Overview
Battle for Armageddon is a two-player strategic wargame set in the Warhammer 40,000 universe, published by Games Workshop in 1992. One player commands the Ork invasion force of three tribes; the other leads the Imperial defenders. The game simulates the campaign for control of the vital Armageddon Secundus continent over 8 turns (each representing approximately three months). The Ork player seeks to capture Imperial hive cities, while the Imperial player must defend them and rebuild.
Components
- 1 Game board (map of Armageddon Secundus divided into areas)
- 145 Counters (Imperial on blue background, Ork on green background with colored tribe bands)
- 24 Cards: Ork strategy cards, Imperial strategy cards, Ork special cards, Imperial special cards
- 1 Reference sheet (terrain effects, combat tables, setup instructions)
- 2 Dice (D6)
Setup
- Place the board and put the build points counter on the “20” space of the Imperial build points track. Place the turn counter on space “1” of the turn track.
- Imperial setup first: Place starting Imperial counters as shown on the reference sheet, obeying stacking rules.
- Ork setup second: The Ork player places all Ork counters anywhere in Ork territory (dashed boundary areas along the northern edge), obeying stacking rules.
- Both players shuffle their special card decks, deal themselves 2 cards each, and keep the remainder nearby.
Turn Structure
The game is played over 8 turns. Each turn has 6 segments:
1. Strategy Segment
- Both players secretly choose 2 of their 6 strategy cards and place them face down in a stack (order matters: top card is revealed first).
- Each player rolls 1D6. Highest roll wins the initiative for this turn.
- Each player draws 1 special card.
2. First Action Segment
- The initiative winner reveals their first strategy card and carries out the two action phases shown in order, then checks supply.
3. Second Action Segment
- The initiative loser reveals their first strategy card and carries out the two action phases shown, then checks supply.
4. Third Action Segment
- The initiative winner reveals their second strategy card and carries out the two phases, then checks supply.
5. Fourth Action Segment
- The initiative loser reveals their second strategy card and carries out the two phases, then checks supply.
6. Victory Segment
- Check victory conditions based on hive control.
Actions
Movement Phase
- Move counters from one area to an adjacent area, up to their movement allowance.
- Each movement point allows moving to one adjacent area. Terrain may cost extra movement points.
- A counter that moves cannot move again until the next movement phase.
Combat Phase
- Attacking is voluntary. A player may attack enemy units in adjacent areas or in the same area.
- Total the Attack Strength of all attacking units; compare to the total Defense Strength of all defending units to get an odds ratio.
- Consult the Combat Results Table on the reference sheet. Roll 1D6 and cross-reference with the odds column.
- Apply results (retreats, eliminations, etc.).
- Retreats: Defending units forced to retreat move to an adjacent area. If no retreat path exists, the unit is eliminated.
Build Phase
- Imperial Build Phase: The Imperial player spends build points to bring new units into play, rebuild destroyed units, or construct fortifications. Build points are tracked on the build point track.
- Ork Build Phase: The Ork player may rebuild destroyed units. Ork units return to the Ork territory border.
Supply
- After each action segment, check if any of your counters are out of supply. A unit is in supply if it can trace a path back to a supply source without passing through enemy-occupied areas.
- Out-of-supply units may be eliminated or have reduced combat effectiveness.
Scoring / Victory Conditions
Victory is determined by the number of hive cities the Ork player controls at the end of each turn. The reference sheet lists specific victory conditions checked during the Victory Segment:
- Ork Victory: The Ork player controls a sufficient number of hive cities as specified on the reference sheet.
- Imperial Victory: The Imperial player prevents the Ork player from achieving their victory conditions through all 8 turns.
- Named hive cities: Acheron, Hades, Tartarus, Hellsreach, and Infernus.
Special Rules & Edge Cases
- Stacking Limit: Maximum 3 counters per stack in any area. Ork counters from different tribes may NOT stack together. Special counters exempt from stacking limits: Warlord Ghazghkull, Commissar Yarrick, Space Marine Commander Dante, Fortifications, Factories, and Hives.
- First Turn Surprise: On turn 1: (1) Orks automatically win initiative, (2) Orks get +1 bonus to all attacks (attacking only), (3) Imperial build points are halved.
- Special Cards: Each player may use only 1 special card per action segment; the card is discarded after use. Special cards allow attacks or actions not normally permitted.
- Strategy Cards: The order in which you stack your 2 chosen strategy cards determines which is revealed first and second. Each card shows 2 action phases (e.g., Movement & Combat, Build & Movement).
- Tribes: Ork counters are divided into 3 tribes identified by the colored band on the counter. Ork counters from different tribes cannot stack together.
- Terrain Effects: Different terrain types (industrial areas, hives, open ground, etc.) affect movement costs and combat modifiers as shown on the reference sheet.
- Industrial Areas vs. Hives: Both are “industrial areas” for movement/combat purposes, but only hive areas count for victory conditions.
Player Reference
Counter values: Attack / Defense / Movement (printed on each counter)
Turn Sequence:
- Strategy Segment (choose 2 cards, roll initiative, draw special card)
2-5. Four Action Segments (alternate starting with initiative winner)
- Victory Segment (check hive control)
Stacking: Max 3 per area (special characters and structures exempt). No cross-tribe stacking for Orks.
First Turn: Ork initiative auto-win, +1 Ork attack, halved Imperial build points.