About this project
Stretch Goal #7 "The 600" -$50K
The 600 is a complete, six-scenario campaign in which the results of one scenario not only impacts the forces available for the next but also the scenario to be played. One-player will take the side of an American Task Force driving into enemy territory to relieve a beleaguered Israeli strike team, while the other side plays the Arab forces aligned against the Americans. It's available when we reach $50,000.
Funded Stretch Goals Galore!
- Armageddon War posters.
- Over one dozen cool-looking formation cards for Armageddon War formations.
- A COMPLETE expansion with mounted game board, a full sheet of counters, and 6 scenarios/rules. All available for the basic pledge of $75!
- AND Solitaire and Strategy Guide Add-ons (not stretch goals) available RIGHT NOW! (see the add-ons section).
Stretch Goal #6 -Complete Armageddon War Expansion -Burning Lands at $35,000
Okay folks. This is the big one. Burning Lands is a complete expansion for Armageddon War. It features a full-sized (22" x 33") mounted map board that loosely replicates the north-western corner of Jordan (just south of the Golan heights), a full sheet of counters that features the Hezbollah and Jordanian military, and a full color rules and scenario book with six scenarios. This map is MUCH different from the two maps that ship with the base game, providing a constricted, hilly, heavily wooded terrain to fight in. Perfect for ambushes. Perfect for leveling the technological playing field. The expansion will retail for approximately 45$ and it is yours, for free, just for backing Armageddon War with a stretch goal pledge level, which is ANY pledge level except the 2$ pledge level.
About Armageddon War
Following disease, famine, and economic collapse among the world’s first-line powers, conventional war erupts in the Mid-East for what arable land remains. Old allies join the carnage, and the war grows, pitting age-old adversaries and their new friends against each other. Armageddon War depicts the chaos in the midst of this war.
Read the Armageddon War rules here
We feel that Armageddon War is a breath of fresh air in the wargaming world. There are no turns, just continuous activations. The intensity of a unit’s close combat modifier is determined not only by its weapons but also by the tactics you choose to use for the assault or defense. When you fire on a unit, it has the option of taking cover, or returning fire, and Action Dice, not endless charts, determine combat's outcome.
To hit numbers always remain the same, but the number of dice rolled, and the effect of hits vary, all represented by multicolored dice and symbols. For example, a Merkava platoon has a gold firepower number over a red explosion. Hence, when it fires on a target with a defense factor over a gold shield (usually other tank platoons) every success inflicts one hit on the target. But if the same platoon fires on a unit with a defense factor over a red shield (usually infantry), it takes two successes to inflict a hit.
Eddie Carlson, who is our marketeer extraordinaire, made a brief video explaining the dice. A few things about the video. Thing one. These are prototype dice. Thing two. These dice come in EVERY Armageddon War game, the custom dice included with the Deluxe Supporter are not shown. Thing three. You can roll up to six dice at a time. Thing four. The exact probability of each colored die is listed in rules, top left, page 2.
Formations are activated by chit draw (nothing new there), but returned to the draw cup not at the end of a turn, but rather in a continuous manner. When chosen, a formation marker is placed on the activation track, to the right of the last-drawn formation. When all chits have been drawn, all but the last chit drawn are returned to the cup. Simple, continuous.
The Base Game Includes:
- Two mounted, 22" x 33" full color game boards.
- Four sheets of gorgeous , die-cut 1" counters. Including Israeli Merkavas, American Abrams, Russian T-90s, Militia, Fantatics, RPG-29s, and much more.
- Full-color rule and scenario book, including 16 scenarios.
- Player Aid Cards.
- 18, full-color Action Dice.
You may select these add-ons and add them to your pledge. The instructions are below.
- Alone in the Apocalypse. Solitaire Expansion. We always get asked for solitaire expansions. This time, we are offering it from the get-go. The expansion includes Rules for playing Armageddon War solitaire, six solitaire scenarios in a loose campaign, counters and cards. $35
- Strategy Guide. So popular with the Old School Tactical series, this is a full-color, 16-page strategy guide and example of play that will teach you how to be a better Armageddon War player. $24
To add-on to your pledge, follow these instructions.
- Press the "Manage Your Pledge" button at the top of the page. If you have not pledged yet, it will say "Back This Project".
- Increase your pledge in the "Pledge Amount" box by the total of the add-ons you want to add (postage is already included).
- After the end of the Kickstarter you will receive a survey that will ask you questions so that you can explain how you would like the add-on money assigned.
About the Solitaire Expansion
Each hex of enemy units in a solitaire scenario will have a “stance” counter, “aggressive”, “cautious” or “defensive”. When an enemy formation activates, each hex of units will draw a card and act according to the keywords on the card. These are shorthand and more fully delineated in the solitaire rules, but you can get a feel for them from the card. For instance, “Close(2)” means close 2 hexes with the nearest appropriate enemy unit (if “close” is in gold you close with armor, red is infantry). “Cover” would mean movement that utilizes available cover instead of open terrain, and the way you would decide is covered in the rules. Fire would be at the appropriate armor or infantry target, and so on.
On the player turn, the player draws a card each time a unit declares a movement, to see if an AI unit declares opportunity fire, and when that opportunity fire happens. For instance, “Strongest(1)” would mean that of all the AI units which can see your unit after it moves 1 hex, the strongest one able to opportunity fire does so. Tie-breaker situations are covered in the rules to determine who does it. For instance “Strongest(1)” would have a tie-breaker of "Color-Closest", so if two possible Opfire units had the same firepower, you would check to see if one had the same color firepower as the defense type (armor vs. armor, infantry vs. infantry), and if still tied, then the closer of the two would make the attack.
If the player fires on an AI unit, whether or not it counter-fires is determined by a card draw, and the result is based on the unit’s stance and ability to do harm to the attacker by using counter-fire. In addition to all of these, solitare scenarios will usually have one or more Objective hexes, and the way AI units move and act may be adjusted by proximity to these hexes.
Yeah, as always, we have 'em, but I think that we have all seen that it's best if we introduce them as the campaign grows. We hope to add formation cards, additional scenarios, additional nationalities (Jordan and Hezbollah), a Random Scenario Generator, and much more, including another mounted board.
However, some of the best ideas we've had for stretch goals are not our ideas at all, but rather your ideas. So let's hear them. But to start it all off...
Stretch Goal #1
If the projects funds within 24 hours we will include a free 11" x 17" Armageddon War poster with every eligible (2$ pledge not eligible) level.
Stretch Goal #2 - $22,000
Formation cards. Formation cards are cool-looking cards that have all the formation information that you need at your fingertips. As you have probably read, groups of units activate by formation in Armageddon War. These cards graphically define the formation and add a slight bit of background. Great for organizing your troops for a scenario or for playing with miniatures. Wait, did we say miniatures? We might have. When we reach $22,000 will will give you all the first two formation cards, the Americans' 3-69th Armor and their frequent adversary, Saleh, shown below.
Stretch Goal #3 - $24,000
Two more of these sharp-looking and useful formation cards. The American 14th Cav and the Shaddadeh armored formation (card not pictured), most often used to represent Syrian Armor. Everybody gets them when we get to 24K.
Stretch Goal #4 - $27,000
Formation cards for all three Israeli formation: Sa'ar, Gideon, and Palsar.
Stretch Goal #5 - $30,000
ALL the rest of these cool-looking formation cards. That means when we unlock Stretch Goal #5 we will have 13 formation cards we'll send your way. Why? Because we're tired of putting these up. We want to get on to Burning Lands, the Jordanian-Hezbollah-with-a-mounted-map-expansion that we will soon announce for stretch goal #6.
Risks and challenges
This is my eighth Kickstarter campaign. I'm lucky in that all have succeeded. All have been delivered or are in production. It's not easy, but if you pledge for my campaigns, you will get a high-quality product. Sure, there are obstacles, but my company always overcomes them.Learn about accountability on Kickstarter
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