Upcoming: A Compact Version of Armed Conflict

Top view of the prototype game board, with units.

While Armed Conflict is being manufactured, we have shifted our focus to developing expansions and new games. We are currently working on a lighter, more compact version of Armed Conflict, that can be played in about an hour.

We call it Armed Conflict — Compact (or Armed Conflict — Light). Let us know in the comments which one you prefer, or if you have other ideas.

This new game shares many similarities with Armed Conflict:

  • Hex-and-counters game with a similar turn-based flow
  • The same unit types (infantry, artillery, and armour)
  • The terrain in some hexes provides benefits to units defending it

However, the game board is smaller and simplified: there are no roads, and only three terrain types (compared to four in Armed Conflict). Unit sizes are not specified, and there is an additional unit type: airmobile infantry.

The biggest difference compared to Armed Conflict is that the compact version does not use dice. Instead, battles are resolved by comparing the attacking units’ attack values with the defending units’ defense values. In other words, combat is deterministic and the outcome is known when the battle begins.

Even so, there is still plenty of uncertainty, as each player has a wide range of options. Even during an attack the defender makes choices, that influence how subsequent turns unfold.

By removing most of the randomness, the game places greater emphasis on tactical decision-making. While the rules are deliberately simple and do not simulate any details, the overall system still gives a strong sense of how different units work together and how terrain can be used effectively in both attack and defence.

We are currently testing the concept and refining the rules to maximise excitement and replayability. It has been a lot of fun to play, and we hope you will enjoy it too.

The game will be available for preorder later this year. We will share more information and images when the game gets closer to its final form. Follow us to stay up to date.

Sebastian Kihlman avatar

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2 responses to “Upcoming: A Compact Version of Armed Conflict”

  1. Mike Strand avatar
    Mike Strand

    Sounds cool, but I do have some reservations. The opposite of swingy is deterministic, as you say. I believe the sweet spot is in between.

    In any combat situation the number one rule is SNAFU, everything goes wrong. Many very detailed systems are created to simulate this, but all that “chrome” is an illusion because you can’t possibly model the chaos.

    I have tried this with a few games, eliminating dice and inserting a deterministic combat results system.

    In every case I have found that it makes the game dull and chess-like. I have also felt it was very unrealistic. In what battle did things go as planned and projected?

    Where is the excitement if you eliminate the risk?

    To speed any wargame up, all you need to do is simplify combat. I’m not suggesting turning it into a game of Yahtzee. I am suggesting that less is more.

    I believe Armed Conflict does this very well. I would imagine that simply scaling down the board size to a two player game would create a much quicker game. It would also make the game more solo-able.

    My favorite way to play is two-fisted solo. I don’t care for “solitaire” games designed to be played alone. There is always a stacked odds mechanic to make it challenging, which turns it into a completely luck based affair.

    I prefer playing both sides, creating a narrative, and watching what happens.

    I do enjoy playing versus human opponents, but I can’t have friends over to play on a daily basis. I enjoy retreating to my gameroom to play a few turns a few times a day, as opportunity allows.

    I live not far from zillablitz, and Mike and I are looking forward to playing Armed Conflict. I also have a YouTube channel, though not as popular as Mike’s, and I look forward to posting replays. While I enjoy recording and editing videos, I am financially independent and have no interest in monetizing my channel. I backed Armed Conflict, and am very excited and looking forward to receiving my copy!

    Recently, as a favor to my friend Uwe Walentin, I recorded a playthrough of the turn example located in the Battle Commander rules. That video has done very well.

    I am planning on doing a brief step by step one turn playthrough of Armed Conflict that folks who are new to the game could watch to get an idea of how the mechanics work. Combining that with skimming the rules should allow for a quick-start option.

    1. Sebastian Kihlman avatar

      Thanks for the detailed and thoughtful comment. I really appreciate you taking the time to share your perspective.

      I fully agree that chaos and unpredictability are key elements in making a game simulate warfare realistically. Your point about SNAFU and the limits of modelling chaos is very well taken.

      With Armed Conflict — Compact, our goal is not to replace that approach, but to explore a different design space. By removing dice, we are intentionally shifting the focus towards planning, positioning, and managing trade-offs. This creates more of a “chess-like” experience, as you put it. We realise this comes at the cost of some realism and unpredictability, and it will not appeal to everyone.

      That said, our experience so far is that uncertainty still emerges from the range of choices available to both players, even if combat resolution itself is deterministic. The tension comes less from dice-driven risk and more from anticipating your opponent. We also plan to make the hexes free-standing, allowing players to build their own battlefields, which should further enhance replayability.

      We see this as complementary to the original Armed Conflict, which retains that element of unpredictability. Some players may prefer one approach over the other, depending on the kind of experience they are after.

      Really glad to hear you backed the game, and it is fantastic that you are planning to create content around it. Looking forward to seeing your take once you have had a chance to play!

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