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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.
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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
• 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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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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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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4.34 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.
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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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5.8 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.
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:
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:
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