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FPG – Armageddon War FAQ/Errata

Special dice(omission) 2 Improved position(error?) 3

Maps(clarification) 2 Credits(error) 3

Combined fire(clarification) 2 Fences(error) 3

Combined fire(clarification) 2 Scenario 2(error) 4

Combined fire(clarification) 2 Scenario 6(error) 4

Line of sight(clarification) 2 Scenario 9(error) 4

Support weapons(clarification) 2 Scenario 12(error) 4

Close combat(clarification) 2 Scenario 13(error) 4

Close combat(clarification) 2 Sample combat(error) 4

Close combat(clarification) 2 Overall counter note: 4

Infantry in vehicles(clarification) 2 Formation Markers Missing 5

Infantry in vehicles(clarification) 3 Scenario #2 (Civilians) 5

Line of sight(clarification) 3 Line of sight is always reciprocal. If you can see, you can be
seen. 6
Wrecks(clarification) 3
Designer notes: 6
Opportunity Fire(clarification) 3
Stacking: 7
Scenario 8(clarification) 3

1
Special dice(omission)
People who got the Kickstarter special 3-die set might not have gotten the directions for their use. See the "Files"
section for Armageddon War for a pdf of the latest version.

Maps(clarification)
Hex V1 on Map 1 is light woods. This is referenced on page 8 under terrain and also in the Tactics notes for Scenario 1.

Combined fire(clarification)
In case it is not clear, extra dice for multiple attackers are added in the "determine firepower" part of 4.1, before dice
quality modifiers are figured.

Combined fire(clarification)
Dice quality modifiers for combined or flanking fire are always calculated for the lead unit in the attack, even if
supporting units are less affected.

Combined fire(clarification)
If two units move into a hex together, one can "move & fire" and the other unit can provide a "combined fire" bonus.
This is not allowed if the units moved together but ended movement in different hexes.

Line of sight(clarification)
Friendly units do not block line of sight.

Support weapons(clarification)
Support weapons may not be transferred between units.

If a support weapon adds to the FP of the carrying unit and has the "limited damage" trait on its firepower (1.34), that
quality does transfer to the unit. Example: Infantry(red FP) using a SMAW(red FP) will get the "limited damage" trait that
goes with the green circle around the SMAW's range number if they add the SMAW's FP to their own in an attack or
counterfire. The "indirect fire" trait (black circle over range) does not transfer, and if there is a case where a red circle
(no extended range, no close range) support weapon is the same type of FP as the carrying unit, that trait would not
apply to the carrying unit either.

Close combat(clarification)
The player whose formation is active is always the attacker.

If you declare "retreat" as your close combat tactic, you are ceding control of the hex. Even if you do more damage than
the attacker or eliminate them entirely, you have to leave the hex using the normal retreat rules (4.35).

Close combat(clarification)
You may not op-fire on a unit entering close combat after it has entered the target hex, either before or after the close
combat resolves. You may op-fire on it when it announces the move, but before it actually resolves that move.

Close combat(clarification)
Close combat is for all practical purposes "move and fire" but without the 'move' penalty. So, you cannot fire
and then move into close combat, as this would give you two active 'fire' actions in a single activation.

Infantry in vehicles(clarification)
If a vehicle is exactly destroyed, any infantry in the vehicle is Shaken and reduced and outside the vehicle (which is now
a Wreck counter), and "dismounting" is automatic in this case. If the vehicle took more hits than required to destroy it,
the infantry is also destroyed.

2
Infantry in vehicles(clarification)
The actions of an infantry carrier and the infantry can be fluidly mixed, so long as all use of movement points by either
unit is not interrupted by other actions. For instance, an APC can:

• move, dismount infantry and move again


• move, dismount infantry and then fire
• fire, dismount infantry and then move (but the total MP you intend to spend has to be determined before firing
in order to figure the -DQ)

In all these cases, the MP spent by the infantry to dismount does not necessarily end its movement or action just
because the APC does something else. This is an exception to the normal rules that a unit does all its stuff before the
next unit acts.

Line of sight(clarification)
The picture on page 12 is a subset of Map 2. The contour lines are part of a crestline, not a hill where terrain on the right
is elevation 0 and terrain on the left is elevation 1. So, hexes P8 and O9 are for LOS purposes, "lower" than the crestline
and thus LOS is blocked from hex P11. You are effectively seeing along the crest (P10 and P9) and then LOS is lost when
it leaves the crestline.

Line of sight is always reciprocal. If you can see, you can be seen.

Wrecks(clarification)
Wrecks give a -1DQ to attacks on units in that hex. This is listed on page 14, but is not shown on the Player Aid Chart.
Also note that wrecks do not block LOS.

Opportunity Fire(clarification)
If there are multiple defenders in a hex that declare or move simultaneously, opportunity fire can be declared on only
one of them per hex, even if you have multiple possible attackers. So, if you have two attackers and a stack of two
enemy units announces a move, you can fire on one of them upon the announcement of a move, and fire on the second
one after it moves into the next hex.

Scenario 8(clarification)
The artillery-deployed minefield only affects a single hex per use (≈5 uses over the course of the scenario). The
placement limitation is an operational one, you cannot place it too close to friendly forces or civilians and the "area of
effect" for artillery simply generates that 1 hex buffer zone around the minefield.

Since they only trigger upon entering a hex, placing them in an occupied hex will not cause any effect when a unit in that
hex exits the hex. So tactically, you place it in front of someone to slow them down or divert their movement.

Improved position(error?)
An improved position (4.152) affects all units of the appropriate type in the hex. The current ruling on this is that the
improved position is not removed from play unless all units taking advantage of it are destroyed.

Credits(error)
We misspelled Guillaume Ries. Oops. Sorry about that, Guillaume.

Fences(error)
There is a +1DQ for the attacker if they fire on a unit that has just passed through a hexside with a fence, not a -1DQ.
This modifier reflects that there is only a small opening or openings in the fence and that the unit being attacked is
channeled and slowed, making them an easier target. This is correctly listed in the text (page 14), but incorrectly on the
Player Aid Card.

3
Scenario 2(error)
Because some of the support weapons needed are on the back side of other support weapons needed (mea culpa), you
need to substitute in an RPG-7V for one of the DShK machine guns.

Scenario 6(error)
Scenario uses 6 Kornets and there are only 4 in the counter mix. Give the al-Mansur formation 2 vehicle I-TOW instead,
and count them as Kornets (they have the same FP and range).

Scenario 9(error)
There are four al-Mansur BMP-3Ms listed but only two are in the formation. Three options: 1) Substitute in two BMP-2s
from Saleh formation, 2) substitute in two al-Mansur Humvee (with Kornet) and one al-Mansur ZSU-23 (infantry
version), or 3) substitute in two BMP-3Ms from the Russian 696th Rifle but do not give them Kornets. The second option
keeps about the same total firepower and keeps all substitutions within al-Mansur units.

Scenario uses 4 RPK light machineguns, but these are on the same counters as other support weapons needed so only 2
are available. Use 2 Israeli Negev NG7s to make up the difference (they have identical stats). If you go with option 2) or
3) above, maybe leave out the extra RPKs since you have a nice chunk of infantry FP with the addition of the ZSU-23 or
Russian BMP-3Ms.

Scenario 12(error)
Substitute 2 Sagger for 2 Konkurs in the al-Mansur formation.

Scenario 13(error)
The I-TOW listed for the US 1-36th Infantry are supposed to be vehicle I-TOW (on the Bradleys), not infantry I-TOW.

Give the Gideon formation 2 RPG-29s instead of 2 SMAWs.

Give the Rebels 2 RPG-7V and 2 M40 Recoilless Rifles instead of 4 RPG-7V, and 2 RPK and 2 Negev NG7 instead of 4 RPK.

Set-up Hex for the x2 Humvee of al-Mansur Formation should be T5 instead of T6

Sample combat(error)
On page 25, Impulse 1, Step 3 lists the range as 4 when it should be 3. This does not affect the combat calculations or
results.

On page 25, Impulse 2, Step 1 incorrectly gives a +2DQ to the ISIL tank for being at close range. Close range for a unit
with a range of 7 is 3 hexes (half, drop fractions), not 4 hexes. This would result in a net DQ of -1 instead of +1 for 4 black
and 1 green die. The same combat result (4 strikes) could be rolled, so for the rest of the example assume that it was.

On page 26, Impulse 3, Step 3 has an error, the numbers in the text for the FP and Defense of the Merkava and T-72 are
off by a point in the counter-fire part. This would result in the destruction of the T-72 from counter-fire rather than
simply Shaking it.

Overall counter note:


If you have the Burning Lands supplement, you can substitute in RPG-32s for missing RPG-7Vs, al-Musawi M113
hybrids for missing BMPs and Toophans for missing Kornets or Konkurs without causing much disruption to force
balance.

At first glance you appear to be correct. Mark and I both went through the spreadsheet listing all the counters
and comparing them with the scenario totals to make sure we had not only the right number, but that we did not
mess up by putting stuff on the reverse side of a counter that was also needed.

Apparently failed in both tasks.

4
Sub in the I-TOW since they have the same stats. Given that all of these are on BMPs, it should not take too long
for you to only need the four Kornets in the counter mix...

edit: The unit cost table on page 28 lists how many of each unit should be in the counter mix. Optimistically
assuming it is correct, of course. Check there first rather than pulling your hair out looking for counters that
might not be there.

1. The ISIL units for the al-Mansur formation shows four BMP-3Ms, but I can only locate two and the formation card
indicates only two.

2. The combination of RKP/RPG-29 and SMAW seems to prevent issuing all of them to the correct units. I used Negev
NG7 LMGs for the al-Mansur troops due to it having the same stats.

Add two Saleh BMP-2 to substitute for the BMP-3M. Not perfect, but acceptable. I've listed two other options in
the overall errata. Trying to analyze the error, I am guessing we saw there were 4 BMP-3Ms in the Russian
formation and just saw "we have enough of that unit, great". I am getting annoyed (with myself) over errors I
should have caught at some point and I apologize. Thankfully, nothing has been critical. If it gets reprinted (like
OST), we will correct the scenarios to work with the existing counter sheets.

I think you are correct on the RPKs and using Negev NG7s is an appropriate substitution.

Formation Markers Missing


Some formations come with only 1 formation marker:

• RUSSIA 440th HELO


• RUSSIA 45th GUARD
• ISRAEL PALSAR
• USA 3-4 SQUADRON
• JORDAN 10th SQUADRON

However, some of them requires 2 formation markers as per the books:

• ISRAEL PALSAR (AW-8, AitD-4)


• USA 3-4 SQUADRON (AW-12, 600-4, 600-5, 600-6)

In the counter sheet (Armageddon War) there should be something like a "designated A" and B counter, which
you can use as either a generic formation marker (use for any formation) or apply it specifically in a scenario to a
particular formation.
Scenario #2 (Civilians)
Q) Are Civilians evacuated by simply moving them to (and then off) any map edge?

The goal for the Rebel player is to evacuate the Civilians by moving them off the map. I don't see anything listed
in the scenario details about certain hexes or edges they need to exit at. So I take it any map edge is good
enough?

Any map edge is good enough, but given the limited number of Civilian activations, some routes are more
optimum than others. Note that the rules for civilian movement do not give them 1MP, it gives them 1 hex of
movement, so terrain like roads does not grant them any advantage.

5
Line of sight is always reciprocal. If you can see, you can be seen.
example 1:

Attacker is in partial cover but can find areas with open LOS to target. Think of a sniper in a building, the buildings
provides cover but you can find a building with no other buildings between you and the target. Target elevation gives
attack a -1DQ. If the attacker were at elevation, the lower elevation defender could get a -DQ for cover, depending on
unit and terrain type.

example 2:

Attacker is in partial cover and has to shoot through LOS blocking terrain at an elevated target. LOS is blocked. The
attacker has no place to maneuver in their own hex that does not impede LOS. If they move up to the edge of their hex,
they have tall buildings in the adjacent hex blocking LOS. If they move to the back of their hex to shoot over the adjacent
buildings, then all the buildings in their own hex are affecting LOS.

example 3:

Attacker is in a hex that does not block LOS, so they are free to maneuver around to find a shot at the target, but LOS is
still partially blocked, so the defender gets a -1DQ for degraded visibility, plus the -1DQ for being at elevation. If the
attacker were at elevation, they would not have as clear a shot at the lower elevation defender, for a -1DQ (but the
defender is in clear terrain, so no -DQ for that). I believe the example in the rules has the infantry in terrain that provides
a defensive benefit but does not block LOS, so that case would also apply (degraded visibility for attacker at elevation
plus defensive terrain for defender).

Designer notes:
If you have multiple counter-fire options, you use the one you want to. However, if an infantry support weapon has the
same color number as the firing unit, you can add the FP of the two (rule 1.32,4.15)

Support weapons with a "no move & fire" notation cannot be used by the attacker in close combat (rule 2.03,4.33)

If you are trying to get extra dice from flanking someone, remember that unless units are moving to the same hex at the
same time, once you are done with someone, they are done. So once you move unit #1 it has an Action counter and is
no longer able to combine fire with unit #2. Effectively, the flanker has to be in place and with no Action on it. This is
mostly a "we do not want to have to keep track of who has done what after you stop moving your unit" rule.

6
The only way to get a combined fire with two moving units is to move them together and have them fire from the same
hex, where one fires and the other also fires for the +1 die bonus.

You cannot flank move adjacent to someone unless they are Shaken, and you cannot use it if you are going to be firing at
any point before, during or at the end of the move. So it is great for moving, but unless you are moving into close
combat on someone who is Shaken, you cannot leverage that fast move into an attack on someone.

But yes, it can still be really useful if you are sure the other guy cannot (effectively) shoot at you. The more complex the
scenario, the more careful you have to be about it, because that "upgrade every die" modifier can be a literal killer. If
you are using flank movement, your opponent needs to recognize this and if at all possible, leave someone open just to
make your life difficult if you try it.

The highlighted red text box for flank move says (emphasis mine) "You cannot use the flanking movement rate at any
point in a move if you are announcing ‘move and fire’ or ‘fire and move’. You may use it to enter close combat with a
Shaken unit."

An example of tertiary fire would be an I-TOW (gold number on gold starburst) against infantry (red shield). Neither the
number nor the starburst is the same as the defense shield, so you need 3 strikes to get 1 hit. Of course, an I-TOW vs.
infantry is always going to be rolling 6 dice, so it is not that hard in most cases to get a hit or two.

Stacking:
I am reading that you cannot stack more than two units. If an infantry unit boards a tracked vehicle, does it count as one
unit or two? Effectively, can you stack a tank platoon and a mounted infantry unit on an APC(that would be three unit-
counters)?

Yes, since as long as the infantry is mounted they are in the vehicle. It is one of those quirks common to this sort
of game. Note that if you have a loaded APC and another unit in the same hex, it means you can only dismount
the infantry into an adjacent hex. Otherwise you would exceed stacking limits.

Technically, you can have four units in a hex, since a sniper can load into an APC in addition to infantry. It is just
that the APC/loaded infantry/loaded sniper only counts as 1 unit for stacking purposes. And then the infantry can
have a support weapon. And the APC can have a support weapon. And the other vehicle in the hex can have a
support weapon in addition to its carried infantry, their support weapon and a sniper.

Which is why we have stacking limits. And artillery barrages.

Also as a rules technicality, I do not think you can move infantry into a hex with two APCs to load into an APC,
since you are not allowed to violate stacking limits at any time. Otherwise you could have a situation where the
infantry enters the hex, is op-fired on and has to stop its movement before it gets into the APC, leaving you with
an Action'd infantry and two vehicles in the same hex.

Infantry trying to dismount and being op-fired on is not technically possible, since when you op-fire they are still
in the vehicle. So the attack would be on the carrier rather than infantry. Note that the carrier has to expend MP
to dismount infantry, so "intent" by the infantry is also "intent" by the carrier. You can real-world interpret this as
you wish, the most obvious interpretation being that the dismounting infantry is right next to a big armored box
and is hiding behind APC armor and thus get its defense rather than their own. If you have a combat effect on
them, they pile back in to regroup.

Note that if the op-fire result is an Action on the carrier, the carried infantry is not affected (they take 1 step less
than the vehicle). This would result in the carrier being Pinned (its Action plus combat effect), so it could not use
any movement it had left, but the infantry takes no combat effect and could successfully dismount as it intended
to do.

7
One of the reasons you can op-fire "on intent" is related to close combat. It just seemed odd that someone in an
adjacent hex could move onto you and initiate close combat without you being able to shoot at them as they
approach. Especially if the approach is over 150 meters of open terrain (attacker is in the open).

So, getting up out of your slit trench or from behind trees and rocks and saying "Ima gonna kick your ass!" means
the guy about to get charged gets to say "Say hello to my little friend!".

Assuming they are not Action'd and can op-fire, anyway.

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