EMPIRE OF THE BLAZING SUN ARMY LIST
|
|
- Gyles Wilkerson
- 6 years ago
- Views:
Transcription
1 ARMY LIST The following document details a structure and statistics for your Empire of the Blazing Sun tabletop military force. The document is what we refer to as a living document, meaning it will grow and change over time as new models and unit types are added. Note that some unit types listed are not complete, and will increase in the model types available as new products are released. Please check back regularly to ensure you have the latest version of this document which will hold the most up to date statistics for all models. Please consult the Quickstart Rulebook for full details on constructing your force. PLATOON LIEUTENANT MAINSTAY SECTION 1 MAINSTAY SECTION 2 MAINSTAY SECTION 3 SUPPORTING ARMS VETERAN SUPPORT 1 CHARACTER 1 BATTALION SUPPORT 1 VETERAN SUPPORT 2 CHARACTER 2 BATTALION SUPPORT 2
2 MAINSTAY SECTIONS - STATISTICS TABLES LIEUTENANT Lieutenant Infantry - Officer (Tier 3) Kappon Pistol - 16 Bodyguard Infantry Adjutant, Champion, Duelling Armour 12 1 Lieutenant 0 to 1 Bodyguards UPGRADES A Lieutenant may replace their Kappon Pistol with another weapon chosen from below: Tiger s Claw Shotgun for +2 Points New MAR Adjutant A player can draw ONE additional Game Card at the beginning of each turn for each model in their force with the Adjutant MAR. After the additional Game Cards have been drawn the controlling player MUST immediately discard down to their maximum Hand Size. A Lieutenant may choose up to TWO Command Abilities from those listed below: Focus Fire for Free Force March for Free Go to Ground for Free Rally for Free ASHIGARU SECTION Ashigaru Infantry Dragon s Breath Shotgun Gas Grenades 5 Ashigaru Specialist Infantry Rocket Projector Gas Grenades 6 Army Medic Infantry Medic Ashigaru UPGRADES Up to 2 Ashigaru may be upgraded to an Ashigaru Specialist. Each Ashigaru Specialist may be armed with a Rocket Projector 2 Ashigaru may be upgraded to 1 Heavy Machine Gun Team (see the Heavy Machine Gun entry for details) Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades ADDITIONS Up to 1 Army Medic may be added to a Section If an Ashigaru Section numbers between 5 and 8 models, and contains NO Gun Team upgrades, 1 Kote Armoured Carrier may be added to the Section.
3 MAINSTAY SECTIONS - STATISTICS TABLES IMPERIAL RIFLE SECTION Imperial Rifleman Infantry Teppo - 5 Imperial Marksman Infantry Marksman s Teppo Sniper 7 Imperial Sergeant Infantry Dragon s Breath Shotgun NCO Imperial Riflemen UPGRADES Up to 1 Riflemen may be upgraded to a Sergeant Up to 1 Riflemen may be upgraded to a Marksman, armed with a Marksman s Teppo ADDITIONS Up to 1 Army Medic may be added to a Section Teppo 2-1, 2, 3 4 Quick Setup Marksman's Teppo 3-1, 2, 3 4,5 Move or Fire Dragon's Breath Shotgun
4 VETERAN SECTIONS - STATISTICS TABLES SHINOBI ASSASSIN SECTION Shinobi Assassin Infantry Shuriken Shinobi Kyudoka Infantry 7" Yumi Independent, Smoke Pellets, Stealth, Swift Strike Independent, Smoke Pellets, Sniper, Stealth, Swift Strike 9 12 Up to 3 Shinobi Assassins Up to 1 Shinobi Kyodoka may be added to the Section MARs (not in the Quickplay Rulebook) Grapple: If a model with a Weapon with the Grapple MAR begins its Activation in Base Contact with a piece of Terrain, its Section CAN perform a Walk Action ignoring ALL Movement Penalties. The Section CANNOT finish this movement within Impassable Terrain. The Section CANNOT perform a Ranged Attack this Activation. This means that the Section CAN move across Terrain that it would otherwise consider Impassable. The Shinobi are some of the most famous, yet enigmatic, warriors in the service of the Empire of the Blazing Sun. Commonly known by their informal name of ninjas, the Shinobi warriors of the Iga and Koga regions of Japan serve as the Divine Empress s secret service, as well as a lethal asset on the battlefield for regular Blazing Sun forces. Stealthy Shinobi skirmishers can lay thick smoke screens, masking other units and offering them further protection from enemy fire. But when the time is right, the deadly assassins can swiftly decapitate opposing forces, infiltrating positions and cutting down enemy officers without mercy. Shuriken Yumi 3-1, 2 3 Grapple
5 VETERAN SECTIONS - STATISTICS TABLES RYUMA STEAMBIKE Ryuma Steambike Cavalry Quad Barrelled Projector Gas Grenades, Skimming Ryuma Steambikes The elite Samurai who serve as the shock troops of the Empire of the Blazing Sun s Three Armies have many specialisation and areas of expertise. A great amount of effort has gone into allowing these powerful warriors to fight for their Empress in the way that they know best, in accordance with their ancient combat traditions. Many Samurai who claim connections to the old Takeda clan and its offshoots have retained a taste for mounted warfare. These days, Samurai cavalry still serve in the Blazing Sun military, but thanks to the Imperial Alchemical Institute, their mounts are no longer mere horses, but the amazing Type 9 Ryuma Steambike. This extraordinary machine is held aloft by a tiny variant of the repulsine cells used in the Empire s great gyros, and propelled at frightening speed by hissing jets of super-heated steam. The steambikers lead Blazing Sun attacks, swooping down on the foe with bared blades and batteries of deadly shotguns. MARs (not in the Quickplay Rulebook) Skimming: A model with the Skimming MAR CAN move over models and Terrain which is Man-Height or smaller without any Movement Penalty. Additionally, a model with the Skimming MAR is considered to have the Towering MAR. Quad Barelled Projector
6 VETERAN SECTIONS - STATISTICS TABLES ROCKET CORPS SECTION Samurai Aeronaut 5 / Master Samurai Aeronaut - Officer (Tier 1) 5 / Combat Armour, Daunting, Gas Grenades Combat Armour, Daunting, Gas Grenades, Way of the Warrior Samurai UPGRADES Up to 1 Samurai may be upgraded to a Master Samurai NEW MAR Combat Armour - A model with Combat Armour increases its Injury Rating by ONE when engaged in Melee. This model is also considered to have the Duelling Armour MAR.
7 BATTALION SUPPORT - STATISTICS TABLES HEAVY MACHINE GUNS Gun Team Infantry 5" Type 9 Fireball Quick Setup Gun Teams OR 2 Ashigaru in an Ashigaru Section may be upgraded to 1 Gun Team Note: A Section CANNOT contain BOTH the Specialist and Gun Team upgrades Note: A Gun Team is comprised of two models with a single set of Statistics. They are treated as a single model for all purposes and must remain in base contact at all times. However, when the Gun Team loses a life point, rather than gaining a Marker, simply remove the loader model. MARs -(not in the Quickplay Rulebook) Quick Setup If a model with the Quick Setup MAR performs Walk Move Action this Activation it must spend ONE Command Point to perform a Ranged Attack, and its Ranged Attack Dice are reduced by ONE Dice Colour Level. Sometimes, even the Ashigaru s infamous Dragon s Breath Shotguns are insufficient to breech the enemy s defensive line. On these occasions, Blazing Sun Commanders send for the Ashigaru Support Guns. The tripod mounted, Kawachi-Kanpon Type 9 is a double-barrelled, fully automatic heavy shotgun. Loaded with the Alchemical Institute s trademark incendiary shells, the Type 9 has earned the nickname Fireball. As essentially an enlarged version of the infantry weapon, the Fireball shows off the stunning fantastical detail on the weapon s barrel and housing. This captures the ornate, oriental influence that sets the Blazing Sun apart, and makes a full battery look truly intimidating on the tabletop. Type 9 'Fireball' 6-1, 2 3 Spray and Pray
8 BATTALION SUPPORT - STATISTICS TABLES GUN SECTOIN Field Gun Infantry Kawachi-Kanpon Type-17 Launcher Towable, Limited Traverse (Type-17 Launcher) (Forward) 28 Ashigaru Infantry Dragon s Breath Shotgun Gas Grenades 5 1 Field Gun ADDITIONS Up to 3 Ashigaru may be added to a Gun Section. 1 Kote Armoured Carrier may be added to a Gun Section. NEW MARs Indirect Fire A model can make a Ranged Attack with a Weapon with the Indirect Fire WAR against a target to which its Line of Sight is Blocked by intervening models and/or Terrain, however it receives a -1 to hit modifier if it does so. It still CANNOT target Sections which are outside of its Arc of Fire. Rapid Fire (value) During the Ranged Attack Segment, a model with the Rapid Fire WAR may make a number of Ranged Attacks equal to the Rapid Fire value. These Attacks are made separately, and can be at different targets. They are NOT combined into a single Attack and are separate for all purposes, including Game Cards, Command Abilities and the Command Points spent to fire at Long Range. Kawachi-Kanpon Type-17 Launcher Explosive 7-5,4 3 Indirect Fire, Move or Fire, Rapid-Fire (2), Suppression Armour Piercing 6 4 1,2 3 Move or Fire, Rapid-Fire (2) GAME CARD: Gas Cylinders 5-6" - Mine Dragon s Breath Shotgun
9 BATTALION SUPPORT - STATISTICS TABLES ARMOUR KE-HO IRONCLAD Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points Ke-Ho Ironclad Ironclad 6 / Rocket-Howitzer Fixed Forward Left Sponson Left 180 Right Sponson Right 180 Colossal, NCO, No Gunners (Left Sponson, Right Sponson) (1), Transport Capacity (Infantry)(6) 60 KE-HO IRONCLAD DAMAGE TABLE D6 Name Effect 1, 2 Ping! The Attack bounces harmlessly off the hull of the Ironclad 3 Running Gear Damage The Ironclad s movement is reduced to 4 /6. If this effect is rolled a second time, the Ironclad is immobilised and cannot move or rotate for the rest of the game. 4 Shaken Up The Ironclad misses its next Activation 5 Gun Damaged All Ranged Attacks made by this Ironclad for the rest of the game suffer a -1 to hit modifier. If this effect is rolled a second time, the Ironclad cannot make Ranged Attacks for the rest of the game. 6 Badly Damaged The Ironclad loses ONE Hull Point. Any Embarked Section suffers and immediate Ranged Attack with D6+1 AD. 7 Knocked Out The Ironclad is Destroyed and left as a Wreck. Any Embarked Section suffers and immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker. 1 Ke-Ho Ironclad Important Note: A Platoon may only include ONE Ke-Ho Ironclad. UPGRADES A Ke-Ho Ironclad must equip each of its Sponsons with one of the following weapons. The Sponsons do not need to be fitted with the same weapon: A Dragon s Wrath Flamethrower for free A Type 19 Heavy Machine Gun for free A Rocket Battery for free NEW MARs Colossal: The Line of Sight to and from models with the Colossal MAR is NOT Blocked by intervening man-height or Towering models. A model with the Colossal MAR is considered to be larger than man-height. ADDITIONS 2-6 Ashigaru may be added to the Ke-Ho Ironclad Section for 5 Points per model Up to two Ashigaru may be upgraded to Ashigaru Specialists, armed with Rocket Projectors for +1 Point per model. Rocket Howitzer , 2 3 Blast, Limited Traverse (Fixed Forward) Type 19 Heavy Machine Gun 5 3 1, 2 3 Limited Traverse (180 degree Left/Right), Rapid Fire (2) Dragon s Wrath Flamethrower Blast, Limited Traverse (180 degree Left/Right), Spray and Pray Rocket Battery Limited Traverse (180 degree Left/Right), Smoke Launcher (1)
10
11 TRANSPORT - STATISTICS TABLES KOTE ARMOURED CARRIER ARMOUR Name Type Mv Rv Front Sides Rear HP Weapons ARC MARs and Abilities Points Kote Armoured Carrier Ironclad 8 / No Crew (1), Open Topped, Towering, Transport Capacity (Infantry)(8), Utility Vehicle 30 KOTE ARMOURED CARRIER DAMAGE TABLE D6 Name Effect 1, 2 Bashed About Any Embarked Section must Disembark. 3, 4 Shaken Up 5, 6 Badly Damaged Any Embarked Section must Disembark. The Ironclad cannot perform any actions or Embark troops during its next Activation. The Ironclad loses ONE Hull Point. Any Embarked Section suffers an immediate Ranged Attack with D6+1 AD. 7 Knocked Out The Ironclad is Destroyed and left as a Wreck. Any Embarked Section suffers an immediate Ranged Attack with D6+3 AD, must Disembark and gains a Shaken Marker. New or Amended MARs Open Topped: Some Ironclads do not have roofs, allowing their occupants to fire freely, but offering them reduced protection in return. Any Section embarked in a transport Ironclad with the Open Topped MAR may make Ranged Attacks despite being embarked in a transport Ironclad. However, an embarked Section CANNOT make a Ranged Attack if their Ironclad made a Full Steam Ahead move action. The embarked Section can also be the target of enemy Ranged Attacks. Range and Line of Sight for any Ranged Attacks involving the embarked Section should be measured from the closest point of the Ironclad they are Embarked within. Sections Embarked in an Ironclad with the Open Topped MAR count as being in Heavy Cover and in Line Formation. Any casualties caused amongst the embarked Section are assigned as chosen by the target s controlling player, obeying the rules for regular and irregular models and removing whole models when required. The Embarked Section CANNOT Charge, make Charge Reactions or be declared as the target of a Charge.
12 TRANSPORT - STATISTICS TABLES Transport Capacity (type)(value) Some Ironclads are designed to ferry troops across the battlefield, safe inside their metal shells. A model with the Transport Capacity MAR may carry a total number of models of the listed type, equal to the listed value, at any one time. A Transport Ironclad is purchased alongside the Section that can be Embarked within it. They are treated as a single Section, however they do not need to remain in Coherency when the Section has Disembarked. Only models from that Section (or an Officer who has Taken Command of them) can Embark onto that Ironclad. Unless specifically stated otherwise, Line of Sight to and from an Embarked Section is Blocked. As such it CANNOT be declared as the target of any action, CANNOT perform any actions that require Line of Sight and CANNOT have Game Cards or Command Abilities used on it. Embarking A Section may Embark onto the Transport purchased for it during the Movement Segment of its Activations, provided each model in the Section can be brought within 2 of the Ironclad. If the Embarking Section began its Activation with all models within 2 of the transport, the transport may now perform any allowed actions (moving, performing Ranged Attacks etc.), but CANNOT make a Full Steam Ahead move action. If the Embarked Section had to perform ANY movement this Activation to Embark, the Ironclad CANNOT perform any actions this turn. Disembarking An Embarked Section may Disembark at any point during the Movement Segment of their Activation, provided the Transport has not made a Full Steam Ahead move action. A Section CANNOT Disembark during the activation that is Embarked. Alternatively, a Section may be forced to Disembark by effects on the transport s Damage table. Disembarking from an Ironclad counts as the Section performing a Walk Move action for the purposes of determining what other actions the Section can perform during its activation. As such a Section that has disembarked during its Activation may still perform a Ranged Attack, but CANNOT Walk, Run or Charge. If the transport Ironclad did not Move prior to it s Section Disembarking, any Ranged Attacks the Section then make are conducted as normal. However, if the transport Ironclad made a normal Move action prior to it s section Disembarking any Ranged Attacks made by the Disembarking Section suffer a -1 to hit Modifier. Split Sections An Embarked Section can elect to Split (Page 36 of the Dystopian Legions Quickplay Rulebook) during the Command Segment of its Activation. One Half-Section may then Disembark, while the other remains in the Transport. Utility Vehicle If a model with the Utility Vehicle MAR begins its Activation with its Rear Arc in Base Contact with a Towable model that has NOT Activated this Turn, the Towable model may move with the Utility Vehicle, remaining in Base Contact at all times. The Towable model CANNOT Activate this Turn. If the Towable model is in a Section with models that CANNOT be Towed (they do not have the Towable MAR and cannot Embark onto an Ironclad in the active Section, or there is not a Utility Vehicle in the active Section positioned to tow them), the Section must immediately Split, costing one Command Point. If it unable to Split the model CANNOT be Towed. All Disembarking models must be placed within 2 of their Ironclad and in Coherency. If there is not enough room to place all models (due to Terrain or other models), a Section CANNOT Disembark voluntarily. If a Section is forced to Disembark any models which cannot Disembark without placing their bases within Impassable Terrain or on top of another model s base, are Killed. If there is no alternative, models forced to Disembark CAN be placed within 1 of an enemy model however the Disembarking Section gains a Shaken Marker. Neither Section is considered to be engaged in Melee and MUST either move outside of 1 or declare a Charge the next time it can perform move actions.
13 CHARACTERS - STATISTICS TABLES MASTER KOZO OKINAWA Master Kozo Okinawa Infantry - Officer (Tier 2) Type 31 Pistol Duelling Armour, Gas Grenades, Way of the Warrior 16 1 Master Kozo Okinawa Important Note: Only ONE Master Kozo Okinawa may be included in a Force. An aloof and joyless man, Master Kozo Okinawa was trained almost from birth for a life of warfare and command, and is famed as one of the greatest swordsmen in the Empire of the Blazing Sun. Although not an inspiring leader in the normal sense Master Okinawa, who holds a staff rank of Lieutenant-Colonel, is a calculating and highly skilled commander weaving the many shifting threads of battle into victory. But he is not merely a tactician when the Master enters combat, it is with a perfectly-timed charge alongside his men. He becomes as a steel tornado, cutting down enemy soldiers like reeds. Type 31 Pistol Kappon Pistol Blast Dragon s Breath Shotgun Rocket Projector Blast Shuriken Tiger s Claw Shotgun Spray and Pray Teppo 2-1, 2, 3 4 Quick Setup Marksman s Teppo 3-1, 2, 3 4, 5 Move or Fire
14 CHARACTERS - STATISTICS TABLES ALCHEMIST TONEGAWA & TAKERA ISAMU Alchemist Tonegawa Infantry Tonegawa Launcher - 26 Takera Isamu Infantry - Officer (Tier 2) Champion, Way of the Warrior - 1 Alchemist Tonegawa 1 Takera Isamu Important Note: Only ONE Alchemist Tonegawa & Takera Isamu may be included in a Force. Although the specialists of the Empire of the Blazing Sun s Imperial Alchemical Institute (IAI) often confine themselves to lab work, the IAI also maintains a corps of Battle-Alchemists. Tonegawa Satoru is one of the foremost of these brave and dedicated individuals, who field-test the IAI s creations in support of the Empress s conventional forces. Tonegawa is a senior member of the IAI, and one of the Institute s most noted experts in poison gas research. He was the leader of the team which worked in concert with Sturm s Prussian military mission, and his breadth of knowledge and combat prowess are both formidable. He frequently accompanies Blazing Sun forces in order to test various experimental chemical weapons, often developed to his own specifications. Accompanied by his faithful bodyguard Takera Isamu, who is responsible for his master s safety, Tonegawa is a figure who strikes fear into opposing forces with barrages of noxious gas-bombs from his specialised grenade launcher. MARs (not in the Quickplay Rulebook) Smoke Launcher (value): A weapon with the Smoke Launcher MAR may deploy a number of Smoke Screen Markers up to the value of the MAR anywhere entirely within Effective Range. Suppression: If ALL the weapons that contribute to a Ranged Attack that causes the loss of one or more Life Points have the Suppression WAR, the target Section MUST IMMEDIATELY take a Morale Check Command Test. Acid Bombs Tonegawa Launcher Gas Bombs Smoke Bombs Smoke Launcher (1) GAME CARD: Alchemical Grenades Spray and Pray, Suppression
TAC MYTHOS. Byakhee Attack. 0 CP Any. Mythos Influence Level increases by one. always attacking the nearest unit. The
TAC Flash of Inspiration Play during the TAC Step of the Pre-Turn Phase. An Officer of your choice gains D3 additional Command Points this Turn. 0 CP Any MYTHOS Byakhee Attack One or more Byakhee models
More informationBudget Battle. Phil West
Budget Battle Phil West This set of rules was inspired by some sets of cheap toy soldiers with interesting pairings such as Army men vs Cavemen, Ninja vs Robots and so forth. These reminded me of the running
More informationConflict Horizon Dallas Walker Conflict Horizon
Conflict Horizon Introduction 2018 Dallas Walker Conflict Horizon Welcome Cadets. I m Sargent Osiren. I d like to make it known right now! From that moment you stepped foot of the shuttle, your butts belonged
More informationOPTIONS: May take up to two Marker Drones points/model
COMMANDER R ALAI... 165 POINTS Commander R alai is a HQ choice in a Codex: Tau Empire detachment. Commander R alai 4 5 5 5 4 4 4 10 3+ Jet Pack Infantry 1 (Unique) (Character) Hazard battlesuit Drone controller
More informationOn the day you also need to bring :
In this pack you will find everything you will need to do and know, to prepare for and play in the OMG Bolt Action Tournament. Tournament Organiser: Jeff Black Players Pack/ Tournament Rules writer: Jeff
More informationSequence of Play This rulebook is organized according to this Sequence of Play.
Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...10 Pre-Combat...11 Combat...14 Post-Combat...19 End of Week...20 End of Campaign...22 Optional Rules...22 Credits...22 Sample Game...23
More informationCONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.
Revised 12-4-2018 Don t fire unless fired upon, but if they mean to have a war, let it begin here. - John Parker - INTRODUCTION By design, Commands & Colors Tricorne - American Revolution is not overly
More informationVyper Type Speed Armour Close Combat Firefight Light Vehicle 35cm Weapon Range Firepower Notes Scatter Laser 30cm AP5+/AT5+ - Notes: Skimmer
Avatar War Engine 15cm 3+ 2+ 4+ Wailing doom 30cm MW5+ AND (base contact) Assault Weapon, Macro-weapon, Extra Attacks (+1) An Avatar accompanied by the Court of the Young King gains the following attack:
More informationUNITS Hidden Units Formed Units Fighter Commander
COLONIAL ADVENTURE UNITS Each unit consists of 5 to 20 figures. Additionally units may contain leaders (maximum 2 per unit), musicians (maximum 1 per unit) and color bearers (maximum 1 per unit). Each
More informationPrimo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points
Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle
More informationCOMMANDER: This model counts as having all Squadlink Keywords. DECAPITATE: If this attack Critically Hits, its target loses 1 additional HP.
WARWIND [] Dual Katanas Critical Strike() Decapitate Combat Reflexes Furious Charge Commander(5) Toxic [] Reckoner Blast() x [] Purifying Flame [] Ash Vapor Toxic mm []5 COANDER: This model counts as having
More informationWARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE!
FRIDAY :: MARCH 24 12:00 PM 8:00 PM WARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE! Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today
More informationA Clash of Arguments
A Clash of Arguments A set of rules for the lazy gamers of this world. (Or Horse and Musket?) By Craig Grady Phases each turn consists of the following five phases Initiative Move Shoot Hand to Hand Moral
More informationevery item you move off your deployment zone. DEP2 - Foe
The Good Stuff Scour 2 Scavenge items. Earn for every item you move off your deployment zone. DEP1 - Friend Don t Stop Infiltrate 1-6 pt 1 Infiltrate 7-10 pt 2 Infiltrate 11+ pt 2 Scour 1 Infiltrate means
More informationWARHAMMER FANTASY REGIMENTS OF RENOWN
WARHAMMER FANTASY REGIMENTS OF RENOWN FRIDAY MARCH 20 TH :00PM 1:00AM Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.
More informationThe Emperor Titan is the largest type of Imperial Titan, consisting of two classes: the Imperator and Warmonger.
The Warmonger Titan Table of Contents Introduction...4 Points Cost:...4 Set Up...5 Warmonger Titan Weapons...5 Sensorium Guns...5 Secondary Weapons...5 Point Defence...5 Flak Batteries (4):...5 Doom strike
More informationAll Terrain Scout Transport Announcing the AT-ST Unit Expansion for Star Wars : Legion
All Terrain Scout Transport Announcing the AT-ST Unit Expansion for Star Wars : Legion The Rebels have been routed. They re fleeing into the woods. AT-ST pilot, Star Wars: Return of the Jedi The power
More informationFrench and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4
French and Indian Wars Skirmish Rules Tyneside Wargames club October 2016 Version 3.4 Page 2 of 11 Index: Introduction:... 4 Troop Classifications:... 4 Loyalty:... 4 Weapons:... 4 Play Sequence:... 4
More informationHenry Bodenstedt s Game of the Franco-Prussian War
Graveyard St. Privat Henry Bodenstedt s Game of the Franco-Prussian War Introduction and General Comments: The following rules describe Henry Bodenstedt s version of the Battle of Gravelotte-St.Privat
More informationGAME SETUP. The contents of this book are Copyright Spartan Games All rights reserved.
This booklet is intended for owners of Edition 1.0 of the MASTER Rulebook and details the changes, clarifications and amendments found in Edition 1.1 of DYSTOPIAN WARS. Using this booklet, owners of Edition
More informationCommand Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives
Setup Action Phase Command Phase Status Phase Setup the map boards, map overlay pieces, markers and figures according to the Scenario. Players choose their nations. Green bases are American and grey are
More informationPROFILE. Jonathan Sherer 9/10/2015 1
Jonathan Sherer 9/10/2015 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game.
More informationStargrunt II Campaign Rules v0.2
1. Introduction Stargrunt II Campaign Rules v0.2 This document is a set of company level campaign rules for Stargrunt II. The intention is to provide players with the ability to lead their forces throughout
More informationLocation cards. soldier attacks. HostiLe turn. additional information
introduction Game Overview...2 Victory...2 Component Overview...2 Set-Up...6 BuiLding Your mission and team Mission Card...7 Objective Card...8 Soldiers Player Soldier Cards...9 Non-Player Soldier Cards...10
More informationIntroduction. Nothing can be done contrary to what could or would be done in actual war. Revised Rules for the NAVAL WAR GAME (1905) Fred T.
Design Parameters Introduction These rules have been developed so that it is possible to fight small World War II Ostfront battles between Axis and Soviet forces. The battles last about an hour or two
More informationOperation Blue Metal Event Outline. Participant Requirements. Patronage Card
Operation Blue Metal Event Outline Operation Blue Metal is a Strategic event that allows players to create a story across connected games over the course of the event. Follow the instructions below in
More informationSiege of Nottingham FINALS Escalation Tournament
Siege of Nottingham FINALS Escalation Tournament 4 Rounds starting at 200 points going up to 1500 points. After each round you may: -Add new units, -increase the size of existing units, -add extra weapons
More informationSCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook -
The following is the complete list of scenarios that may be played at the 2011 Ultimate Warhammer 40K tournament. Four of these will be used by all players in the first four rounds of the tournament (pre-determined
More informationFRIDAY :: MARCH 24 ZONE MORTALIS #1
FRIDAY :: MARCH 24 2:00 PM 5:00 PM ZONE MORTALIS #1 Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament. It is your responsibility
More informationPROFILE. Jonathan Sherer 9/30/15 1
Jonathan Sherer 9/30/15 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The
More informationFrontier/Modern Wargames Rules
Equipment: Frontier/Modern Wargames Rules For use with a chessboard battlefield By Bob Cordery Based on Joseph Morschauser s original ideas The following equipment is needed to fight battles with these
More informationShooting Value. Morale Value
16 th -17 th Century Japanese Army During the Sengoku Jidai warlords known as daimyo raised and led armies to dominate regions of Japan always with the ultimate goal of becoming Shogun. At the same time
More informationWhen it comes to generic 25mm Science Fiction skirmish games, there are really only two choices.
1 of 6 When it comes to generic 25mm Science Fiction skirmish games, there are really only two choices. Stargrunt II, which is a gritty, realistic simulation of near-future combat. And ShockForce, which
More informationBattle of Octavus Two-Five Tournament Packet
Battle of Octavus Two-Five Tournament Packet Battle of Octavus Two-Five Tournament Packet The Rules: 1. The tournament's point limit will be 1500 points. Any player with an army over 1500 points will be
More informationA Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2
Page 1 of 30 A Marvellous Victory! Copyright. Trevor Raymond. November 2015 (Exodus 20:15 - Thou shall not steal.") Version 2 The first abstraction: A Marvellous Victory are an abstract set of wargame
More informationChaos Space Marines: Supplement - Black Legion (2013) (Combined Arms Detachment) (1999pts)
grudge (1999pts) Space Marines: Supplement - Black Legion (2013) (Combined Arms Detachment) (1999pts) No Force Org Slot Expanded Options [MUST Select first BEFORE selecting other forces] Show [FW] options,
More informationBattle of Prokhorovka
Perform Action Move/Fire according to action chosen Fire machine Guns (tanks only) Fire all eligible machine guns Rally (infantry only) Leader stand may attempt to rally pinned units Rifle stand - 1 die
More informationARMY COMMANDER - GREAT WAR INDEX
INDEX Section Introduction and Basic Concepts Page 1 1. The Game Turn 2 1.1 Orders 2 1.2 The Turn Sequence 2 2. Movement 3 2.1 Movement and Terrain Restrictions 3 2.2 Moving M status divisions 3 2.3 Moving
More informationDamned Wobbly Gentlemen. Zuluwar 'Lite.'
Damned Wobbly Gentlemen. Or Zuluwar 'Lite.' Version:2 12/01/09 by PDE Empress Miniatures 28mm Rules for Colonial skirmishes. The following rules are a set of simple fast play rules to get you started.
More informationPortable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery
The Portable Wargame Rules Late 19 th Century Version For use with a battlefield marked with a grid of hexes By Bob Cordery Based on some of Joseph Morschauser s original ideas The Portable Wargame Rules
More informationI-95 GAMERS. Domination Missions
I-95 GAMERS Domination Missions I-95 GAMERS Domination Missions Design notes Domination special rules Domination Frontline Domination Blind Domination Blitzkrieg Domination Early war Blitzkrieg Domination
More informationHorus Heresy Volume 1: Betrayal
Horus Heresy Volume 1: Betrayal Errata & Addenda Version 1.0 Compiled 30 th January 2013 Page 191 Librarian Consul Entry Replace the Wargear section paragraph with the following: Replaces their chainsword
More informationELDAR. Warlock. 35 points
ELDAR Codex: Eldar This team list uses the special rules and wargear found in Codex: Eldar. If a rule differs from the Codex, it will be clearly stated. Exarch Powers When an Exarch takes an Exarch Power,
More informationIntroduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men.
Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...9 Pre-Combat...10 Combat...12 Post-Combat...16 End of Week...17 End of Campaign...19 Optional ules...19 Credits...19 Sample Game...20
More informationSATURDAY APRIL :00AM 10:30PM 5:00PM 10:00PM :00PM
SATURDAY APRIL 20 ------------------ 9:00AM 10:30PM 5:00PM 10:00PM ------------------ 9:00AM 9:00PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets
More informationHORUS HERESY: BETRAYAL AT CALTH BOX BASH
THURSDAY :: MARCH 23 8:00 AM 8:30 PM HORUS HERESY: BETRAYAL AT CALTH BOX BASH Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.
More informationELDAR. BATTLE FOCUS If using the Battle Focus special rule, the model runs the usual d6 instead of the automatic 6 normally used in Kill Team.
ELDAR CODEX: ELDAR This Team List uses the special rules and wargear lists found in Codex: Eldar Craftworlds. If a rule differs from the Codex, it will be clearly stated. BATTLE FOCUS If using the Battle
More informationArmour Battles. Introductory World War Two Wargame Rules. Jim Bambra
1 Armour Battles Introductory World War Two Wargame Rules Jim Bambra First published in 2015 by Wargames Design. 2015 Jim Bambra. All rights reserved. Jim Bambra has asserted his right under the Copyright,
More informationStrasser Drukhari (Warhammer 40,000 8th Edition) [113 PL, 2000pts]
Strasser Drukhari (Warhammer 40,000 8th Edition) [113 PL, 2000pts] Battalion Detachment +5CP (Aeldari - Drukhari) [64 PL, 1198pts] Rules: Poisoned Weapon No Force Org Slot [2 PL, 21pts] Alliance of Agony
More informationNUTS! WAR WITHOUT END
TABLE OF CONTENTS INTRODUCTION 1 Words of Advice WAR WITHOUT END: WHAT IS IT? PLAYING SOLO AMAZING TRUE WAR TALES PART 1: REAL WORLD WAR 2 2 OWNING THE NIGHT Tank IS Sights How to Use Night Vision Systems
More informationLATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser
LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight
More informationNew Roster (Warhammer 40,000 8th Edition) [112 PL, 2000pts]
1 von 15 18.06.2018, 06:41 New Roster (Warhammer 40,000 8th Edition) [112 PL, 2000pts] Fortification Network (T'au Empire) [7 PL, 140pts] No Force Org Slot T'au Empire Sept Choice Selections: Dal'yth Sept
More informationINTRODUCTION GAME OVERVIEW USING THIS LEARN TO PLAY BOOKLET. Learn to Play
LEARN TO PLAY INTRODUCTION It is a period of civil war. The oppressive Galactic Empire tightens its hold on the galaxy, wielding overwhelming military might with unmatched ruthlessness. Standing in its
More informationBOLT ACTION COMBAT PATROL
THURSDAY :: MARCH 23 6:00 PM 11:45 PM BOLT ACTION COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament. It
More informationWARHAMMER 40K COMBAT PATROL
9:00AM 2:00PM ------------------ SUNDAY APRIL 22 11:30AM 4:30PM WARHAMMER 40K COMBAT PATROL Do not lose this packet! It contains all necessary missions and results sheets required for you to participate
More informationSPACE WOLVES. Wolf Guard Pack Leader. 25 points
SPACE WOLVES Codex: Space Wolves This team list uses the special rules and wargear found in Codex: Space Wolves. If a rule differs from the Codex, it will be clearly stated. Headstrong Rule Addition If
More informationTamurkhan: The Throne of Chaos Q&A and Errata Amended February 25 th 2013 With thanks to the members of Chaos Dwarfs Online and Neil Peckett
Tamurkhan: The Throne of Chaos Q&A and Errata Amended February 25 th 2013 With thanks to the members of Chaos Dwarfs Online and Neil Peckett ERRATA Page 184 and 185: Replace the Blazing Body rules text
More informationWARLOCK CONCLAVE KILL TEAMS
WARLOCK CONCLAVE KILL TEAMS Warlock Conclave Special Rules: Brotherhood of psykers: Fighters in a Warlock Conclave kill team may always use the highest leadership of any member of the kill team when testing
More informationVICTORY IS VENGEANCE. Sunday 14th MAY
VICTORY IS VENGEANCE Sunday 14th MAY HORUS HERESY VICTORY IS VENGEANCE WHAT IS IT ALL ABOUT? Victory Is Vengeance is the focus of an elite team of commando-style raids, head-hunter missions and precise
More informationMAN OF STEEL CHARACTER CARDS. Original Text WizKids/NECA LLC. TM & DC Comics (s13)
MAN OF STEEL CHARACTER CARDS Original Text 2013 WizKids/NECA LLC. TM & DC Comics PRINTING INSTRUCTIONS 1. From Adobe Reader or Adobe Acrobat open the print dialog box (File>Print or Ctrl/Cmd+P). 2. Under
More informationIMPERIAL ARMOUR APOCALYPSE Q AND A TAU. 1. The Remora is listed as having 3 Structure points. Is this right?
IMPERIAL ARMOUR APOCALYPSE Q AND A TAU 1. The Remora is listed as having 3 Structure points. Is this right? No, it has 0 structure points. 2. The DX-6 Remora and TX-42 Piranha have a squad size of 1. Is
More informationSPECIAL RULES Necron A unit with this special rule gain the Feel No Pain and Fearless universal special rules.
Codex: Necrons SPECIAL RULES Necron A unit with this special rule gain the Feel No Pain and Fearless universal special rules. Gauss Weapons a Necron ranged weapon with this rule has the Rending universal
More informationCONFEDERACY GAME OVERVIEW. Components 60 Troop tiles 20 double sided Order/Wound Tokens 2 player aids 6 dice This ruleset
MODERN #1 CONFEDERACY GAME OVERVIEW Pocket Battles is a series of fast and portable wargames. Each game comes with two armies that can be lined up one versus the other, or against any other army in the
More information1. Introduction 2. Army designation 3. Setting up 4. Sequence of play 25cm three
Blades of Bronze Fast play rules for 15mm Ancients Contents 1. Introduction. 2. Army designation. 3. Setting up. 4. Sequence of play. 5. Orders. 6. Classification tables. 7. Conclusion 1. Introduction
More informationDRAGONS FROM AN ANCIENT ERA HAVE RISEN FROM A SLUMBER THAT HAS LASTED MILLIONS OF YEARS.
DRAGONS FROM AN ANCIENT ERA HAVE RISEN FROM A SLUMBER THAT HAS LASTED MILLIONS OF YEARS. Their protective sleep saved them from a comet impact, yet they awoke to a changed world. Continental drift and
More information2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)
Advanced Vive l Empereur Introduction Advanced Vive l Empereur is a Histo Command Dice System Game and allows you to simulate on a grand-tactical level the battles of the Napoleonic era. The player is
More informationcommand efficiency table
sequence of play 0. PRE-GAME ORGANIZATION PHASE. 1. POSTURE DETERMINATION PHASE 2D6 + Cohesion. Highest total has initiative in this phase. Mark required stands or groups in movement posture. [6.01.01]
More informationGettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance
RULES CORRECTIONS 1) p.1 Object of Game Culp s hill is U40 not U41. 2) p. 7 Combat Qualifications Rule 3 is (.see 5) not ( see 6) 3) p.8 Retreat rule 2. Change to read: If the retreating unit is adjacent
More informationAXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT
AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT Using this rule, you may attempt to develop improved military technology. If you decide to use Research & Development, it becomes the new phase
More informationHuman Command Skills. LIEUTENANT 1.PSIONIC SPECIAL CORPS 1.1 Lieutenant becomes Psionic specialist and get Special ammunition marksman rifle
Human Command Skills LIEUTENANT.PSIONIC SPECIAL CORPS. Lieutenant becomes Psionic specialist and get Special ammunition marksman rifle. Lieutenant gets Psionic shield power (Friendly unit gets + to ()).
More informationTristan Whitehead - No Retreat VI (Warhammer 40,000 8th Edition) [101 PL, 2000pts]
Tristan Whitehead - No Retreat VI (Warhammer 40,000 8th Edition) [101 PL, 2000pts] Spearhead Detachment +1CP (Chaos - Chaos Space Marines) [36 PL, 683pts] Rules: Daemonic Ritual, Despoilers of the Galaxy
More informationCONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players
CONTENTS A WWII tactical and operational strongpoint defense game PAGE 1 Introduction PAGE 2 Setup PAGE 3 Counters and Cards PAGE 4 Playing the Game PAGE 5 Soviet Card Phase PAGE 9 Wehrmacht Card Phase
More informationLATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser
LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser 1. PLAYING EQUIPMENT The following equipment is needed to fight
More informationDFW Irregulars ACW campaign rules
DFW Irregulars ACW campaign rules 2011 version 2.1 by Clay Smith Summary This is a simple set of campaign rules using Fire & Fury. The objective is to encourage players to paint up a division of ACW troops
More informationIV. TROOPS FAQ SPECIALIZED UNITS 2
IV. TROOPS FAQ STANDARD UNITS 1 7 8 8 Infantry Move 0-1 and battle, or move 2 no battle May Take Ground on successful Close Assault Armor Move 0-3 and battle May Overrun on successful Close Assault Artillery
More informationBRONZE EAGLES Version II
BRONZE EAGLES Version II Wargaming rules for the age of the Caesars David Child-Dennis 2010 davidchild@slingshot.co.nz David Child-Dennis 2010 1 Scales 1 figure equals 20 troops 1 mounted figure equals
More informationNapoleoN-The Game Beta Version 1.1
«Napoleon» is a rule system to simulate big battles of the napoleonic era. The number of troops and units involved in those battles were huge. Nevertheless, these rules intend to keep things simple, allowing
More informationIMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE
STOP! This Rules Reference Guide does not teach players how to play the game. Players should first read the Learn to Play booklet, then use this Rules Reference Guide as needed when playing the game. INTRODUCTION
More informationHead Hunt. earned Kill 7-10 pt 1 Kill 11+ pt 2 Kill Commander 2 Kill Leader 1 Kill Specialist 1. DEP2 - Foe. Fight Another Day
Kill Frenzy Kill 7-10 pt 2 Kill 11+ pt 3 Kill stuff. Earn per model killed (depending on its points cost). Head Hunt Kill 11+ pt 2 Kill Commander 2 Kill Leader 1 Kill Specialist 1 Kill stuff. Earn per
More informationGame Rules. The Great Battles of the Napoleonic Era. Giovanni Crippa. version October v.1.1. A game by: GIOGAMES
The Great Battles of the Napoleonic Era Game Rules v.1.1 version 1.2 - October 2013 GIOGAMES A game by: Giovanni Crippa 23900 LECCO (Italy) Introduction Advanced Vive l Empereur is a game system that allows
More informationWARHAMMER 40,000 RULEBOOK
WARHAMMER 40,000 RULEBOOK Official Update Version 1.1 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn t as clear as it might be. These
More informationGetting Started with Panzer Campaigns: Budapest 45
Getting Started with Panzer Campaigns: Budapest 45 Welcome to Panzer Campaigns Budapest 45. In this, the seventeenth title in of the Panzer Campaigns series of operational combat in World War II, we are
More informationSet up and play each round by following the instructions below
Player Set up and play each round by following the instructions below 1. If the mission has a RELIC primary or secondary objective, place the RELIC objective(s) as described in the mission. NOTE: Any RELIC
More informationAperitif Game for Gentlemen, By Pierre Laporte
Belle Epoque Aperitif Game for Gentlemen, By Pierre Laporte Belle Epoque Aperitif Game for Miniature Battles in the Victorian Era and Early 20 th Century EQUIPEMENT NEEDED Small coloured counters, ordinary
More informationPowers and Abilities
Powers and Abilities SPEED X FLURRY Give this character a close combat action. It makes two separate close combat attacks as free actions (making two separate attack rolls) against one or two adjacent
More informationOperation Deep Jungle Event Outline. Participant Requirements. Patronage Card
Operation Deep Jungle Event Outline Operation Deep Jungle is a Raid event that concentrates on a player s units and how they grow through upgrades, abilities, and even fatigue over the course of the event.
More informationKor vesa reetings, Commander, to this sacred text that will help you to further the Greater Good by guiding you in collecting, painting and
Kor vesa reetings, Commander, to this sacred text that will help you to further the Greater Good by guiding you in collecting, painting and gaming with a Kor vesa sept force in the Warhammer 40,000 game.
More informationFantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures
Fantasy and Magic For those that wish to add powerful magic casters and fantastic units, characters and armies to their Ancients D6 game, the following rules should allow them to do just that. Casting
More information3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...
3rd Edition Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...23 Hostile Turn...23 Campaigns...26 Optional Rules...28
More informationThe Glory that was GREECE. Tanagra 457 BC
The Glory that was GREECE Tanagra 457 BC TCSM 2009 The Glory that Was Vol. I: Greece Rulebook version 1.0 1.0 Introduction The Glory that was is a series of games depicting several different battles from
More information12. WEAPON CHARACTERISTICS
Briefing 1. Fire and movement are the heart of a wargame, and weapons provide the power to dominate the enemy. 2. Weapon characteristics define the power of a weapon s attack, the ranges at which it is
More informationAirplane. Estimated Casualty Statistics for the Battle of Tannenberg Allied Powers: 267,000 Central Powers: 80,000
Airplane The Battle of Tannenberg in 1914 was an important victory for the Germans. They stopped the Russian army from advancing into German-controlled territory. Prior to the outbreak of fighting, both
More informationNapoleon s Triumph. Rules of Play (draft) Table of Contents
Rules of Play (draft) Table of Contents 1. Game Equipment... 2 2. Introduction to Play... 2 3. Playing Pieces... 2 4. The Game Board... 2 5. Scenarios... 3 6. Setting up the Game... 3 7. Sequence of Play...
More informationUnder fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire.
Featherstone Like WW2 Rules These rules are very similar to the Featherstone/Bath mass combat rules you can find for Ancient and 18 th Century combat. They have been adapted for a massed skirmish game
More informationBy Dan Verssen Games (DVG)
By Dan Verssen Games (DVG) Introduction Special Forces is a quick to learn, fast-paced tactical game of modern man-to-man combat. You get to command Iraqi Insurgent Forces (IIF) or US forces in modern
More informationFRIDAY APRIL :00PM 10:00PM 8:00AM 8:00PM :00AM 3:00PM
FRIDAY APRIL 19 ------------------ 4:00PM 10:00PM 8:00AM 8:00PM ------------------ 9:00AM 3:00PM WARHAMMER 40K GLADIATOR TOURNAMENT Do not lose this packet! It contains all necessary missions and results
More informationIII. COMBAT- CONTESTED DIE ROLLS.
DICE CRUSADE By Sean Patten Vers. 1.3 I. TURN ORDER. Turns go clockwise around the table. On a player s turn, each of their models may perform 2 actions. Finish with one model before starting the next.
More informationA Fistful of Tripods. Miniature Wargame Rules for The War of the Worlds Copyright 1998 By Ty Beard
A Fistful of Tripods Miniature Wargame Rules for The War of the Worlds Copyright 1998 By Ty Beard 1. INTRODUCTION...2 THE GAME... 2 SCALE... 3 MEASURING... 3 2. THE SEQUENCE OF PLAY...3 OVERVIEW... 3 THE
More informationCOMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)
GAME OVERVIEW Modern Land Battles is a fast-paced card game depicting ground combat. You will command a force on a modern battlefield from the 1970 s to the modern day. The unique combat system ensures
More informationAirplane. Estimated Casualty Statistics for the Battle of Tannenberg Allied Powers: 267,000 Central Powers: 80,000. Artillery
a Airplane The Battle of Tannenberg in 1914 was an important victory for the Germans. They stopped the Russian army from advancing into German-controlled territory. Prior to the outbreak of fighting, both
More information