Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995
Miniatures · Modern Warfare

Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995

Challenger 2000 is a rulebook focusing on modern warfare from 1970 up to 1995. It is at 6mm (1:300) scale and focuses on battle groups (company level). It introduces rules for new weapons and equipment, such as Explosive Reactive Armour, modified missiles to deal with it, countermeasures (including anti-missile systems) and sensors.

2 players240 minages 12expert difficulty
About the game

What is Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995

Challenger 2000 is a rulebook focusing on modern warfare from 1970 up to 1995. It is at 6mm (1:300) scale and focuses on battle groups (company level). It introduces rules for new weapons and equipment, such as Explosive Reactive Armour, modified missiles to deal with it, countermeasures (including anti-missile systems) and sensors.

Major changes from Challenger II to Challenger 2000 include:

a) A new move sequence.

b) Area fire is treated as a combined firefight rather than a number of individual elements firing.

Specs

Game details

Players
2
Age
+12
Duration
240 min
Difficulty
Expert
Type
Board game
Year
1992
Mechanics
Dice Rolling · Paper-and-Pencil · Simulation
Categories
Miniatures · Modern Warfare · Wargame
Designer
Bob Connor · Bruce Rea Taylor
Publisher
Tabletop Games
Images

Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995 gallery

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FAQ

Everything about Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995

How many players is Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995 for?

Challenger 2000: Ultra Modern Wargame Rules for Battle Group Level Games 1970 to 1995 plays with 2 players.

How long does a game take?

A game takes about 240 minutes.

What age is it suitable for?

It is recommended from age 12.

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