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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.
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.
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
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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.
Modern Equipment Handbook: Part Two – Equipment specifications for Artillery, Rocket Launchers, Mortars, and Infantry Weapons for Challenger 2000 rules
Modern Equipment Handbook: Part One – Equipment specifications and point values for Challenger 2000 rules
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