not a terrain type but an external
onto a bridge (road over water) from any adjacent modification to the terrain brought about by
land hex, not just adjacent road hexes. combat.

wadi: A seasonally dry riverbed. In flank move: If you throw caution to the wind, you
GeddonWar it will refer to one that is can move very quickly. A flank move reduces the
deep and steep-sided. It can only be MP cost for a hex by 1, but not to less than 1/2MP
entered or exited at one hexside on its per hex. You may do this once per unit activation,
ends, but a unit in the wadi moves like for any number of contiguous hexes. Tactically,
it was clear terrain and has a straight line LOS to this can be very useful.
other wadi hexes.
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The downside is that if you are attacked while 3.01 Stacking


moving (indirect fire, hidden units, mistakes), The stacking limit for friendly platoon-level units in
the attacker gets a +1DQ on each attack die (a a hex is 2. Support weapons do not count towards
positive DQ equal to the number of dice rolled). this stacking limit, nor do wrecks, air units (5.6),
This DQ will also apply if a unit uses flank move- snipers (5.41), civilians (5.7), improved positions
ment to enter close combat. You cannot use a (4.152) and similar items, each of which is limited
flank move to enter or leave a hex with or to 1 per hex. For the sake of keeping special cases
adjacent to an enemy unit unless it is Shaken. to a minimum, the ‘two platoon’ stacking limit for
friendly ground units may not be exceeded at any
note: You cannot use the flanking movement rate at time. This means that you need to watch the order
any point in a move if you are announcing ‘move and in which you move dense formations, lest faster
fire’ or ‘fire and move’. You may use it to enter close units be blocked by slower ones in the way.
combat with a Shaken unit. A scenario may have
special rules disallowing flank moves. Reality note
The stacking limits in GeddonWar are not realistic.
X: If a terrain is marked ‘X’ for its movement cost, A hex is the size of several football fields, so having
it is impassable to that type of unit. A road going more than eight vehicles or eighty men there should
through a hex negates that boundary, but only for not be a problem. So, why the limits? It is mostly as a
units staying on the road (and giving an attacker matter of game balance and practicality. Otherwise,
the +1DQ for a road-using target). players would tend to make ‘teetering stacks of doom’.
Imagine a stack of 5 units, with support weapons,
example: A vehicle cannot move through dense woods admin, improved position, sniper or other counters.
unless there is a road. However, if you use the road you That stack is just looking for an excuse to topple across
do not get the defensive benefit of the woods if you are the board. Limiting stacking to two platoons sets a
fired on while moving. In fact, your opponent gets a manageable upper limit on what each hex holds.
bonus because you are a target moving in a predictable
manner in a constrained area. However, once you are 3.02 Mounted infantry
done moving for the turn it is assumed that you have Vehicles with their MP in green can
parked to take advantage of available cover and you do carry one infantry platoon. Getting
get the defensive benefit of the woods if fired upon. in and out of the vehicles is part of
the movement step for a formation.
half-hexes: Half-hexes are playable and are If infantry in a hex is under such a
moved into normally unless a scenario states vehicle counter, they are assumed to be in the
otherwise. vehicle (this is how you keep track of where they
are). It costs half of the printed MP of the infantry
A note about terrain and vehicle (drop fractions) to mount or dismount.
For a hex 150 meters across, any terrain Note that infantry that does not have an action
that can block line of sight makes it a counter can dismount from a vehicle that does
trivial task for a unit to hole up some- have one (vehicle status does not change in this
place unseen. For instance, in an urban case). You cannot mount and dismount in the
hex you just park your vehicle platoon same action. You cannot retreat (4.16) into or out
between a few buildings on a narrow street or take an of a vehicle. Depending on what they do, infantry
infantry platoon down to the sub-basement of an office can act before, after or at the same time as their
building. And civilians in the area are doing just that, vehicle. While in the same hex they may act at
making themselves scarce. Soldiers on the other hand the same time and if they do, they end their
are there to fight, which means being able to see the actions at the same time. So, you can dismount
enemy and be seen in turn. GeddonWar reflects this infantry, make an attack with the APC and use the
with several modifiers. First, if you flank move you are infantry for a combined fire bonus (or vice versa).
deliberately taking less advantage of cover in order to Then, everyone gets an Action step.
move faster. Second, the counter-fire mechanic implies
that instead of ducking, you are staying where you can Mounting is done in the same hex as the vehicle.
shoot back. Third, the ‘retreat’ combat modifier (4.16) Dismounting is done in the same hex, or the
is all about taking advantage of cover and leaving the dismounting unit may expend the MP needed to
hex. Last, intensive fire (4.153) means really exposing dismount in an adjacent hex, provided that hex is
yourself and generates 2 extra action steps for a unit, empty or has no more than 1 friendly unit in it
making it vulnerable to counter-fire or later attacks. (this allows 2 APC’s in a hex to dismount infantry
without exceeding stacking limits for the hex).

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example: If this infantry wanted A few notes on reality


to get into the shown APC, it GeddonWar is a simulation game, but there are a few
would cost the infantry 1MP and aspects where the simulation bumps into limits of the
3MP for the APC. So, the APC medium and practicality.
could start in the same hex as
the infantry and then move, or turns: In actual combat the situation is very fluid and
move a few hexes to allow the everything is happening at the same time. No one is
infantry to mount up. ‘taking turns’. The notion of action steps or similar
things in other games simply reflects that a unit may
If the infantry started the have its attention focused elsewhere at a particular
impulse in the APC, they could moment in time. You might be busy fighting that guy
dismount into the same hex during the time that other guy pulls into view and
for 1MP, or dismount directly starts hammering you.
into the adjacent hex for 2MP
(1MP for dismounting, +1MP for scale: GeddonWar operates on a fairly standard scale
the cost to move into a light urban of approximately 150 meter hexes and 15 minutes for a
hex). cycle through formation actions. But modern anti-tank
weapons have effective ranges of several kilometers
You can dismount into an enemy-occupied (bigger than the map!), and have been used at such
adjacent hex, which immediately initiates close ranges in Iraq and elsewhere. In the interest of keeping
combat. If a vehicle has sufficient movement, it useful ranges smaller than the map and making infantry
can dismount infantry into its own hex and then useful on the map scale, vehicle weaponry has had its
the infantry and vehicle can move together into range nerfed a bit.
close combat. You cannot move into an enemy hex
and then dismount for close combat. Similarly, infantry at a jog could make it halfway across
the map in 15 minutes, and in the real world troops
For combat purposes, carried infantry normally approaching a fight on foot or in vehicles do eat up the
suffers 1 less action step than the vehicle does map. We nod to this by having a special ‘flank move’
from any damage it takes. So, a vehicle Pinned as rate for units that choose to move without due caution
a result of combat means the infantry inside takes instead of the normal eyeing the route ahead and
an Action penalty. Infantry that survives a vehicle cautiously moving from one point to another.
being destroyed is assumed to be outside the
wreck counter left by the vehicle and this takes no aggression: GeddonWar units are just pieces of
action nor gives an action step. Note that this can cardboard. The people they represent are not so keen
only happen if the vehicle is exactly destroyed. If on being thrown into harm’s way as their commanders
the vehicle takes more steps than are neccesary might want. In the real world, a series of battles that
to destroy it, the infantry is also lost. resulted in typical wargame casualties would result in
both sides having their entire armies eliminated within
3.03 Moving fire a month or two. GeddonWar recognizes that damaged
Units may move and fire or fire and move as their and eliminated units seldom mean the destruction of a
action, but if you intend to ‘shoot and scoot’, you platoon, but instead are more of a total demoralization
need to declare how much movement you will use combined with the survivors using the aforementioned
after firing (because how much you are moving movement rate to simply exit the scene and not return.
will be a modifier on the quality of your attack). If a forty-man platoon has lost half its men, it is likely
If you have declared move and fire, opportunity that the remainder use their theoretical ability to jog 15
fire against you upon your entering a hex happens hexes in a turn to get the hell out of town (or surrender
first and resolves, then your declared fire can take or hole up and let someone else do the ‘let’s get shot at’
place, if you did not take any action steps from the bit for a while). They are not all dead, but for combat
opportunity fire. See 4.161 for more on ‘move & purposes they are ‘eliminated’.
fire’ actions.
firepower: If some units look like they have zero
3.04 Close combat chance of harming another unit, this is deliberate.
If a unit or units move into the same hex as Some attacks can only be effective when units combine
enemy units, close combat happens. This resolves fire, flank attack or dive into bloody close combat.
immediately and is why units would choose to
move together rather than separately. Infantry in a So, take these into consideration when considering
vehicle does not participate in close combat. Close GeddonWar as a ‘realistic’ game, and have fun!
combat is detailed at 4.3.
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4.0 Combat 4.1 Fire combat


Most combat is going to be in the form of fire, Most fire combat uses the same steps to resolve,
counter-fire, opportunity fire or close combat, with so keep that in mind for later fire topics. Fire
special case rules for artillery, mines or IED’s. combat has several common-sense steps, some
of which are listed purely for formality’s sake:
A very important part of the GeddonWar rules is
the assumption that an enemy that can shoot • check action status
back effectively is likely to do so. You do not just • declare target
drive up and go ‘surprise!’ while the other guy sits • check range
there and takes it. Because the attacker can place • determine line of sight
themselves at risk by making an attack, you do • determine firepower
not simply shoot because you have a shot, and the • defender declares counter-fire, hold or retreat
game mechanics reward those who utilize effective • attacker declares intensive fire (optional)
tactics to minimize this vulnerability. • determine attack/defense modifiers
• roll for attack and defender countefire (if any)
The special dice for GeddonWar come in three • assign damage
flavors, black (default), red (intense) and green
(weak). The basic rules to remember for how 4.11 Action status
many dice you roll and what type are simple: A unit can only initiate or support an attack
(regular or opportunity fire) if it has no action
How many dice? counter on it. It can counter-fire (4.171) in any
• start with black dice equal to your firepower case, but the maximum number of hits it can get
• subtract dice equal to defender armor, if the result is reduced by the firepower modifier on the action
is negative, count as zero dice (this is important!) counter. For instance, a unit with an Action
• add +1DN for each extra unit firing marker takes a -1DN to its printed firepower if it
• add +1DN if the attack is flanking (4.163) counter-fires when fired upon.
• you never get to roll more than 6 dice
4.12 Declare target
What type of dice? If there is more than one unit in the target hex,
• total all the DQ modifiers for the attacker and you declare one of them as the target of your
defender (terrain, range, etc.) attack. Mounted infantry (3.02) cannot be targeted
• if positive, upgrade that many black dice to red but may suffer combat effects if the vehicle they
• if negative, downgrade that many black dice to are riding in takes damage.
green
• because of the way upgrades and downgrades 4.13 Range
work, you will never roll more than 2 colors of dice. Obviously, an attack needs to be within the range
If you are, you are doing something wrong. of the attacker’s weapons. Similarly, counter-fire
• if all dice are red or green and there are still requires that the defender have sufficient range to
upgrades/downgrades to be applied, they are lost shoot back.

example: If you had an attack factor of 3 against a example: The BMP-2


defense of 1 and the defender was in terrain with a has a range of 4 and the
-1DQ, you start with 2 black dice (attack minus Rebel militia has a range
defense), and they would be 1 black and 1 green of 1 (extended range of
(the -1DQ downgrades 1 black die to green). 2). If the BMP-2 is at a
range of 3 or more, the
Rebels cannot counter-fire.

Close range (half, dropping fractions) is a +2DQ


(stronger) and extended range (up to double) is
a -2DQ (weaker). Remember that this does not
adjust the number of dice rolled, just the type.

note: Units in close combat or with a range of 1 or 0 do


not get a short range bonus. And remember that units
with a red circle around their range number do not have
extended range and get no bonus for short range.

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Reality note LOS through blocked? note


A smart commander will always try to minimize an road n/a as terrain
enemy’s ability to shoot back. Engaging at long range clear no
if your range is superior (like the Battle of 73 Easting cultivated no
(1991)), or softening up infantry with some judicious soft sand no
shelling before sending in your own troops. Charging dunes yes level 0 obstacle
across open ground just because it is your impulse to rough yes level 0 obstacle
act may not be a good idea in GeddonWar. light or dense woods yes level 0 obstacle
light or dense urban yes level 0 obstacle
4.14 Line of sight marsh no
Abbreviated as LOS. All units involved in a direct river no
fire attack need to be able to see the people they wadi yes not within wadi
are shooting at. elevation change no -1DQ shooting uphill
crest yes in both directions
LOS is determined from the center of one hex to fence no
the center of another. LOS does not include the refugee camp yes
terrain in the hex the attack is made from, nor the wreck no
hex the target is in. For instance, urban terrain
blocks LOS, but you can shoot from one urban hex road: You use the terrain the road is in for LOS
into another urban hex, provided there are no determination. Even a straight line road on the
hexes in between that block LOS. A side effect of map can have gentle curves that would allow a
this is that you can always shoot into an adjacent blocking terrain to affect LOS.
hex.
wadi: A wadi has steep sides that limit visibility. A
For LOS, a hex is assumed to have the full value wadi hex see any distance within that wadi which
of all its terrain features over the entire hex, not does not cross non-wadi hexes, but cannot see or
just the actual silhouettes of trees or buildings or be seen from hexes outside that wadi.
whatever. So, if a line of sight crosses a hex that
would block it, a direct fire attack cannot be made. elevation: Contour lines represent elevation. If
If an LOS passes exactly down the border of a hex LOS crosses a hex with a contour line (even if the
that would block LOS, fire is not blocked unless the contour is not crossed), this blocks LOS unless a)
LOS passes down two or more such borders. it is in the same hex as attacker or defender, or
b) both firer and target are at the same elevation.
If a) or b) applies, LOS is also not blocked by
crossing lower contour lines unless it is crossing
another hill. For instance, there is LOS from G4-M7
& G4-T11 on the Burning Lands map, but no LOS
from T11-F12. Fire on you from lower elevations
takes a -1DQ and this counts as defensive terrain.

crest: A crest line is just a X


enough of an elevation
change that it affects LOS, X
like being on a very low
hill. If you are on a crest a a,b
line you can treat it as
being on a contour line
a
where both sides are
downhill from it.
example: The red unit can see the blue and green units
a a,b
but not the gold or black ones. The gold unit can see example: This unit can see
the green and blue units but not the red or black ones. everything except hexes a
The blue unit can see and be seen by all the other units marked X (all other hexes
except the black one, and the black unit cannot see or apply the listed elevation a
be seen by any of the other units. criteria). O10/N8 are in LOS
because it is down the side
a
of P10 (does not cross). a a
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4.141 Obstacle height Infantry support weapons add to unit firepower if


Geddon War assumes that things which can block they have the same color firepower number, else
LOS have a certain height. Normal ground level is the support weapon firepower stands alone (this is
considered ‘level 0’. Things on the ground and an Action for the firing unit). If a support weapon
which mostly block LOS between ground units are which adds firepower has a longer range than the
‘level 0 obstacles’. Examples are woods, urban, firing unit, you use the firing unit’s range or the
and dunes and crest lines. Some obstacles block support weapon firepower stands alone.
all line of sight from any height, like smoke. Hills
are ‘level 1’, ‘level 2’ and rarely ‘level 3’, and are 4.151 Specialized attacks & defenses
marked by a contour line in that hex. A depression Most units have a firepower number in one color
or wadi would be ‘level -1’ and is a special case. and a starburst in a different color, representing a
primary and secondary firepower type. Some units
Even if you have a height advantage, you cannot have the number and starburst in the same color.
see through a level 0 obstacle into an adjacent hex These are dedicated for a particular role, and are
that is also a level 0 obstacle (like two consecutive not good at anything else. A shaped charge anti-
urban hexes). A height advantage can see open tank rocket might be an example, something you
terrain (clear, cultivated) over a level 0 obstacle, would not normally use against infantry. Some
but if it is adjacent to the target, the attack takes defenses have a number and a shield that are the
an extra -1DQ for the partial obstruction. Your same color. These are defenses optimized against
units are not keen on being shot and will take that type of attack. A tank with reactive armor
advantage of any and all cover they can get. would be an example. A target with an appropriate
specialized defense gets +2 to its defense rating.
example: The BMP-2 is on a level 1 hill This is not a DQ adjustment, but is +2 to the
and wants to shoot over some light urban printed defense value against attacks where the
terrain (a level 0 obstacle) at a target firepower/starburst are also that color.
also in light urban terrain. Because you
cannot see over a level 0 obstacle into example: A Konkurs has a specialized
an adjacent one, there is no LOS and thus attack value of 6 (gold number on gold
no shot. starburst). The T-72B1 has an armor of
3, but it is specialized against that type
of attack so it counts as an armor of 5.
So, the Konkurs would roll 1 die for its
attack (attack of 6 minus defense of 5).

The Armata has a normal anti-vehicle


example: The same attack is made, attack of 7 (gold number on red
but the unit past the buildings is in a starburst). If firing on the T-72B1 it
cultivated hex. The attacker takes a would roll 4 dice for its attack (attack of
-2DQ, -1DQ for the cultivated terrain 7 minus defense of 3). The specialized
and -1DQ for the obstructed view defense of the T-72B1 offers no extra
because of the buildings. Since the benefit against the generalized anti-
defender is in a terrain that provides a vehicle attack of the Armata. For
defensive benefit, any normal rules instance, the Armata could be firing
regarding such a terrain do apply. armor-piercing solid penetrators that
are unaffected by reactive armor plates.

4.152 Improved positions


A unit in an improved position that
4.15 Determine firepower matches its defense color gets a +1
The base firepower of a unit is its printed value. to its printed defense value, which
This value is then reduced by the defense of the means that attacks against it roll 1
target. If the result is zero or less, you count it as less die (-1DN). Only one improved
zero. Results of zero cannot actually do anything, position can be in a hex and it automatically
but are a base level that can have dice added to it affects all units with that type of defense in that
by combining fire with other units. hex. Improved positions are removed from play if
any unit using it is eliminated (e.g. your improved
vehicle positions are filled with flaming wrecks).

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4.153 Intensive fire (optional) 4.161 Determine offense modifiers


An attacker who does not move may declare Determine the total for all modifiers on the attack
‘intensive fire’. This is a +2DQ (stronger). The and adjust the dice colors accordingly. The table
penalty is that this costs you 2 extra action steps, below lists most of the modifiers and a full version
so you go from ready to Shaken, and this makes is on the combat reference sheet. Remember
you vulnerable if you can be counter-attacked or that positive DQs make attack dice stronger,
attacked before you get a chance to recover. This negative DQs make the attack dice weaker.
is a measure only for the desperate and those with
superior range and good logistics. You cannot use defender in terrain
intensive fire as opportunity fire (4.21). infantry wheeled tracked
road +1DQ +1DQ +1DQ
4.16 Declare defense status clear +0DQ +0DQ +0DQ
Depending on their action status and the terrain cultivated -1DQ +0DQ +0DQ
they are in, the target of an attack can just take it soft sand -1DQ +0DQ +0DQ
(no dice modifier), counter-fire, or retreat. dunes -2DQ -1DQ -1DQ
rough -2DQ -2DQ -2DQ
counter-fire: Available to any unit of the non- light woods -1DQ -1DQ -1DQ
acting player, even if it has Action, Pinned or dense woods -2DQ -1DQ -1DQ
Shaken marker. That is, the units of the currently light urban -1DQ +0DQ +0DQ
acting formation may not counter-fire if fired upon. dense urban -2DQ -1DQ -1DQ
Counter-fire just means you are shooting back at marsh -1DQ +0DQ +0DQ
your attacker and we will detail how this works at river +1DQ +1DQ +1DQ
rule 4.171, but the short form is that the attacker wadi -1DQ +0DQ +0DQ
gets a +1DQ (stronger) since you are choosing to elevation change(up) -1DQ -1DQ -1DQ
stay where the enemy can see you so that you can crest +0DQ +0DQ +0DQ
shoot back at them. flank move +DQ all +DQ all +DQ all
fence (special) +1DQ +1DQ +1DQ
retreat: Available to any unit that is in a terrain refugee camp -1DQ -1DQ -1DQ
that reduces the attack quality against it and wreck -1DQ -1DQ -1DQ
which does not have a Pinned or Shaken marker.
The unit must be able to leave the hex it is in, and situational
move to an adjacent one that is not in enemy LOS infantry wheeled tracked
(or is out of range). Retreat is always ‘away’ from tech (dis)advantage ±1DQ ±1DQ ±1DQ
the attacker in the sense that the range to the moving fire -1/-2/-3DQ -1/-2/-3DQ -1/-2/-3DQ
attacker cannot decrease from the retreat. The counter-fire +1DQ +1DQ +1DQ
unit foregoes any chance at counter-fire and this retreat -2DQ -2DQ -2DQ
is worth an additional -2DQ over the terrain they
were in. Basically, you take some of the attack and technology: The red, black or green lightning bolt
then decide to bug out. on the center right of a counter represents the
training, supply level and overall technology base
note: A special case is if infantry is of the unit, red being the best and green being the
equipped with a support weapon that worst. For each point of tech difference between
has a ‘no move’ notation. This type of attacker and defender, you get a ±1DQ. That is, if
support weapon is unwieldy and cannot the attacker is better, their dice are stronger and if
be quickly dismounted for transport. If the attacker is worse, their dice are weaker.
the infantry unit using it chooses to
retreat (including a defender in close combat), the example: With no other modifiers, the
support weapon is destroyed and removed from play. T-72 rolls 2 dice against the Rebel T-55,
and it would be 1 red and 1 black die
An acting unit fired upon while moving may retreat because the T-72 has a +1DQ for a 1
if they can exit the attacker’s LOS, but only if point tech advantage. The T-55 rolls 1
they have unused movement points to retreat into die against the T-72 and it would be 1
the hex they just left. Movement of the unit ends green die, because the T-55 has a
after the retreat and they lose any ‘fire’ part of any -1DQ for a 1 point tech disadvantage.
‘move & fire’ action they might have declared. A
reason to advance into fire only to run away is as a
feint, to make an enemy commit firepower so that
a different unit can advance unopposed.
14
A lot of the hardware in GeddonWar is superficially flank move: If you are using the flank movement
the same, but with noticeable differences in quality. A rate and are attacked, the attacker gets a +1DQ
T72 has the same 125mm gun as a T64 and an M1A1 on all their dice (effectively, +1DQ per die rolled).
exported to Saudi Arabia has the same 120mm gun as This also applies if someone calls in indirect fire on
an M1A3 used by the USA. But the ammunition the you while using flank movement. You are moving
Russians sell for export T72’s is not as good as what in a hurry and not taking advantage of cover.
they use for themselves, and the USA does not sell
depleted uranium penetrators to anyone else. There are fence: If you are fired on during your turn right
also differences in the quality of night vision equipment, after passing through a fence, whether intact or
targeting aids, armor quality and so on. Many Russian breached, the attack on you gets a +1DQ because
vehicles with an ‘M’ suffix are known as ‘Mickey Mouse’ your movement is either limited or channeled in a
versions because the export models have less capable way that makes you an easier target.
fire control and other features. Similarly, some of the
forces in GeddonWar are badly out of date and/or 4.162 Combined fire
poorly trained. They are still using T55’s in Syria, and Two or more units in the same formation can
even old T34-85’s were pulled off of war monument mount a joint attack. First, you define the unit that
pedestals and put back in service in the conflict in is leading the attack, then for other units check if:
Ukraine in 2015. The use of tech modifiers recognizes
these differences plus varying personnel quality and • the target is in LOS of all units. In the case of units
operational doctrines. with indirect fire capability, only one of the units
needs to have LOS
moving fire: We mentioned that units can do a • all of the units combining fire are in the same or
‘move & fire’ or ‘fire & move’ action. If you use all closer range band as the lead unit (close, normal,
your movement points before making an attack, extended). Units without close or extended range
your attack takes a -3DQ. If you use at least half (1.312) count as all ranges
but less than all your movement points, it takes a
-2DQ, and if you use less than half of your move- Combined fire increases the firepower of the attack
ment points it takes a -1DQ. by 1 die for each extra unit involved (a +1DN), up
to a maximum +3DN for combined plus flanking.
If you are doing a ‘fire & move’, you must declare This is not a DQ. Remember that the minimum
before firing how many movement points you firepower of an attack by 1 unit is zero dice, so
intend to use after firing. This is used to figure the combined fire will allow multiple inferior units to
modifier on your attack. You do not have to use all get a roll when normally they would have none.
the declared movement points, but you cannot use Supporting units do not need to have the same
more than the declared movement points. If you firepower type as the lead unit. Combined fire is
take damage from opportunity fire or counter-fire, only possible during your formation’s turn to act
that unit is done. If it has not fired, it cannot fire, (you cannot combine fire with opportunity fire).
and it can do no further movement except for a
declared retreat (4.16). note: If a defender chooses to counter-fire, they may
do so against any one of the units involved in the
road: If you are fired on while using the faster combined fire attack, assuming they can see them.
movement rate for roads (or have no other choice
but to use the road to get through a terrain), 4.163 Flanking
you are in the open and have limited options for If combined fire enters the target hex from two
concealment. This is give the attacker a +1DQ. If different hex sides, you are laying some of that
fired on while moving, you can retreat if the fire into a less protected arc for the defender and
terrain the road is going through has a defensive this is worth an extra +1DN. A hex spine is not
benefit, but you are still counted as being on the different than the hex side it touches. Air attacks
road for combat modifiers. are always a different hex than a ground attack.

river: Whether you are in a river in an amphibious example: Two units in hex A
vehicle or are crossing a river on a road, you are making a combined attack on C B
vulnerable. A road over a river is a bridge and an would get +1DN on the attack.
attack against a target there gets a total +2DQ. One unit in hex A combining with a C
unit in hex B would get +2DN,
note: If you end your movement on a bridge over a +1DN for combined fire and another
A
river, the modifier for attacks on you after moving is +1DN for flanking.
still +1DQ (you count as being on the road).
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4.17 Roll for attack/counter-fire This number can easily be zero, meaning that
This is where the rubber meets the road. Take the there is no point to counter-fire in that case. Note
dice, apply a ±DQ if needed for circumstances that for the sake of simplicity we do not apply
and roll them. The dice have a combination of tech or long range differences to the counter-fire
starbursts, shields and blank faces. A starburst is a calculation.
‘strike’ for the attacker and a shield is a ‘strike’ for
the defender if they are doing counter-fire (we will The number of shields on the attacker’s dice is the
get to that in a moment). number of strikes the defender does with counter-
fire, and these convert to hits in the same way as
There is a difference between ‘strikes’ and the attacker’s starbursts do.
‘hits’, and this is based on firepower and
defense colors: example: The BMP-2 is attacking and
the Militia with the RPG-7 is choosing to
• primary: the attack number and defense shield are counter-fire. Because the defender’s
the same color, each strike is 1 hit (e.g. red attack firepower is 4 and the attacker’s defense
number vs. red shield, like infantry vs. infantry) is 1, the maximum number of hits the
• secondary: the attack starburst and defense defender’s counter-fire can do is 3. If
shield are the same color, each 2 strikes (drop there were no other modifiers, the
fractions) is 1 hit (e.g. red attack starburst vs. red attacker would roll 2 dice (attack of 3
shield, like most tanks vs. infantry). vs. Militia’s defense of 1). The roll is
• tertiary: neither the primary or secondary color is 1 red and 1 black die because the
the same as the defense shield, each 3 strikes (drop attacker gets a +1DQ upgrade for a
fractions) is 1 hit (e.g. gold attack number on gold defender choosing counter-fire:
starburst vs. red shield, like an ATGM vs. infantry).
• if the defense shield is gray, it automatically counts
as matching the primary attack color (i.e. each strike
is 1 hit, like anything vs. a truck).

example: Both the infantry and the This is 2 strikes from the attacker on the defender and
BMP-2 have a firepower of 3 and a 2 strikes from the counter-fire back at the attacker.
defense of 1. If the BMP-2 attacked Because each side is using primary firepower (number
it would roll 2 black dice (attack of color (primary attack) vs. shield color)), each strike is
3 minus defense of 1) and each 1 hit. So, the attacker takes 1 action step for making
starburst on the dice would be a hit the attack and takes 2 more from counter-fire, and the
on the infantry (red number (primary defender takes 2 action steps from the attack. The final
attack) vs red shield). If the infantry result is that the BMP-2 is Shaken and the Militia is
was the attacker, it would also roll 2 Pinned.
black dice, but each 2 starbursts would
be a hit on the BMP-2 (gold starburst Counterfire is not an action. The penalty you take
(secondary attack) vs. gold shield). for counterfire is the +1DQ the attacker gets for
you sticking your fool head out and shooting back.
4.171 Counter-fire
Counter-fire means that instead of withdrawing or Counterfire is always optional and may not always
hunkering down, you are actively returning fire on be possible or even a good idea. A unit may be
your attacker. This gives the attacker a +1DQ, so under attack from a position that is out of range
you only choose this option if you think you can of its own weapons or not have sufficient firepower
hurt your attacker by doing so. Counter-fire is to harm the attacker either through unit inferiority,
only allowed for the non-active player. That the attacker is firing from cover or because the
is, if it is your turn to move and one of your units target has action steps reducing their effective
is shot at while moving, you do not get to counter- firepower value. A smart attacker will try to make
fire. If a defender chooses counter-fire, the enemy counterfire opportunities as useless as
maximum number of hits they can do to the possible. Sometimes it is better to Retreat (4.16)
attacker is their firepower: and sometimes you just have to take it. War is
unfair that way sometimes.
• minus the attacker’s defense value
• minus any action DNs (action, depleted, shaken)
• minus 1 if the attacker has any defensive terrain

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4.18 Assign damage 4.2 Special combat situations


Geddon War uses a fairly simple progression when The previous rules cover the most common
a unit acts, takes a hit or hits: combat situations. The following rules cover the
rest, with close combat having its own section.
• Action(-1DN)
• Pinned(-2DN) 4.21 Opfire
• Shaken(-3DN) Or ‘opportunity fire’. This is where a unit able to
• Damage step initiate an attack (not Action, Pinned or Shaken)
fires during another player’s action. This is done in
These losses are progressive, so if you already response to moving or announcing an intent to
have a result, you take the next highest result you move. Yes, your opponent can say “I’m going to
do not have. You would never have more than move this unit” and you say “I shoot him first”.
one action counter on a unit. A ‘damage step’ This includes shooting at an APC announcing it is
means you flip the unit over to its reduced side. If dismounting infantry, or shooting at the infantry
you take a damage step and the unit is already after it dismounts (not both). Only one unit may
damaged, it is eliminated (vehicles are replaced opportunity fire per enemy unit (no combined fire
with a wreck counter (maximum 1 wreck per hex)). with opfire). Opportunity fire does generate an
Action for the unit doing it, so a unit can only
example: If you were moving you would get an Action opfire once. If you do any action steps to a unit
marker when you were done. If you were attacked with opfire, it stops in that hex (or its retreated
while moving and took 3 hits, your unit would be hex), gets an action step and cannot fire.
Shaken. Then you would take your Action penalty
after moving and take a damage step, ending up example: If you have a stack of 2 units and a stack of
Shaken and reduced. 2 enemy units moves into your line of sight, 1 of your
units can fire on 1 of the enemy units in 1 hex, and if
example: If your unit has acted already (Action the enemy continues to move, your other unit can fire
counter) and it takes 1 hit, it gets a Pinned counter. on the same or a different unit in the next hex.
If it was already Pinned, the Pinned counter is
changed to Shaken and if it was already Shaken note: ‘Announcing an intent to move’ is important. It
it takes a damage step. If it was Shaken and had a means if someone is right next to you and says they
step loss and took a hit, it would be eliminated. want to move into your hex to do assault combat, you
get to shoot at them before they get to you.
Since most units can only survive one damage
step, taking five hits before you get a chance to example: Player 1 (ISIL) has
recover morale will eliminate the unit (Action, militia at B and C, and
Pinned, Shaken, damage step, eliminated). Player 2 (Russia) has a
ready infantry at A. Player
The idea is that the more your unit is doing and having 2 can declare Opfire if: X C
done to it, the more it is ‘used up’ and has to recover.
Given time, a unit that is Shaken can fully recover. 1) C announces an intent
Combat in GeddonWar is about either hitting so hard to move adjacent to X
you eliminate a target in an alpha strike, or whittling 2) after it moves to the
them down with multiple attacks over several turns, open area adjacent to X
forcing them to retreat out of positions that you want
and they can no longer hold, or just keeping them Player 2 can also B
demoralized long enough for you to achieve your announce Opfire if B
military objective. You might not be able to eliminate announces an intent to A
an enemy anti-tank position, but as long as you can move into A and initiate close
keep them from shooting at you it is almost as good. It combat. That is, A is ready and
requires a different strategy than some games at this waiting for B to come out and play. However, any Opfire
scale, and a little bit of patience. means that A would get an Action counter, so it could
not Opfire on B and C unless hex A had two ready
infantry. Tactically, B is pinning down A with its
presence. If A shoots at C when it dashes across the
open, it means that B can move into A’s hex and initiate
close combat without any fear of being shot at on the
way there.

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4.3 Close combat attacker


If your ground units are occupying the same hex defender push envelop
as enemy ground units, close combat ensues hold attacker: +2DQ attacker: +1DQ
(close combat is only possible between ground
units). This happens immediately, so if you desire defender: +2DQ defender: +0DQ
multiple attackers, they need to move together as
per rule 3.0. Close combat does not have a fire/ retreat attacker: +0DQ attacker: -2DQ
counter-fire mechanic. Rather, each side gets a
separate die roll to determine their effect on the defender: +1DQ defender: -2DQ
other. Close combat is resolved as follows:
4.33 Adjust firepower and type
• determine leading unit (4.31) As a default, each side calculates the dice they
• determine type of combat (4.32) would roll as for ranged combat, which includes
• adjust firepower type (4.33) +1DN for combined fire if there are two units on
• determine number of dice rolled (4.33) a side (note: Trucks do count in close combat).
• apply close combat modifiers (4.34) Support weapons with a ‘no move’ notation cannot
• resolve combat & admin (4.35) be used by the attacker in close combat. A lead
unit with a usable support weapon may choose to
4.31 Leading units use its firepower or not, depending on situation.
If a side has more than one unit in the fight,
players declare (attacker first) which is leading the There are couple of major exceptions to this. First,
attack or defense. This makes a difference for infantry units have a minimum die roll of 1 die (not
combat modifiers and also which unit takes the zero dice), regardless of the defense value of the
first hit from any damage dealt. The lead attacker enemy lead unit. Second, if infantry is the lead
is targeting the lead defender, though all units unit against a vehicle lead defender in light urban
can be affected by the results (this can make a terrain, the infantry gets +1DN, or +2DN in dense
difference when applying firepower color to urban terrain. Conversely, if a vehicle is the lead
defense color) All later modifiers apply to the lead unit against an infantry lead attacker in terrain
unit on a side. If a side only has one unit, with no defensive benefit for infantry, the vehicle
that unit is by default the leading unit. gets +1DN.
4.32 Determine type of combat example: In an dense urban close
There are a pair of double-sided counters for close combat situation between these units,
combat. One reads ‘push’ and ‘envelop’ (for the the T-55 would roll 3 dice (its firepower
attacker) and the other reads ‘hold’ and ‘retreat’ minus the Rebel defense) and the
(for the defender). infantry would roll 3 dice (they get a
minimum of 1 die, then +2DN for
• push: You are trying to evict the enemy from the fighting a vehicle-led force in dense
hex. If you do more hits than you take, the enemy urban terrain.
must retreat if possible, otherwise the enemy unit(s)
are eliminated. Otherwise, you return to the hex you On the other hand, if this close combat
entered from (or any hex if not possible). took place in the open, the T-55 would
• envelop: You are trying to surround and eliminate roll 4 dice and the Rebel infantry would
the enemy. If the enemy does not choose retreat and only roll 1 die (it always gets 1 die).
you do not eliminate all enemy units, you must
return to the hex you entered close combat from if In addition, infantry leading units are assumed to
possible (or any hex if not possible). have the same attack type as the defender’s shield
• hold: You are trying to retain control of the hex at all color. For instance, infantry attacking a vehicle
costs. counts as the same primary attack color as the
• retreat: You are automatically ceding control of the vehicle’s shield color (i.e. one strike = one hit).
hex to the enemy.
example: In both cases in the previous example, the
Each player hides the tactic they are using behind vehicle is rolling as anti-armor firepower against a
their hand and then reveals them simultaneously. infantry defense (2 strikes to get 1 hit) and the
The combination of the two gives a ±DQ for each infantry counts as anti-armor firepower against an
person’s roll. armor defense (1 strike to get 1 hit).

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4.34 Apply close combat modifiers step 3: Adjust firepower and type. Even though
Close combat has three possible dice modifiers. the infantry has the same firepower as the T-72’s
Moving to engage in close combat is not a defense, they get a minimum of 1 die. They get
modifier, and the action step involved is applied +1DN for the second infantry, and +2DN for
after combat results. attacking an unsupported tank in dense urban
terrain. So, they will be rolling 4 dice. The T-72 is
• tactics: As previously described (4.32). simply rolling 4 dice for its firepower minus the
• tech: If there is a difference in tech lightning bolt infantry defense. The Rebel militia is assumed to
color between lead units, whichever side has the be rolling anti-armor firepower against an armor
better tech gets a +1DQ or +2DQ, depending defense, while the T-72 is rolling anti-armor
on the degree of tech advantage. firepower against an infantry defense.
• terrain: The lead attacker compares the terrain
modifier for the hex they entered combat from to the step 4: Close combat modifiers. Combatants get
modifier for the lead defender in the hex where the the following dice modifiers:
combat is taking place. If there is a difference in
modifiers, the side with the better defensive terrain • tactics: Envelop vs. hold gives attacker +1DQ
gets a +1DQ. That is, attacking a defensive terrain Envelop vs. hold gives defender +0DQ
from the open is worse than attacking into the open • tech: The T-72 has a tech advantage for a +1DQ
from defensive terrain. • terrain: Even though the militia entered dense urban
terrain from dense urban terrain, this is better for
4.35 Resolve combat & admin infantry than vehicles, so the militia gets +1DQ.
The attacker rolls their dice and counts the strikes,
then the defender, but results are simultaneous. So, the militia will be rolling 4 dice and they will be
Remember that you convert strikes to hits based 2 red and 2 black dice (4 black dice after a +2DQ
on the firepower type of the lead unit. The first hit is applied) and the T-72 platoon will be rolling 4
is done to the lead unit on that side, and further dice and they will be 1 red and 3 black dice (4
hits alternate between units. Afterwards, each black dice after a +1DQ is applied)
attacker gets an Action step (effectively, close
combat is a ‘move & fire’ action) and the lead step 5: Resolve combat. The attacker rolls 2 red
defender gets an action step. and 2 black dice and the defender rolls 1 red and 3
black die. Each side gets 3 strikes on the other:
Apply damage and then check the ‘type of combat’ attacker:
to see who has to leave the hex and who gets to
stay. A defender retreating has to obey stacking
limits and within that, must retreat to one of the
three hexes ‘away’ from the attack and if possible
to a hex with a defensive terrain for at least one of
the retreating units. A retreating attacker usually
defender:
goes back to where they came from, and if this is
not possible, then to a hex adjacent to this.

example: Two militia (FP of 3, DEF


of 1), assault a T-72 platoon (FP of
5, DEF of 3) from dense urban
into dense urban terrain (-2DQ for The difference is that the infantry firepower (anti-
infantry, -1DQ for vehicles). armor attack on armor defense) does 3 hits to
the T-72 and the vehicle firepower (anti-armor
step 1: Lead units. The infantry attack on infantry defense) only does 1 hit to the
units are identical and there is infantry because it takes 2 strikes for each hit by
only one defender, so this is secondary firepower. This makes the T-72 Shaken
simple. (3 hits) and the lead Militia gets an Action marker
(1 hit). Then, both attackers and the lead defender
step 2: Type of combat. The get 1 additional Action step. This causes a damage
militia does not want the tanks to step for the T-72, changes 1 Militia to Pinned and
get away, so they choose ‘envelop’. the other to Action. The militia must retreat from
The tanks foolishly have orders to the hex because they chose ‘envelop’ but did not
‘hold’, so that is what they choose. totally eliminate the defenders.
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5.0 Advanced rules 5.21 Unguided rockets


Everything up to this point has been rules that This is exactly what it sounds like.
apply to virtually every unit in the game. The rules Their firepower tends to be lower
that follow are going to be uncommon, but when quality, though the individual
they do show up, tactically important. rockets may be more powerful.

5.1 Indirect fire


Units with their range number in a 5.22 Precision munitions
black circle are capable of indirect This is a submunition barrage that
fire. This just means they can shoot is called in against a particular unit
at targets they do not have LOS to, type, targeted through some
as long as a friendly non-Shaken combination of thermal signature,
unit does have LOS. GPS or laser or microwave target
designation. You choose which side of the counter
Providing this targeting information is not an you wish to use when it is drawn unless the
action. Indirect fire is figured normally except for scenario specifies otherwise. This attack only
the LOS part, but the attack takes an extra -2DQ. affects the specific unit targeted and has no effect
Units which can utilize indirect fire may be part of on other units in the same or adjacent hexes. You
a combined fire attack (4.162) or flanking attack cannot retreat (4.16) from this attack.
(4.163), and can opfire (4.21) on units outside
their LOS. If used in combination with other units, 5.23 Smoke/dust (optional)
an indirect fire attack only takes the -2DQ if the Rockets, artillery and mortars can
indirect fire unit is the lead unit for the attack. generate enough dust and smoke
to block visibility. Any result of 3 or
You cannot do counter-fire against a unit using more strikes against the unit(s) in a
indirect fire unless the defender also has indirect hex (total for all units in a hex) puts
fire capability. You cannot do counter-fire at all if a smoke counter in that hex. This blocks all
the indirect fire comes from off the board (5.2). LOS into, out of or through that hex from any
Elevation provides no defensive benefit vs. indirect elevation (exception:adjacent hexes can see into
fire of any type, including off-board artillery. that hex and those in the smoke can see adjacent
hexes, both with a -2DQ). Put a smoke counter
5.2 Off-board artillery into the cup with the same number on it. The
Formations may have the ability to smoke counters on the map are removed when
call in attacks from mortars, rocket that chit is drawn. This does not count as a
rocket launchers, artillery or even formation action for scenario length. If a
cruise missiles, with or without scenario calls for an actual smoke mission, no
submunitions or precision guidance. damage is done, but if the strikes rolled are 1 or
All of them have some common characteristics. more, you put a smoke counter in the hex.
They have a primary and secondary firepower
color, a firepower that applies in the main hex that 5.24 Friendly fire (optional)
is targeted, and a firepower that applies to all the If you call in any form of strike that could hit your
surrounding hexes. They also have a quality bolt own units, presumably they have advance warning
to indicate how good the artillery is. Off-board and get a -1DQ against them, if they are already
artillery does not take a -2DQ for indirect fire. in terrain that has an inherent -1DQ or better for
that unit type. That is, they use cover better
Normally, a scenario will give one or both sides because they know it is coming.
artillery counters that are placed in the cup and
which resolve when drawn. This does not count
as a formation action for scenario length. A
scenario might also give a player artillery counters
as a reserve, to be used at any time or used as
part of a particular formation’s actions.

Off-board artillery applies its firepower separately


to each target in all hexes, including friendly units
that happen to be caught in it. You can retreat
(4.16) from artillery or rocket strikes if an adjacent
hex has better cover than the one you are in.
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5.3 Limited munitions Second, someone suspicious of a hex can do


A very small number of units and ‘recon by fire’. A unit or units attack the hex like a
support weapons have a green circle normal attack against a target with a defense of
around the range for their attack and a black tech bolt, applying the
value. This represents a weapon or appropriate dice modifiers for the terrain, etc. (this
unit that may be powerful, but is in means you need a firepower of 3 or more, or two
such limited quantities that it can only do a certain units firing on that hex). If the result of this is at
amount of damage, or which has a slow enough least 1 strike on that imaginary target, all the off-
rate of fire or other factors such that it is unlikely map counters for that hidden marker are put into
to eliminate an enemy unit in a single attack. For play (they took no effect, but are now revealed).
instance, the counter shown might represent a Basically, you made someone jumpy enough that
single drone with several RPG-7 rockets. While it they gave away their position.
can do some serious damage, it is unlikely to
eliminate a platoon of 3-4 vehicles in one pass. Third, a hostile unit moves into the hex. This
reveals any hidden units in the hex. In the case of
A unit or support weapon with this characteristic IED’s, it may also trigger them.
can never do more than 1 damage step from an
attack, opportunity fire or counter-fire. It might do Fourth, the scenario rules might define that hidden
several hits, but it cannot eliminate a unit that has units are revealed at some point. For instance,
not already taken a damage step. drone-based recon might provide an aerial view to
local commanders.
example: If fired at a Shaken unit and it does 2 hits,
this would normally cause 2 step losses and eliminate 5.41 Snipers
the unit. However, this weapon can do no more than 1 Snipers are a unit (a team of 2 or
step loss, so the extra effect is wasted. 3 individuals) that are inherently
hidden in most scenarios where they
5.4 Hidden units are utilized. The hidden markers for
As part of a scenario, some units may be defined a sniper team can be placed in any
as ‘hidden’. There are four ‘Hidden’ counters in the terrain that provides a defensive benefit for
game, labeled A through D. You place the hidden infantry. Whenever the sniper fires, the target
counters on the map in the appropriate hexes for has to be something the actual sniper can fire on.
the setup, and just write down on a scrap of paper When the sniper fires, the other player can point
which units (if any) are under each counter on to one of the on-map ‘hidden’ markers and the
the map. Make sure to take stacking limits into other player has to remove it and reveal its
account. Special features like improved positions contents, placing the sniper on the map if the
are also hidden if in the hex. A hex may contain other player guessed correctly. The sniper cannot
visible units and a ‘Hidden’ counter. be fired on or counter-fired against until after
its location has been revealed. A sniper gets a
example: If a scenario gave you 3 Hidden counters, minimum of 1 die against any target, even if its
you could put 2 units, a support weapon and an armor is greater than the sniper’s firepower.
improved infantry position at ‘1’, a tank platoon at ‘2’
and nothing at all at ‘3’. And your opponent does not Snipers are automatically eliminated in close
know which is which until you reveal them by attacking combat by themselves and roll no dice in close
or they are revealed by other circumstances. combat. If in a hex with friendly units in close
combat, they are eliminated if they take 1 hit.
That is, a good commander can look at the terrain Snipers do not have a damage step side and
and think “that’s a good spot for someone to hide cannot combine fire or flank fire with other units.
an anti-tank rocket” and act accordingly. The
marker on the map is the potential of hostile units A sniper does not count towards stacking limits in
that makes the other player tread warily. a hex. A sniper may board or dismount from an
APC with no movement cost to the APC, and one
Hidden units are revealed in one of four ways. sniper may occupy an APC that has infantry in it
First, a hidden unit in the hex fires or moves. This and vice versa. For purposes of the Initiative rule
removes the hidden marker and places all the (2.023), snipers always have initiative.
units that are actually there onto the map. A non-
hidden unit in the hex can fire or counter-fire Against platoon-size units, snipers are not hugely
without revealing the hidden ones. effective, but they can be a harassing force.

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5.42 Improvised Explosive 5.5 Minefields


Devices Minefields are generally not huge
Otherwise known as IEDs. These expanses of dangerous terrain.
are powerful, single-use explosive, Rather, like IEDs they are designed
shaped charge or frag bombs placed to harass anyone who uses the most
where an enemy is expected to go efficient means to get from one spot
and detonated remotely. to another. Simply the notion that there are mines
in an area slows people down, as no one wants to
IEDs are placed as part of a scenario setup, and get blowed up because they were in a hurry.
are represented by hidden counters, one or more
of which is the real thing. The others are merely Unlike IEDs, mines are equal opportunity offenders
suspicious objects and warrant investigation. IEDs that will automatically attack any unit entering the
must be placed in road hexes, and if an IED interdicted area. Terrain modifiers on dice quality
‘Hidden’ marker is in a hex you must use road do not apply vs. attacks by mines.
movement if you enter that hex from a road
hexside (even if there is no IED there). A minefield counter represents a hex where there
is a probability of encountering mines. Infantry
That is, the people placing the IED are taking units cannot trigger mines with a gold primary
advantage of irrigation canals, ditches or other firepower number, but vehicles do trigger mines
natural or created choke points in a hex that with a red primary firepower number.
you must pass through to traverse the hex in a
particular direction. If you enter a potential IED The firepower for mines is reduced by half your
hex, either the Hidden marker is automatically defense (round up), and you also subtract the
removed or the IED goes off, depending whether number of extra movement points you choose to
or not there was anything there. spend when entering the hex. If you go slow
enough, you can reduce the effective firepower to
A player can attempt to get rid of IEDs by moving where it rolls no dice (you take sufficient time to
to an adjacent hex and firing on the suspicious scout a clear path).
item using the ‘recon by fire’ method of revealing
hidden units. If they reveal the actual IED, it example: Say a minefield hex with a firepower of 4
detonates, does no harm and is removed from firepower has a 1MP cost to enter it. If you spend 3MP
play. to enter it (you are being extra cautious), the +2MP you
spent reduces the firepower to 2.
An IED can be commanded by a single individual,
so IEDs do not need to be associated with or Theoretically, once someone has a clear path
require a line of sight to any friendly units in order through a minefield, others can follow. However,
to be detonated at the proper time. this is the heat of combat and others entering the
hex might not enter from the same facing or even
Vehicle-borne IEDs are suicide truck be friendly, so there is no point in giving them a
bombers. They can be used exactly clear path or trusting that a marked path is
once, and only in close combat, after actually clear. So, minefields apply to any ground
which they are removed from play. If units that enter the hex, regardless of who or
in close combat with another friendly when.
unit, the VBIED is always the lead
attacker and it is removed from play before close
combat damage is applied.

5.43 Barricades
A barricade is a barrier than can only
be placed in a light urban or dense
urban hex. It does not provide any
extra defensive benefit for units in
the hex, but it does increase the cost
to enter the hex by 2MP. That is, the hex cannot
be completely blocked, but it can be blocked to the
extent that it takes you extra time to get around
the debris.

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5.6 Air units 5.7 Civilians


Air units are easy to distinguish from other units. Battles in GeddonWar take place in
Their movement type is ‘A’ (air) and they generally cities that were still active and full of
have blue defense shields, and of course a vehicle civilians going about their daily life.
picture that does not look like any land unit. An armored assault on an apartment
block full of rebels could be taking
Only 1 air unit can be in a hex, and air units do not place while ordinary people are driving down the
interact with ground units except to shoot at and same freeway that APC’s were unloading from and
be shot by them. An air unit has an LOS like it is 1 tanks are attacking from (yes, there are online
level above the surrounding terrain (4.141) and videos of this exact thing happening). An infantry
the range from an air unit to the ground is simply firefight across a street could be between buildings
the distance in hexes. An air unit able to see you filled with cowering civilians.
does count in Morale recovery (2.021) if you are
in range of its weapons (or adjacent for the Harop Civilians are a complication in battles. With various
or Hero). All air units are always moving and media reporting on the fighting and ubiquitous
take no ‘move & fire’ penalties. mobile phones recording things, each side was
aware of political repurcussions and propaganda
Air units generally represent 1 vehicle and have effects if their own side was seen engaging in
only 1 damage step. Anything causing a damage indiscriminate slaughter of non-combatants.
step eliminates the unit. Air units that still have an
Action counter on them after their Morale step How civilians are placed, move and respond will
(2.021) are removed from play (if you can go be part of a scenario’s setup, but their effects on
250kph and are demoralized, you do not hang combat are generally the same. Civilians can be
around). Whether or not the unit can return to represented by counters or just a special scenario
play is dependent on the scenario. rule, and could represent dozens of vehicles or
hundreds of people in or moving through the hex
5.61 Helicopters over the course of a turn.
Helicopters have only one damage
step but two sides to the counter. Attacks made into a hex with Civilians will cause
One represents a slow mode which collateral damage if any of the dice on the attack
allows them to fire anti-tank guided have a face with (any color). The attacker
missiles, and the other is a manuever may voluntarily downgrade any number of their
mode that allows them to use nose- attack dice (after DQ modifiers) to reduce this
or pylon-mounted autocannon. You chance (an attack with nothing but green dice has
may flip from one side to the other no faces with , and so cannot do collateral
as the first thing the unit does as damage). If the defender counter-attacks and
part of its action, and it remains in Civilians are in the attacker’s hex, the defender’s
that state until it can initiate another counter-attack does collateral damage if any of
action. the attack dice have a face with (any color).
Note that green dice do have one face with .
5.62 Drones Civilians do not affect stacking limits but generally
Drones are simply remotely piloted cost +1MP to move through.
air units. They usually have a limited
armament compared to a larger unit example: This attack roll
like a helicopter, or may be single use would cause collateral
devices. The Harop/Hero drones are damage in the defender’s
simply a flying bomb. Once its usefulness as an hex, and if the defender
observation platform (and demoralizer (5.6)) is had counter-fired, then the
done, it is crashed into a target and detonated. defender would also do
collateral damage in the attacker’s hex.
5.63 Ground attack fighters
These can generally fire from such a distance Causing collateral damage is generally a bad thing
and altitude that they are not even on the map for whoever did it, which could be the defender
and thus cannot be shot at by units in play. A in an attack if they counter-fired and hit some
side which will have support from ground attack civilians in the attacker’s hex by accident. The
fighters will usually have this represented in the exact consequence of civilian casualties is going to
form of one or more off-board artillery, rocket or be dependent on the scenario.
precision munition strikes.
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5.8 Unit Keywords Autonomous units are not entirely under player
A few units have abilities or debilities which are control. If they do not have an Action marker they
linked to words in the unit or formation name. can Opportunity Fire (4.21) like any other unit.
When they activate with a formation, roll one
Militia black die for all autonomous units attached to
Poorly trained and organized forces a formation (optional: roll one black die per hex
which tend to operate independent of autonomous units).
of central leadership. Militia units
are usually low-tech units (4.161) Group fire: The unit(s) must fire if there
with a green lightning bolt. is a target in range, and must combine fire
(4.162) if able. The units may not move.
Recon Fire: The unit(s) must fire if there is a
Recon units generally have better is a target in range, and must do so as
communications gear than similar individual units. The units may not move.
non-recon units, and specialized Move & fire: The unit(s) must move into a
training. They can operate position they can fire from and then fire
independently better than normal (individually)
units (2.023) Fire or move: The unit(s) fire individually
if there is a target in normal or close range,
Autonomous Vehicles otherwise they move but do not fire.
Effectively, combat robots. These Fire or move: The unit(s) fire individually if
were untested in combat at the there is a target in close range, otherwise
time of GeddonWar. Autonomous they move but do not fire.
vehicles have advantages and
disadvantages. They are not that The terms ‘move’ and ‘fire’ have very specific
fast, but they do not hesitate. With data input meanings for autonomous units:
not only from sensors but directly from drones,
satellites or other recon, they make decisions fire: The unit fires at the closest enemy unit
rapidly and adapt quickly to changing situations. whose defense shield is the same color as the
While smaller than other AFV’s, a platoon of autonomous unit’s primary firepower. If no such
autonomous vehicles is larger than a platoon of target is available, it fires at the closest enemy
tanks and better able to absorb the loss of a unit whose defense shield is the same color as
vehicle or two. their secondary firepower, and if this is not
possible it fires at any enemy unit. Within these
In game terms, they are generally weak but have limits, the player can pick and choose between
the advantage that they recover all Action steps equivalent targets. Enemy units with a gray
when the formation they are attached to activates. defense shield are considered the same color
They still accumulate Action penalties, but fully as the autonomous unit’s primary firepower
recover everything except a damage step. (autonomous units apparently hate trucks and
technicals).
Autonomous units may not use the Intensive Fire
optional rule (4.153). move: The unit uses non-flank movement using
the shortest path in hexes to get in range and
LOS of a target, but does not have to pick the
path with the lowest movement cost. So, an
autonomous unit could move up a hill to get a
better position if this was the same distance to a
target as a position which took fewer movement
points to reach. If a unit is already in range and
LOS of a target it can fire on, a ‘move’ command
means that it will attempt to move to a closer
range band (long to normal, normal to short), or if
already at short range, move into close combat
(and it will always choose ‘push’ in that case).

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6.0 Example of play • assign damage: The ISIL unit takes 7 hits from 7
Player 1 is commanding the US and Israeli forces, strikes because the firepower and defense colors
while player 2 commands ISIL forces. There are match, dropping it to Shaken and two damage step
seven chits in the command cup, one for each ISIL losses, so it is eliminated and a wreck is placed in
formation, one for each Israeli formation, one for the hex. The US tank takes 2 hits from 2 strikes,
each US formation and a generic one for player 2 and then another Action step for its own action (the
that can be used for either of their formations. attack), putting it at Shaken status.

Impulse 2, step 1
Draw a command chit. The second chit is for the
US 1-36th. It is placed on the command track:

ack.

Unit actions.The infantry is feeling exposed but is


not going to get any less exposed by sitting still.
They try to move to the west edge of the urban
area. In the last hex of the move (2 hexes east of
the Israeli tank) the remaining ISIL tank opens fire
(opportunity fire). Combat steps are:

• check range: range of 4 is short range (+2DQ)


• determine line of sight: no obstructions, it runs
along the urban hex but does not cross it.
• determine firepower: FP of 6 vs. DEF of 1 (5 dice)
Impulse 1, step 1 • other defense modifiers: tech disadvantage (-1DQ)
Draw a command chit. The first chit is for the US • roll for attack: attacker rolls 5 dice, 1 red and 4
3-69th. It is placed on the command track (2.01). black (total of +1DQ), for:

Impulse 1, step 2 This is 4 strikes


Upkeep actions. All units are in good order, but (no counter-fire).
this player has a command or logistics marker to Because the attacker is using their secondary fire-
place (2.022). They choose to place a logistics power color (red starburst vs. red shield), it takes
marker in the clear hex 2 hexes north of the US 2 strikes to do 1 hit. So, the infantry takes 2 hits,
tanks. This is in line of sight of the two ISIL plus a step for their action, making them Shaken.
infantry, but outside of their maximum range. The map now looks like this:

Impulse 1, step 3
Unit actions.The first thing the US player does is
shoot at the top ISIL tank formation. Ignoring the
first few steps, combat steps (4.1) are:

• check range: range of 4 is short range (+2DQ)


• determine line of sight: no obstructions
• determine firepower: FP of 7 vs. DEF of 3 (4 dice)
• defender does counter-fire: counter-fire (+1DQ)
• other defense modifiers: tech advantage (+1DQ)
• roll for attack/countefire: attacker rolls 4 red dice
(total of +4DQ):

This is 7 strikes for the attacker and 5 counter-fire


strikes for the defender. However, the difference
between the defender’s FP of 6 and attacker’s DEF
of 4 is only 2, so only 2 hits can be done by counter-
fire.
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Impulse 3, step 1 This formation’s actions are done:


Draw a command chit. The third impulse goes to
al-Zawahari. It is placed on the command track:

Impulse 3, step 2
Upkeep actions. The remaining ISIL tank
automatically gets back 1 action step, restoring it
to full effectiveness. The ISIL player does not have
a logistics/command marker for this scenario.

Impulse 3, step 3
Unit actions.The ISIL player really wants to knock
off that US tank before it can recover and take
another shot, but the player can see that the tank
will only recover 2 steps on its next upkeep (free
plus logistics), which is not enough to let it fire
again. So, the ISIL player chooses to take a shot
at the Israeli tanks. The combat steps (4.1) are: Impulse 5, step 1
Draw a command chit. The fifth impulse goes to
• check range: range of 6 is normal range(+0DQ) Gideon and it is placed on the command track:
• determine line of sight: no obstructions
• determine firepower: FP of 6 vs. DEF of 4 (2 dice)
• defender does counter-fire: counter-fire (+1DQ)
• other defense modifiers: none
• roll for attack/countefire: attacker rolls 1 red and
1 black die (total of +1DQ), for: Impulse 5, step 2
Upkeep actions. No Gideon units (the infantry)
This is 1 strike by the attacker and 4 need to recover action steps. If the Logistics
strikes from counter-fire (but the defender’s FP of 6 marker was under the control of either Israeli or
minus the ISIL tank’s DEF of 4 means the counter- US forces, it could be moved at this time.
fire can only do 2 hits.
• assign damage: The Israeli tank takes 1 action Impulse 5, step 3
step from the attack, while the ISIL attacker takes Unit actions.The Israeli infantry moves into the
3 steps, 1 from the firing action and 2 from the urban hex to their east, and ends their impulse.
counter-fire by the Israelis. So, the Israeli tank is The map looks like this:
Action and the ISIL tank is Shaken.

Impulse 4, step 1
Draw a command chit. The fourth impulse goes
to Saleh. It is placed on the command track:

Unit actions.The ISIL player moves their eastern-


most Militia 1 hex to the west and takes no other
action. Note how we rotated the unit to show that
only the bottom unit has an Action status. The
RPG-equipped unit on the hill has targets, but they
have enough negative DQ’s that it would be rolling
all green dice. This is a case where they might
consider Intensive Fire (4.153), but instead does
nothing and waits for a good opportunity fire.
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7.0 Scenarios 7.3 Scenario tweaking


The scenarios range go from simple and small to All the scenarios have the point values of their
large and complex, introducing new rules as the units listed. A different way to play the scenarios is
conflict starts small and gradually draws in the below.
major powers. We suggest you play them in order.
Option 1: Keep the listed victory conditions, but
7.1 Maps each player bids a certain number of points for the
GeddonWar comes with two maps. Map 1 is side with the highest point total. Whoever has the
mostly open, with a few hills, a small town in the lowest bid takes that side but has to adjust their
southwest and an village in the southeast. Key forces to be equal or less than their bid.
features to note are the Crusader-era citadel in
the southwest. This is both rough and elevated example: The first scenario has the ISIL side with 50
terrain, so it blocks LOS and cannot be entered points. One player bids 50 and the other bids 48. The
by land vehicles. The soccer field in the town is second player takes the ISIL forces and leaves behind
considered light urban terrain, and the regularly one of their trucks (2 points) to get to their 48 point
spaced trees in the village in the southeast are limit.
considered light woods.
Option 2: Another way to do this is to give the
Map 2 has a military base in the west and the east side with the most points a 10% bonus in points
has the outskirts of a major city. We would like to (round up) and then bid based on the increased
have included a major city map, but that would total. The difference here is that the winning
just be an entire map of urban terrain and not all bid might still be more than the default and lets
that much fun. The key feature of Map 2 is the the person taking that side get extra units or
crestlines blocking LOS from east-to-west. equipment. And (very important) the other side
gets a full 10% increase in their points, so the
7.2 Point values other side will always get the ability to add extra
For creating your own GeddonWar scenarios, you units or equipment.
can assign units a point value on this scale:
example: The first scenario has the ISIL side with 48
Each point of FP +1 points, so the bidding would start at 53 points or less.
each point of range for FP +1 If the player with the low bid came in at 51 points, then
indirect fire capability +1 they would have room to add an extra RPG-7V (3
if number and starburst are same color -1 points) to their forces. The Rebel player would get a
fixed range and/or no move & fire -1 10% bonus to their 37 points (or +4 points), which is
limited damage potential and/or support weapon -2 enough for them to pick up an RPG-29 (4 points) or an
Each 2 points of movement(round up) +1 M2 heavy machine gun (4 points).
tracked movement +1
can carry infantry +1 Option 3: Use one of the other options, but each
amphibious +1 side can in addition substitute up to 10% of their
Each point of defense +1 units (round up) with a different unit of the same
if defense is specialized +1 formation and type (vehicle for vehicle, infantry for
if defense is gray -1 infantry). Support weapons can also be substituted
Recon +1 without formation limits, but respecting nationality
Autonomous +2 when possible (e.g. no equipping Russians with
Green lightning bolt(tech) -3 I-TOWs).
Black lightning bolt(tech) +0
Red lightning bolt(tech) +3 example: In the Option 2 example, the Rebel player
Formation marker +2 had 37 points and one vehicle (a Technical). Instead of
Improved position +2 buying an extra support weapon, they could substitute
Hidden marker (no cost for snipers or IEDs) +2 a Sandcrawler (9 points) for the Technical (7 points).

example: A typical Militia unit would


have a cost of +3(FP), +1(range), +2
(movement), +1(defense), -3 (tech),
for a total cost of 4. An Armata would
have a cost of +7(FP), +9(range), +5
(movement), +4(defense), +1(special
defense), +3(tech), for a total cost of 29.
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ISIL units Qty Cost Russian units Qty Cost


M1A1 2 23 SA-8B 2 31
T-72B1 2 19 T-14 Armata 2 29
T-72M 2 17 T-14 Armata 2 26
T-62M 2 17 MI-24P 2 23
BMP-3M 2 15 BMP-3M 4 19
ZSU-23/4(AA) 2 12 BMPT 2 18
T-55A 4 12 BMD-4M 2 17
ZSU-23/4 2 10 Advanced infantry 2 12
BMP-2 4 10 Recon infantry 2 9
Humvee 4 10 Infantry 4 8
Gun truck 4 8
Infantry 4 7 Support weapons Qty Cost
Militia 8 4 I-TOW ATGM(vehicle) 4 14
I-TOW ATGM(infantry) 2 14
Israeli units Qty Cost Kornet ATGM(vehicle) 4 14
Merkava 4M 2 27 Konkurs ATGM(vehicle) 4 11
Merkava 4M 2 24 Bastion ATGM(vehicle) 2 10
Namer 2 2 19 Igla AA rocket 2 9
Achzarit 2 4 16 Sagger ATGM 4 8
Advanced infantry 2 12 M40 Recoilless 2 7
Recon Humvee 2 12 RPG-29 4 4
Sniper 1 10 60mm mortar 2 4
Harop drone 1 9 M2 HMG(vehicle) 4 4
Infantry 4 8 Mk47 AGL(vehicle) 4 4
Hero drone 1 7 AGS-30(vehicle) 4 4
SMAW 4 3
Rebel units Qty Cost M2 HMG(infantry) 2 3
T-72M 2 14 AGS-30(infantry) 2 3
T-55A 2 12 RPG-7V 8 3
BMP-1 2 10 Mk47 AGL(infantry) 2 3
Sandcrawler 2 9 DShK HMG(infantry) 2 2
Technical 2 6 RPK LMG 6 1
Militia 8 4 Negev NG7 LMG 4 1
Sniper 1 3
Other Qty Cost
US units Qty Cost Predator drone 1 33
AH-64D Apache 2 31 Truck 8 2
M1A4 2 29 Precision munition(each mission) 1 9
M1A4 2 26 Artillery 1(each mission) 1 4
Bradley M2A3 1 19 Artillery 2(each mission) 1 6
Bradley M2A3 3 16 IED (each) 1 4
M977 Gun Truck 2 15 Vehicle mines 3 3
Stryker recon 2 15 Rocket strike(each mission) 1 3
Crusher autonomous 4 14 Improved infantry position 6 2
Advanced infantry 2 12 Improved vehicle position 6 2
Humvee 2 11 Infantry mines 4 1
Sniper 1 10
Recon infantry 2 9
Infantry 4 8

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