
- BGG rank
- BGG #4,142
- BGG rating
- 7.4
World at War: Eisenbach Gap
- 2 players
- 90 min
- Complexity 2.6/5
- 2007

Expansion for Armageddon War: Platoon Level Combat in the End War
2019
Rules assistance for The 600: A campaign for Armageddon War
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
The 600: A campaign for Armageddon War is an expansion for Armageddon War: Platoon Level Combat in the End War released in 2019 for 1–2 players and ages 12 and up. It was designed by Mark H. Walker and its main mechanics are Dice Rolling, Hexagon Grid, and Simulation.
The 600 is a persistent campaign for Armageddon War. Persistent? Yes, persistent in the sense that the outcome of one skirmish affects the following battles. If you win a battle, your next engagement will be different than if you lost the battle. Additionally, you must not only defeat the enemy in each encounter, but also preserve your force to fight in the next. This is the prime difference between a one-off scenario and this campaign. You will, however, have help as you strive to hold your mechanized battalion together. Between each scenario in the campaign you will have the opportunity to refit your force. The cost to do so will be the Glory Points (GP) that you have earned. Glory Points earned during the scenario may be spent to refit and upgrade your forces. Note that even though you may lose a scenario, you can still use your accumulated Glory Points to refit your forces. —description from the publisher
The 600: A campaign for Armageddon War supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The catalogue lists The 600: A campaign for Armageddon War for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
The 600: A campaign for Armageddon War has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
The 600: A campaign for Armageddon War belongs to these categories: Wargame, Modern Warfare, and Expansion for Base-game. Its main mechanics are Dice Rolling, Hexagon Grid, and Simulation. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of The 600: A campaign for Armageddon War are: Mark H. Walker. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists The 600: A campaign for Armageddon War as an expansion for Armageddon War: Platoon Level Combat in the End War. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Armageddon War: Platoon Level Combat in the End War to use it. Check that your edition of Armageddon War: Platoon Level Combat in the End War is compatible, as some expansions were revised between editions.