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Old 10-14-2017, 07:14 AM
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ContourCraig ContourCraig is offline
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Armorgeddon is entirely original as a concept. That does not mean it is series of wacky unprecedented ideas hobbled together in an ad hoc piecemeal fashion. Rather these are the rules that fashioned my early gaming guides:

http://freewargamesrules.wikia.com/wiki/WRG_Armour_and_Infantry_1925_-_1950

Armorgeddon uses a simply system of combining only five actions into a whole game. Soldiers, represented by figures, can do one combination of any three of only five basic acions each turn, namely observe, communicate, move, shoot, and/or hide. Statistically each element therefore has 125 different ways of compiling a set of activities for its turn. Choosing the best 3 actions is mostly logical, and takes only a couple of seconds for each element. So, the largest 3 hour game-time battle we have been able to fight to conclusion so far, using a one-to-one-figure-to-real-man-ratio and a 1mm =1m ground scale, involved a clash of brigades from the 8th Army and Afrika Corps.

Minor intricacies magnify exponentially because soldiers can for example shoot with a pistol, rifle, machine gun, mortar, howitzer, tank cannon, grenade; or move on foot, in a truck, tank or aeroplane etc. All of which needs a consideration of its effects. The game is controlled by rolling one dice per action to see if it suceeds or fails. The fun of the game consists of experiencing the outcomes of these choices and how the figures interact with their friends, their commanders and subordinates and aliies, their foe and the terrain and, not least the actual disposition of the elements.

Armorgeddon worked so well for tanks and artillery and aircraft, that we seldom got down to proper development of the relatively static nature of the infantry form of warfare. The termininology "relatively static" arises because mechanised troops, like all troops in Armorgeddon, can potentially move three times a turn. (three times the rate listed in the rules above). Thus motorised troops they can move right across the whole table in only one or two turns. If that is not fast enough, remember that the enemy can also be moving, just as fast, in the opposite direction AT THE SAME TIME. (Troops can potentially approach the enemy at 6 times the familiar wargames rate). As we are prone to say to the astonished wargames veteran, "This is the Blitzkreig, it is not World War One !"

The rule development that I am doing now, involves trying to sort out the consequences of giving a bunch of armed men, the poor bloody infantry, free-reign over their actions.
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