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HISTORICAL SAMPLER

FREE HISTORICAL ARMY LISTS AND LOCAL CAMPAIGN SYSTEM

RALLY ROUND THE KING HISTORICAL SAMPLER

INTRODUCTION
In Rally Round the King we saw mighty armies engaged in a struggle for dominance in the mystic land of Talomir, the world of Warrior Heroes Armies and Adventures. But if we go farther back in time, real time, we can see that Talomir has its roots in the past of our own world, Earth. Now we bring the armies from Earths past into the fray. Now you can recreate actual historical battles or even see how a Roman legion will fair in a face off with a Goblin horde. Recreate a battle of five armies from fantasy? Why not, as we see Teutonic Knights, Elves and Dwarves face off against Saracens and Orcs on the lonely windswept slopes of an ancient mountain. In the future over 120 historical armies for Rally Round the King (RRtK) divided into four convenient releases: Ancients and Alexander. Pax Romana. Crusaders and Norsemen. For King and Country.

LOCAL CAMPAIGNING
In RRtK we gave you a National Campaign system (RRtK, page, 59) where each battle affected whether the country continued to fight. This works great for the big picture. In Local Campaigning we let you fight a smaller, more localized campaign. Is it better? Thats for you to say, its just another toll for you to use. So lets get started.

SETTING UP THE CAMPAIGN


Follow this procedure when starting the campaign and note that this is extremely solo and same side friendly. Decide which armies will fight. Build each list to the agreed upon points total. Divide your forces into 4 to 6 army groups of at least three units. These army groups are never reorganized. Be sure to track the current composition of each army group as losses occur. As long as you have at least one unit left the army group still exists. Get a regular deck of playing cards or perhaps you have something else that can be used for marking these army groups. For simplicitys sake we will assume that you are using cards. Designate one side as red and the other black. Give the black side one Spade for each army group that it has. Count the number of Spades he has then divide this number by two and round down. Give the black side that many Clubs. The Spades are actual units while the Clubs are phony army groups or \decoys. Do the same with the red player counting Diamonds as army groups and Hearts as decoys. Once all of the units in the army group have been destroyed the corresponding card is removed from play.

This sampler contains three historical armies from each and a simple Campaign system called, Local Campaigns, weve used many time. Enjoy!

RULES ADJUSTMENTS
The only change in the rules for these historical armies is the expansion of the armor classes to include AC3 and AC5. These new classes can easily retrofit onto Rally Round the King using the movement charts below.

FOOT MOVEMENT RATES


Normal move (retire/pursue*)

FIGS
2 3 4

AC 2
8" (3") 8" (3") 6" (2")

AC 3
8 (3") 8 (3") 6 (2)

AC 4
8" (3") 8" (3") 6" (2")

AC 5
7 (2) 7 (2) 5 (1)

AC 6
6" (2") 6" (2") 4" (1")

MOUNTED MOVEMENT RATES


Normal move (retire/pursue*)

FIGS
2 3 4

AC 2
16" (6") 12" (6") 10" (4")

AC 3
15 (6") 12" (6") 9 (4)

AC 4
14" (6") 12" (6") 8" (4")

AC 5
12 (5) 10 (4) 7 (3)

AC 6
10" (4") 8" (3") 6" (3")

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER


THE CAMPAIGN MAP
The Campaign Map can be as simple or detailed as you like. Regardless of your decision it all starts with the Ladder. Heres a picture of the Campaign Ladder. gives a reference to the part of the map that army groups may occupy. When combined with the Time Line each army group will have its location during each moment of the campaign pinpointed.

DETAILING THE MAP


To add character and flavor to the Campaign Map we recommend doing the following: Make some boxes on the map more valuable in the campaign by placing a +1 in the box. The Campaign is decided by the number of Victory Points (page, ##) each player accumulates during the campaign. The +1 represents and additional Victory Point that can be gained by occupying this box during the campaign. Instead of using Left, Center, and Right giver each column a geographical name. In the following Campaign Map we have modeled it after the Levant during the Crusades so named them the Coast, inland and the Desert.

Lets go over the map in detail.

TIME LINE
The numbered rows across the Campaign Map represent the total number of turns in the campaign and are used to track time. At its simplest form it is numbered 1 to 8. This could have been 1 to 6 or 1 to 10; the choice is yours. If desired, months or days can be substituted for the numbers. It doesnt matter as all were doing is tracking time and limiting the turns that the campaign takes place.

THEATER OF WAR
Across the three columns of the Campaign map you see the words Left, Center, and Right. This names each column and
2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

CRUSADER CAMPAIGN MAP

RALLY ROUND THE KING HISTORICAL SAMPLER


If you desire you can pre-roll the actual battlefields for all of the boxes on the map. Just be sure that the boxes you use are in proportion to the table size you wish to play your games on. The sample map is set for square tables. Superimpose the map grid over an actual map of the area. This adds a bit more flavor to the campaign as you can say that you are fighting outside Damascus or other important area of the map.

OPENING STAGES OF THE CAMPAIGN


Once you have divided your units into army groups and laid out the Campaign Map the Campaign can begin. Each player rolls 1d6 with the higher score choosing to go first or defer. All cards are placed in the Turn One row. The first player now chooses one of his cards, either an army group or decoy, and places it face down on the table (1) and declares in what Theater (column on the map) it is located. This can be Left, Center, or Right as he so desires. The second player now chooses one of his cards, either an army group or decoy, and places it face down on the table and declares in what Theater (column on the map) it is located. This can be Left, Center, or Right as he so desires. Both players alternate until all of their cards have been placed. This may result in cards in all or some of the Theaters. This ends the Opening Stages of the Campaign. Starting with the boxes that are occupied by red or black cards, but not both, we hand out Victory Points (page, ##). After that has been done any box with red and black cards must be resolved. Both sides now choose to Fight (page, ##) or Flight (page, ##) and any resulting Victory Points (page, ##) are handed out. Once this is resolved the turn is over and we proceed to the next turn in the Campaign.

FIGHT OR FLIGHT
When a campaign box is occupied by both red and black cards each player must choose to fight a battle (Fight) or leave the box to the enemy (Flight). Both players must write down their decisions and reveal them at the same time.

FIGHT
When both sides have chosen to Fight, a battle is fought using Rally Round the King. The first player to have occupied the box is the defender. If both started in the box, as in the first turn, then players can dice at random to see who defends. Note that if after a player has exercised his Right of Refusal (RRtK, page, ##) and he has not accepted the terrain his Fight result has now become a Flight result. Note that cards are never revealed to be army groups nor decoys. When a battle results simply gather the units involved.

If using markers these could actually be placed on the Campaign Map. If using cards it is important to remember in what column the card is in and what row as the game plays out.

TURN SEQUENCE
The Campaign has a limited number of turns and each turn has a strict turn sequence. Heres how we do it: At the start of each turn only the cards that are in a box in the current turn are used. If the card is in a box at a later turn it is not used this turn.

FLIGHT
When a player has chosen to leave the box to the enemy (Flight) their army must move down the Campaign Map. Heres how we do it: Army groups and decoys forced to Flight have two options. Move down one box (turn) staying in the same column.

Example It is turn 4 of the campaign. Looking at the following picture we see red and black cards on the map. Only the cards in the turn four boxes will be sued this turn. The cards in the turn five boxes do not come into play until turn 5.
2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER


Example Continuing from the previous picture we see the red card in box Desert 4 has chosen Flight. The player chooses to move the card down to box Desert 5 staying in the same column. The card will be active in the 5th turn and has reinforced the red card already in the box.

AFTER THE BATTLE


After the battle is over each sides recovers casualties normally (RRtK, page, 43).

LOSING THE BATTLE OR GAINING A DRAW


If a player has lost the battle, left the field, or if the battle was a draw, both sides remained on the field at the end of the battle, he has two options and must do one or the other. All army groups involved in the battle are dropped one to three boxes down the map staying in the same column. All army groups involved in the battle are dropped two to four boxes down the map and shifted to an adjacent column.

Any army groups that fall off the map are out of the campaign. Move down two boxes (turns) and shift to an adjacent column.

WINNING THE BATTLE


If a player has won the battle, driven the enemy from the field, he has two options and must do one or the other. All army groups involved in the battle are dropped one box down the map staying in the same column. All army groups involved in the battle are dropped two boxes down the map and shifted to an adjacent column.

Example Continuing from the previous picture we see the red card in box Desert 4 has chosen Flight. The player chooses to move the card down two boxes and over one column into box Inland 6. The card is not active until the 6th turn.

RECOVERY OF LOSSES
After each battle there may be some units that were destroyed and removed from the campaign. Heres how they may be recovered: For each box down the surviving army moves it is allowed to recover 33% of their destroyed units, rounded to the nearest whole number. Only units lost the previous battle may be recovered. All troops from both sides that are not recovered are removed from the campaign.

Players may choose to Flight some cards and Fight with others. When both sides choose Flight they will roll 1d6 with the higher score moving first. You can always Flight into an empty, friendly or enemy occupied box.

Example The Norman player lost the battle and has lost eight units. They drop down two boxes so will recover 66% of his losses or five units. The Norman player is allowed to choose which units he will recover. The Viking player won the battle and lost two units. He has chosen to drop down only one box so will recover 33% of his losses or one unit.

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER


WINNING THE CAMPAIGN
To win the Campaign must accumulate more Victory Points than your opponent. The first player to do so has won. This can happen while there are still turns left in the Campaign! What are Victory Points and how do you get them?

CUSTOMIZING YOUR CAMPAIGN


After you have played the campaign we have included and gotten the hang of it, try some of the following ideas. First, you can change the gaming periods, even naval and space battles. Add more boxes to Campaign Map. Start one side with a 20% larger point total than the other but only allow them to use 60% of their force at the start. The rest may not come into play until later turns.

VICTORY POINTS
Victory Points are a measure of how successful you are during the Campaign. At the end of each turn Victory Points are handed out for the following results:

VICTORY POINTS
CIRCUMSTANCE AWARDED
0

SAMPLE GAME
VP
Heres a few sample turns to explain in more detail how to gain Victory Points. Turn 1 Alternating one card at a time Blue and Yellow places all their cards in the first turn row. When they are finished they must give Fight of Flight orders for each box. These are written down prior to being revealed. Note that the cards are not revealed, just the orders.

Neither side has army groups remaining in the box at the end of the turn. OR Both sides have Decoys with Fight orders. Your side has Fight orders and the other has Flight or you are unopposed in the box. The tabletop battle ended in a draw. You won the tabletop battle. Your side has Fight orders and the other only has Decoys with Fight orders.

1 1 each 2 2

HOW MANY VICTORY POINTS NEEDED TO WIN?


Heres how to determine how many Victory Points are needed to win: Count how many boxes there are on the Campaign Map. Add to this total all the Bonus Points on the map. Divide this new total by two, rounding down. The number of Victory Points needed to win is this final total plus one. In the left box Blue decides that he is outnumbered and Chooses Flight while Yellow chooses Fight. Yellow gains one Victory Point. Blue has to choose what to do and decides to drop back one box into the turn two row. Yellow decides to move his cards down one box as well. In the center box both players choose Fight orders. Cards are not revealed but the units are placed on the table and a battle fought. The battle is a draw. Both sides gain 1 Victory Point. Each now rolls 1d6 with the higher score (Blue) going first. Blue decides to drop back one box so will recover 33% of his losses. Yellow now decides to drop down two boxes and will cover 66% of his losses. In the right box Yellow is grossly outnumbered and chooses Flight. Blue chooses Flight as well but for a different reason. Each now rolls 1d6 with the higher score (Yellow) going first. Yellow decides to drop down one box. Blue decides to drop down two boxes and over one column. He is now placed in the

Example Using the Crusader Campaign Map (page, ##) we see there are twenty four boxes. To this number we add the five Bonus Points for a total of twenty nine. Diving this by two we have fourteen. Adding one gives the number of VP needed to be fifteen. The first player to reach this has won the campaign. How big of a win? If you accumulate three times his number you have crushed him. Twice his number is a sound beating while having more is a win. If you have more then you won a clear victory.

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER


third row center box with Yellows cards. As both sides had Flight orders and neither had cards remaining in the box neither will gain any Victory Points. After one turn the score is Yellow 2 Victory Points and Blue 1. Heres the campaign map at the start of turn 2. Turn 3 Row three left box is empty so no Victory Points are scored. The center box sees a big battle as each chooses to Fight. The battle is a draw and each side gains 1 Victory Point. Both sides roll 1d6 to determine who will move first. Yellow goes first and drops down two boxes and moves to the left column into the turn five left column box which is occupied by Blues force. He drops his other force down one box staying in the center. Blue drops down three boxes and over to the left column into box six left column. The right box is occupied by only Yellow who gains 1 Victory Point. Yellow chooses to drop down one box into row four. After three turns the score is Yellow 7 Victory Points and Blue 3. Heres the campaign map at the start of turn 3.

Turn 2 In the left box Blue decides to Fight as does Yellow. Yellow wins the battle and scores 2 Victory Points. Blue must move first and decides to drop down three boxes so recovers 99% or all of his losses. Yellow decides to drop down two boxes and over one column ending its move in row four center box. Blue is unopposed in the center so gains one Victory Point. He chooses to drop down one box and joins his forces in the third row center box. Yellow is unopposed in the right so gains one Victory Point. He decides to drop down one box. After two turns the score is Yellow 5 Victory Points and Blue 2. Heres the campaign map at the start of turn 3. Turn 4 Yellow is starting to extend its lead as it picks up two points for being in unopposed boxes. Yellow has a commanding lead in the campaign and being unopposed in the right column can keep collecting Victory Points for being unopposed. It is important to remember that Yellow could have only Decoys in that column, it doesnt matter as Blue has chosen not to oppose him! The Local Campaign system requires the player to strike a balance between recovering battlefield losses and opposing the enemy in all columns or theaters. The use of Decoys limits the intelligence of the players and reflects the influence, whether actual armies or not, over the area of the campaign.

FINAL WORDS
We hope this sampler has allowed you to see that Rally round the King can be used with your historical battles as well as fantasy ones. Enjoy the Local Campaign system which is another tool for your THW toolbox.

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER

ANCIENTS & ALEXANDER


Middle Kingdom Egyptian
# 2 2 2 3 1 1 0 11 Unit Type Elite Infantry Infantry Conscripts - UD Archers Nubian Archers Bedouin Slingers Libyan Javelinmen Motivation Conquest Class
Foot Melee Foot Melee Foot Melee Foot Missile Foot Missile Foot Skirmish Foot Skirmish

Morale Tactics War Rating Recruiting Rolls 3 A 0 12 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 4 5 3 0 32 2, 12 64 3 4 3 0 21 4, 7 42 3 3 3 -1 15 5-6 30 3 4 2 -1 15 8-9 45 2 4 2 -1 10 3 10 2 4 2 -2 8 11 8 2 4 2 -2 8 10 0 199 Morale Tactics War Rating Recruiting Rolls 3 B 1 16 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 1 5 3 4 12 3-4 36 1 5 2 0 7 6, 8 35 2 4 3 2 18 2, 12 18 3 4 3 1 24 7 72 3 4 3 0 21 5 21 2 3 2 -2 6 9 12 2 3 2 -2 6 10 6 2 3 2 -2 6 11 6 0 0 206

Middle Assyrian
# 3 5 1 3 1 2 1 1 17 Unit Type Light Chariots Cavalry - Dual Asharittu - Dual Hupshu - UD Dual Tribal Archers - UD Tribal Slingers Tribal Javelinmen

Motivation Conquest Class


Mounted Missile Mounted Melee Foot Melee Foot Melee Foot Missile Foot Skirmish Foot Skirmish

Heavy Chariots - Shock Terror Dual Mounted Melee

Alexandrian Macedonian
# 1 0 1 1 3 1 1 0 0 0 8 Unit Type
Companion Cavalry - Shock Elite

Thessalian Cavalry Thracian Horse Hypaspists Phalanx - Pikes Mercenary Hoplites Javelinmen Rhodian Slingers Cretan Archers Archers

Morale Tactics War Rating Recruiting Rolls 4 A 2 9 Combat Armor Class Figures Special Cost Recruiting Rolls Total Value Class Mounted Melee 3 6 4 3 39 39 Mounted Melee 3 5 4 1 30 5 0 Mounted Skirmish 2 4 2 -2 8 8 8 Foot Melee 4 5 3 0 32 4, 10 32 Foot Melee 4 4 3 1 32 7, 9 96 Foot Melee 3 4 3 0 21 6 21 Foot Skirmish 2 5 2 -2 10 2 10 Foot Skirmish 2 4 2 -2 8 12 0 Foot Missile 2 5 2 -1 12 3 0 Foot Missile 2 4 2 -1 10 11 0 206

Motivation Conquest

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER

PAX ROMANA
Principate Roman
# 3 1 1 0 1 1 0 7 Unit Type Legionaries - Elite Lanciarii - CW Auxiliary Foot - CW Auxiliary Cavalry Equites Slingers Archers Morale Tactics War Rating Recruiting Rolls 4 A 1 7 Combat Armor Class Figures Special Cost Recruiting Rolls Total Value Class Foot Melee 4 5 4 1 40 5-7 120 Foot Melee 3 5 4 1 30 9 30 Foot Melee 3 4 4 1 27 4, 8 27 Mounted Melee 3 4 4 1 27 10 0 Mounted Skirmish 2 4 2 -1 10 3, 3 10 Foot Skirmish 2 4 2 -2 8 2 8 Foot Missile 3 4 2 -1 15 12 0 195 Morale Tactics War Rating Recruiting Rolls 3 B 1 12 Combat Armor Class Figures Special Cost Recruiting Rolls Total Value Class Mounted Melee 3 5 5 1 33 2, 5-6, 12 99 Mounted Skirmish 2 4 2 -1 10 3-4, 7-11 100 0 0 199 Motivation Loot Class
Mounted Melee Foot Melee Foot Melee Foot Melee Foot Melee Foot Skirmish Foot Skirmish

Motivation Conquest

Parthians
# Unit Type 3 Cataphracts - UD Shock 10 Horse Archers 13

Motivation Conquest

Spartacus
# 0 1 2 2 4 1 1 11 Unit Type Cavalry - UD Gladiators - UD Equipped Slaves - UD Slaves- UD Mob - UD Javelinmen Slingers

Morale Tactics War Rating Recruiting Rolls 2 A 0 11 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 3 4 3 0 21 5 0 4 5 4 -1 32 9 32 4 4 4 -1 28 8 56 4 4 3 -1 24 4, 10 48 3 3 2 -1 12 6-7 48 2 3 2 -2 6 2-3 6 2 3 2 -2 6 11-12 6 196

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER

CRUSADERS & NORSEMEN


Anglo-Norman
# 2 0 4 2 0 8 Unit Type Knights - UD Shock Frenzy Sergeants - UD Shock Foot Sergeants - UD Archers - UD Welsh Foot - UD Motivation Conquest Class
Mounted Melee Mounted Melee Foot Melee Foot Missile Foot Melee

Morale Tactics War Rating Recruiting Rolls 3 A 0 8 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 4 5 4 2 44 9-10 88 3 4 3 1 24 2, 12 0 4 4 3 -1 24 6-8 96 2 4 2 -2 8 3, 11 16 3 4 2 -1 15 4 0 200 Morale Tactics War Rating Recruiting Rolls 4 A 0 7 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 4 5 4 36 6, 8, 11 72 4 4 3 28 7, 9-10, 12 84 3 4 2 18 5 18 2 4 2 12 4 12 3 3 2 15 2-3 15 201 Morale Tactics War Rating Recruiting Rolls 4 A 0 8 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 4 5 4 2 44 4-5 88 4 4 3 -1 24 6-8 72 3 4 3 -2 15 9-10 30 3 3 2 -1 12 2, 12 12 2 4 2 -2 8 3 0 2 4 2 1 14 11 0 0 0 202

Vikings
# 2 3 1 1 1 8 Unit Type Huscarls - UD Fanatic Frenzy Freemen - UD Frenzy Irish - UD Frenzy Archers - UD Thralls - UD

Motivation Loot Class


Foot Melee Foot Melee Foot Melee Foot Missile Foot Melee

Early Crusader
# 2 3 2 1 0 0 8 Unit Type Knights - UD Shock Frenzy Spearmen - UD Crossbowmen - UD Pilgrims - UD Archers - UD Turcopoles - UD Dual

Motivation Religious Class


Mounted Melee Foot Melee Foot Missile Foot Melee Foot Missile Mounted Melee

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

RALLY ROUND THE KING HISTORICAL SAMPLER

FOR KING & COUNTRY


Late Medieval Danish
# 1 1 2 2 1 7 Unit Type Knights - UD Shock Frenzy Mounted Crossbowmen - UD Feudal Levy - CW Mercenary Pikemen - Pikes Handgunners - Firearms Motivation Loot Class
Mounted Melee Mounted Missile Foot Melee Foot Melee Foot Missile

Morale Tactics War Rating Recruiting Rolls 3 A 0 7 Combat Armor Figures Special Cost Recruiting Rolls Total Value Class 4 5 6 2 52 4 52 3 4 4 -1 21 3, 11 21 3 4 4 1 27 8-10 54 4 4 3 1 32 5-7 64 2 4 2 0 12 2, 12 12 203

Mediev al Aragon
# 1 1 2 2 2 8 Unit Type Knights - UD Shock Frenzy Jinetes Militia Crossbowmen Almughavars - UD Frenzy

Morale Tactics War Rating Recruiting Rolls 3 A 0 7 Combat Armor Class Figures Special Cost Recruiting Rolls Total Value Class Mounted Melee 4 5 6 2 52 9-10 52 Mounted Skirmish 2 4 3 -1 12 2-3 12 Foot Melee 4 4 3 0 28 5, 7 56 Foot Missile 3 4 3 -1 18 2-4 36 Foot Melee 3 5 3 0 24 6, 8 48 204 Motivation Conquest

Motivation Conquest

Late Teutonic Knights


# 1 1 1 1 2 2 0 8

Morale Tactics War Rating Recruiting Rolls 3 B 0 7 Combat Armor Unit Type Class Figures Special Cost Recruiting Rolls Total Value Class Crusader Brothers - Shock Frenzy Elite Mounted Melee 4 5 6 4 60 2, 4-5 60 Crusader Knights - UD Shock Frenzy Mounted Melee 4 5 5 2 48 11-12 48 Turcopoles Mounted Skirmish 2 4 2 -1 10 9 10 Mounted Cros s bowmen - Dua l Mounted Melee 3 4 3 2 27 10 27 Feudal Spearmen - UD Foot Melee 3 4 3 -1 18 3, 8 36 Archers - UD Foot Missile 2 4 2 -2 8 7 16 Handgunners - Firearms Foot Missile 2 4 3 0 14 6 0 197

2012 DAVID GRAY ED TEIXEIRA- TWO HOUR WARGAMES 2/18/2012

10

ALEXANDER OR CAESAR
OR MAYBE ATTILA?
In Rally Round the King we saw mighty armies engaged in a struggle for dominance in the mystic land of Talomir, the world of Warrior Heroes Armies and Adventures. But if we go farther back in time, real time, we can see that Talomir has its roots in the past of our own world, Earth.
Now we bring the armies from Earths past into the fray. Now you can recreate actual historical battles or even see how a Roman legion will fair in a face off with a Goblin horde. Recreate a battle of five armies from fantasy? Why not, as we see Teutonic Knights, Elves and Dwarves face off against Saracens and Orcs on the lonely windswept slopes of an ancient mountain. This sampler contains twelve historical armies and a simple Campaign system called, Local Campaigns, weve used many time. Enjoy!

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