Battle for Armageddon

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. 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.
  2. Imperial setup first: Place starting Imperial counters as shown on the reference sheet, obeying stacking rules.
  3. Ork setup second: The Ork player places all Ork counters anywhere in Ork territory (dashed boundary areas along the northern edge), obeying stacking rules.
  4. 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

2. First Action Segment

3. Second Action Segment

4. Third Action Segment

5. Fourth Action Segment

6. Victory Segment

Actions

Movement Phase

Combat Phase

Build Phase

Supply

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:

Special Rules & Edge Cases

Player Reference

Counter values: Attack / Defense / Movement (printed on each counter)

Turn Sequence:

  1. Strategy Segment (choose 2 cards, roll initiative, draw special card) 2-5. Four Action Segments (alternate starting with initiative winner)
  2. 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.