Air & Armor cover
1986BGG rank #8,107

Air & Armor

by Bruce S. Maxwell · West End Games

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Players2
Time120m
ComplexityMedium-Heavy
Age12+

About the game

What is Air & Armor?

Air & Armor is a simulation of near future combat in a Warsaw Pact invasion of West Germany, taking place on 50 miles of the Inter-German border near Wurzburg and Schweinfurt in the US VII Corps sector. Units represent companies, battalions and regiments supported by a wide range of helicopters and attack aircraft. Instead of granting NATO units combat strengths far higher than the Soviet strengths to compensate for inferior numbers, the game emphasizes the doctrinal and command differences between the opposing armies that provide NATO with the force multiplier it needs to survive. Players operate asymmetric command systems, and each is challenged to get the most out of his system. The game system also creates a true "fog of war" environment in which deception, outguessing your opponent and tactical surprise can pay off handsomely. Game Scale: 1 hex = 1 mile 1 turn = 2 hours (day), 6 hours (night) Each unit step = 1 company or Warsaw Pact artillery battalion, 3-4 aircraft Turn Sequence: 1. Warsaw Pact Planning Phase 2. Initiative Phase 3. Mission Phase (players alternate Major Formations or pass) 3a. Activation Segment 3b. Maneuver Jamming Segment (Advanced) 3c. Air/Artillery Strike Segment (Advanced) 3d. Maneuver Segment (includes the standard Move-React-Fire sequences; adds Advanced Combat Jamming) 4. Reserve Phase 5. Engineering Phase (Advanced) 6. Bookkeeping Phase

How it plays

Mechanics

Action PointsDice RollingGrid MovementHexagon GridSimulation

On the shelf

Categories

Modern WarfareWargame

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Air & Armor?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?