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23 Oct 2018

10mm Forest Guardian from Dark Fields Factory

The first model in progress of a new concept for the new 10mm fantasy game. 38mm size for a "big" hero model sculpted by Renato Benigna for Dark Fields Factory 10mm line.

Forest Guardian

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Dark Fields Factory

New 10mm Fantasy Ophidians from Eureka Miniatures

For those of you who like your Fantasy on a smaller yet grander scale, Alan Marsh presents the Ophidians with their slithering and flying troops, as well as a giant armoured beast for them to mount or as an intimidating centrepiece for your force.

Ophidian Imperial Guard Elite 400FAN049

Ophidian Imperial Guard Elite 400FAN049

Ophidian Pythogres 400FAN050

Ophidian Pythogres 400FAN050

Ophidian Heroes 400FAN051

Ophidian Heroes 400FAN051

Ophidian Archers 400FAN052

Ophidian Archers 400FAN052

Ophidian Spears 400FAN053

Ophidian Spears 400FAN053

Ophidian Slithery 400FAN054

Ophidian Slithery 400FAN054

Ophidian Fluttery 400FAN055

Ophidian Fluttery 400FAN055

Ophidian Armoured Beast 400FAN056

Ophidian Armoured Beast 400FAN056

Eureka Miniatures

New Releases for October 2018 from Osprey Publishing Ltd

New Releases for October 2018, we have another fantastic set of new releases.

Order Today

Legion versus Phalanx

Legion versus Phalanx

From the time of Ancient Sumeria, the heavy infantry phalanx dominated the battlefield. Armed with spears or pikes, standing shoulder to shoulder with shields interlocking, the men of the phalanx presented an impenetrable wall of wood and metal to the enemy. Until, that is, the Roman legion emerged to challenge them as masters of infantry battle.

Covering the period in which the legion and phalanx clashed (280-168 BC), Myke Cole delves into their tactics, arms and equipment, organization and deployment. Drawing on original primary sources to examine six battles in which the legion fought the phalanx - Heraclea (280 BC), Asculum (279 BC), Beneventum (275 BC), Cynoscephalae (197 BC), Magnesia (190 BC), and Pydna (168 BC) - he shows how and why the Roman legion, with its flexible organization, versatile tactics and iron discipline, came to eclipse the hitherto untouchable Hellenistic phalanx and dominate the ancient battlefield.


The Third Reich is Listening

The Third Reich is Listening

The success of the Allied codebreakers at Bletchley  Park was one of the iconic intelligence achievements of World War II, immortalised in films such as The Imitation Game and Enigma. But cracking Enigma was only half of the story. Across the Channel, German intelligence agencies were hard at work breaking British and Allied codes.

The Third Reich is Listening is a gripping blend of modern history and science, and describes the successes and failures of Germany's codebreaking and signals intelligence operations from 1935 to 1945. The first mainstream book that takes an in-depth look at German cryptanalysis in World War II, it tells how the Third Reich broke the ciphers of Allied and neutral countries, including Great Britain, France, Russia and Switzerland.

This book offers a dramatic new perspective on one of the biggest stories of World War II, using declassified archive material and colourful personal accounts from the Germans at the heart of the story, including a former astronomer who worked out the British order of battle in 1940,  a U-Boat commander on the front line of the Battle of the Atlantic, and the German cryptanalyst who broke into and read crucial codes of the British Royal Navy.



On a Knife's Edge

Late 1942 saw the strategic situation on the Eastern Front change completely. The encirclement of Paulus' Sixth Army in Stalingrad trapped a significant portion of the Wehrmacht's combat forces in the ruins of the devastated city, where they would ultimately die or be taken prisoner, but at the same time the entire German position was left in a catastrophic state.

The year's campaign had seen the Germans advance first east, but then increasingly to the south and southeast; the Soviet counter-offensive not only isolated Sixth Army, it also raised the possibility of the collapse of the entire front. The ultimate failure of the Red Army to achieve this is due in no small part to the efforts of one of the Wehrmacht's greatest commanders: Erich von Manstein, who rebuilt the German front line and fought a mobile campaign, in which all the strengths of the German forces, and all the weaknesses of their Soviet opponents, were revealed. Written by one of the world's leading experts on the Eastern Front, On a Knife's Edge, is a story of brilliant generalship, lost opportunities and survival in the harshest theatre of war.


Charlie Company's Journey Home

Charlie Company's Journey Home

The Boys of '67 and the War They Left Behind

The human experience of the Vietnam War is almost impossible to grasp - the camaraderie, the fear, the smell, the pain. Men were transformed into soldiers, and then into warriors.
These warriors had wives who loved them and shared in their transformations. Some marriages were strengthened, while for others there was all too often a dark side, leaving men and their families emotionally and spiritually battered for years to come.
Focusing in on just one company's experience of war and its eventual homecoming, Andrew Wiest shines a light on the shared experience of combat and both the darkness and resiliency of war's aftermath.


Chinese Soldier vs Japanese Soldier

Chinese Soldier vs Japanese Soldier

In July 1937, the Marco Polo Bridge Incident sparked a bloody conflict between Chinese and Japanese forces that would rage across China and beyond for more than eight years.

The two sides' forces brought very different strengths and limitations to the conflict. In 1937 China was divided into factions, each controlled by warlords with independent forces, and there was no unified Chinese army. In order to fight the Japanese Chiang Kai-shek, the nominal leader of Nationalist China, was compelled to do deals with these regional powers. For their part, the Japanese employed ground forces broadly comparable to those fielded by Western powers, including modern artillery and tanks. Featuring specially commissioned artwork and drawing upon an array of sources, this study investigates the origins, training, doctrine and armament of the Chinese and Japanese forces who fought in the opening stages of the Second Sino-Japanese War.


B-52 Stratofortress vs SA-2 "Guideline" SAM

B-52 Stratofortress vs SA-2 "Guideline" SAM

Ever since its introduction in the late 1950s, the B-52 Stratofortress has been the United States' primary heavy bomber and a powerful symbol of its immense military might. Its powerful electronic countermeasures equipment (ECM) was thought to make the B-52 immune to ground-to-air missile attack, but in Vietnam, and later conflicts such as Operation Desert Storm in 1991, it came up against the Soviet-designed SA-2 SAM which used heavy salvoes of missiles to bring down the bombers.

The losses of several of its most feared, powerful and supposedly invincible bombers per night to a torrent of Soviet missiles during the closing stages of the Vietnam War was sobering to Americans, but the B-52s' crushing attacks virtually eliminated North Vietnam's defences and forced a peace settlement. This fascinating book analyses the roles of the SA-2 operators and the B-52 Electronic Warfare Officers (EWOs) using specially commissioned artwork as well as first-hand accounts, and traces the cat-and-mouse tactics that each side employed.


Dutch Navies of the 80 Years' War 1568–1648

Dutch Navies of the 80 Years' War 1568–1648

The tiny new state of the United Provinces of the Netherlands won its independence from the mighty Spanish empire by fighting and winning the Eighty Years' War, from 1568 and 1648. In this long conflict, warfare on water played a much bigger role in determining the ultimate victor.

On the high seas the fleet carved out a new empire, growing national income to such levels that it could continue the costly war for independence. Yet it was in coastal and inland waters that the most decisive battles were fought. Arguably the most decisive Spanish siege (Leiden, 1574) was broken by a fleet sailing to the rescue across flooded polders, and the battle of Nieuwpoort in 1600, the largest successful invasion fleet before World War II, was one of the most decisive battle in western history. Using detailed full colour artwork, this book shows how the Dutch navies fought worldwide in their war of independence, from Brazil to Indonesia, and from the Low Countries to Angola.


Peckuwe 1780

Peckuwe 1780

As the Revolutionary War raged on fields near the Atlantic, Native Americans and British rangers fought American settlers on the Ohio River frontier in warfare of unsurpassed ferocity. When their attacks threatened to drive the Americans from their settlements in Kentucky, Daniel Boone, Simon Kenton and other frontiersmen guided an army of 970 Kentuckians into what is now Ohio to attack the principal Native American bases from which the raids emanated. This superbly illustrated book traces Colonel George Rogers Clark's lightning expedition to destroy Chalawgatha and Peckuwe, and describes how on 8 August 1780 his Kentuckians clashed with an army of 450 Native Americans, under Black Hoof, Buckongahelas and Girty, at the battle of Peckuwe. It would be the largest Revolutionary War battle on the Ohio River frontier.


Sink the Tirpitz 1942–44

Sink the Tirpitz 1942–44

When Germany invaded the Soviet Union in the summer of 1941, Stalin requested help from the Western Allies. The result was the Arctic Convoys - the opening of a sea route from Britain to Northern Russia, used to supply the Soviets with vitally-needed war materials. This route passed close to German-occupied Norway, and so in January 1942 the newly-completed battleship Tirpitz - sister of the Bismarck - was sent there, to form the core of the naval force stationed in Northern Norway to intercept these convoys. For more than two years, Tirpitz remained a latent threat to the Allies, and despite fuel shortages her occasional sorties posed a grave threat to Allied shipping. So, the sinking of the battleship became a major priority for the British. The fjords where she lurked were strongly-defended, rendering naval attack virtually impossible. So, unless she could be caught at sea, she had to be destroyed by other means.


In the spring of 1942 the Royal Air Force launched three heavy bombing raids on the battleship's anchorage, but no hits were scored. The following autumn she was damaged during a midget submarine attack, and moved to a more secure anchorage. A lack of bombers caused a hiatus in these air attacks, but they were resumed in 1944, by which time the Fleet Air Arm had the resources to join in the air campaign. The most sustained of these naval air operations was Operation Goodwood, but like the others, its results were disappointing. It was now clear that only heavy bombers dropping especially heavy bombs could do the job. So, that autumn the RAF launched the first of three large-scale attacks using Lancaster bombers armed with enormous Tallboy bombs. In the first, codenamed Operation Parvane, the Tirpitz was badly damaged. In the third air attack, carried out in November 1944, the battleship was hit three times, and she capsized and sank, taking most of her crew down with her. Her passing broke German naval power in Arctic waters, which in turn allowed the Allies to divert their naval resources to the Pacific, where the ocean-wide campaign was reaching its climax.


The air campaign against the Tirpitz was one of vital strategic importance, and while low-key compared to air operations over mainland Europe, it was one where a single bomb could dramatically influence the course of the war. These British airmen faced tough opposition from the weather, terrain, ground defences, the Luftwaffe and from the well-armed battleship herself, which, while rendering it tough for them, make this a dramatic story of air power's triumph against the odds. Technically, the 1944 air campaign was a test bed for a new generation of super-bomb. The Tallboy, designed by Barnes-Wallis of Dambuster fame, was a five ton "seismic bomb", capable of destroying the battleship when other more conventional ordnance had failed. These ground-breaking bombs were the forerunners of the devastating bunker-busting weaponry of the post-war era.


British Destroyer vs German Destroyer

British Destroyer vs German Destroyer

The opening months of World War II saw Britain's Royal Navy facing a resurgent German navy, the Kriegsmarine. Following the German invasion of Denmark and Norway in early April 1940, British and German destroyers would clash in a series of battles for control of the Norwegian coast. The operational environment was especially challenging, with destroyer crews having to contend with variable weather, narrow coastal tracts and possibility of fog and ship breakdowns.

In two engagements at Narvik, the Royal Navy entered the harbour and attacked the loitering German destroyers who had dropped off mountain troops to support the German invasion. The raids were devastating, halving at a stroke the number at Hitler's disposal. Employing specially commissioned artwork and drawing upon a range of sources, this absorbing study traces the evolving technology and tactics employed by the British and German destroyer forces, and assesses the impact of the Narvik clashes on both sides' subsequent development and deployment of destroyers in a range of roles across the world's oceans.


Frostgrave: Ghost Archipelago: Destiny's Call

Frostgrave: Ghost Archipelago: Destiny's Call

Samir is a thief, a street-urchin from Yad Sha'Rib, greatest city in the Empire. Like the city itself, he carries a secret; Samir is descended from the Heritors, powerful warriors who once drank from the fabled Crystal Pool. Though he dreams of one day saving his people from slavery and oppression, Samir keeps his nascent powers hidden lest he meets the same fate as his father - a slow death in the dungeons, where the grand vizier, Zhar-Marrhad, conducts dark experiments to unlock the Heritors' secrets.

When the Ghost Archipelago appears once more everything changes. Feeling the pull of the Lost Isles in his blood, Samir suddenly finds himself the centre of attention after a life of anonymity. Charmed by a self-styled Pirate Prince, shadowed by a beautiful assassin, and hunted by the ruthless Zhar-Marrhad, Samir must navigate a world of treachery and deceit as he sets sail for the Ghost Archipelago. Only there can he unlock the secrets of his Heritor powers. Only then can he answer his destiny's call.


Imjin River 1951

Imjin River 1951

After China's November 1950 intervention in the war and the subsequent battle of the Chosin Reservoir, UN forces faced a new onslaught in the spring of 1951 with over 350,000 veteran troops attacking along the Imjin River.The US 3rd Infantry Division took the brunt of the attack along with the attached British 29th Infantry Brigade which included the Gloucestershire Regiment (the "Glosters”). The heroic defence of the American and British forces would pass into legend, most especially the doomed effort of the Glosters, as they sought to buy time for the rest of the UN forces to regroup and organise an effective defence of Seoul, the South Korean capital city. Featuring full colour commissioned artwork, maps and first-hand accounts, this is the compelling story of one of the most epic clashes of the Korean War.


Israeli Paratroopers 1954–2016

Israeli Paratroopers 1954–2016

From the creation of the first volunteer paratroop unit shortly after the birth of Israel and of the Israeli Defense Force, this arm of service has been recognized as elite. They have also been the first choice for daring special missions, and it is mainly from their ranks that Israel's Special Forces units have been recruited. A unique aspect of the Israeli military is the cross-posting of officers from the airborne, armoured and other units, to ensure that all unit commanders share their aggressive qualities and thorough understanding of the capabilities of all arms. In this way the influence of the paratroop arm has been out of proportion to its size.

This fully illustrated study is a complete history of Israeli paratroopers from its creation to the present day, including relevant developments in their role and organization, as well as their achievements and setbacks in conflicts such as the Six Days War and Yom Kippur War.


Dornier Do 335

Dornier Do 335

The Dornier Do 335 was conceived as a high-speed, all-weather fighter, and represented the pinnacle of piston-engined aircraft design. The Do 335 was a big aircraft, weighing just over 10,000kg when laden with fuel, equipment, and pilot, yet powered by two Daimler-Benz DB 603 engines, it was capable of reaching a maximum speed of 750km/h at 6400 meters, making it the fastest piston engine aircraft produced in Germany during World War II.

Some forty aircraft were built between late 1943 and the end of the war, and it was intended to deploy the type as a day fighter, bomber, night fighter, bad weather interceptor, and reconnaissance aircraft, all of which were intended to incorporate the latest armament, bomb sights, communications, and radar equipment, as well as an ejector seat. Featuring archive photography and specially commissioned artwork, this is the full story of the aircraft that the Luftwaffe hoped would turn the tide of the war.


Osprey Publishing Ltd

The Miniatures of Mythos of Legends

The core of any tabletop wargame system is the range of collectable miniatures for hobbyists to collect, assemble and paint into a force of their own that they can be proud. It is these miniatures they will array with pride before mustering into battle against an opponent for glory and most of all, for fun.

The core of any tabletop wargame system is the range of collectable miniatures for hobbyists to collect,

The factions and miniatures of Mythos of Legends draw upon history, legend and even pulp-fiction to provide players with a unique and diverse collection they may not be able to create through current gaming systems. To begin with, the factions of Mythos of Legend draw inspiration from Classical Greece, Ancient Rome, Ancient Egypt, the Pagans of Dark Age Northern Europe and the Eldritch Abominations of HP Lovecraft’s stories, with more to follow over time!

The factions and miniatures of Mythos of Legends draw upon history,

Mythos of Legends miniatures are sculpted to three approximate scales: 35mm for the Deities, 10mm for the traditional units and mainstay of the game, and 15mm for Legendary figures to stand out amongst the rank-and-file and provide centrepiece components to the game. These decisions were made to help players differentiate each unit’s roles within a game, but also to allow hobbyists a practical system to build and collect a dynamic range of figures to construct and paint that can fit into any hobbyist’s lifestyle.

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The World of Lardello

CAV 3 Kickstarter!!! by Talon Games

CAV 3 Kickstarter!!! by Talon Games

WOW! What a crazy ride the last thirty days have been. Thank you for all of your support during the CAV 3 Kickstarter!!!

Sometime in the next two weeks we will be opening up the Pledge Manager and if you missed the KS you will still be able to sign up as a late backer. Stay tuned and we will update ASAP!

Best

CAVBoss

Kickstarter
Talon Games

22 Oct 2018

Fathers of Wargaming Bundle

Fathers of Wargaming Bundle

Fathers of Wargaming Bundle This special 50% off bundle contains two classic titles by H.G. Wells, the "Father of Modern Wargaming," his Little Wars (with an introduction by Gary Gygax) and Floor Games (with an introduction by James F. Dunnigan); the Little Orc Wars fantasy variant of Little Wars; Robert Louis Stevenson's exploration of wargaming Stevenson at Play; and the late great Steve Lortz's Quactica

Little Orc Wars

Little Orc Wars

H.G. Wells’ Little Orc Wars is a fun, simple, fast-paced system that is designed to be quick to learn and easy to play, so that players can focus on concerns like strategy and having fun, rather than on mechanics. It includes both basic rules that can be used alone, plus a variety of optional rules that players can add as they see fit to take their games to the next level. These include guidelines for Giants, War Beasts, Undead, Dwarves, Elves, Amphibious and Aquatic Creatures, Elementals, Structures, Siege, Terrain, Boats, and Heroes like Champions (Paladins, Rangers), Priests (Clerics, Necromancers), and Wizards.

As their name suggests, the rules contained in this booklet are based on and inspired by the rules and concepts presented by genius writer and game designer H.G. Wells in his works Floor Games (1911) and Little Wars (1913). Little Orc Wars is inspired by them and is true to the spirit of Wells in every way possible — to include using live catapult fire to resolve ranged combat! A primary feature of this game is that it can be played with virtually any miniatures, setting it apart from games that demand only their branded products be used. It is, in fact, one of the most flexible, innovative, and fast-paced miniatures rule systems for use with fantasy miniatures and models ever created.

These rules are also fully supported by d-Infinity Online game magazine, and players should keep an eye on it for addenda, errata, and optional rules and expansions for addenda, errata, and optional rules and expansions designed to incorporate more detail, options, and complexity.


Little Wars

Little Wars

Originally written in 1913 by one of the greatest science fiction authors, this is a reprint of the book that gained H.G. Wells the title "Father of Modern Wargaming." Little Wars will appeal to science fiction fans, history buffs, students of politics and international affairs, wargamers, RPGers, and anyone else interested in the works of this great writer.

Skirmisher’s edition of Little Wars is divided into a Foreword, an Introduction, six Chapters, and an Appendix. Features of this edition include:
  • Clear, authoritative, and entertaining text that reveals both the great mind and the sense of humor possessed by one of the world’s greatest science fiction authors.
  • A complete miniatures wargame system that can be played as-is or used as the basis for other miniatures rules.
  • Foreword by Gary Gygax, whose development of Chainmail and Dungeons & Dragons were influenced by H.G. Wells in general and by Little Wars in particular.
  • Introduction by publisher Michael O. Varhola that discusses the relevance of this book both when it was originally published and now.
  • Chapters titled "Of the Legendary Past," "The Beginnings of Modern Little Warfare," "The Rules," "The Battle of Hook’s Farm," "Extensions and Amplifications of Little Wars," and "Ending With a Sort of Challenge."
  • Appendix on Kriegspiel that expands upon Little Wars and shows how it can be adapted into a military training tool.
  • 20 black-and-white photographs, 19 of them from an original 1913 edition of Little Wars.
  • More than 200 line drawings from the 1913 edition of the book, shown here in red just as they were in the original.
  • Original illustrations for the Foreword and Introduction by artist George Sierestski.
This book is part of a thematic series of works on miniatures wargaming published by Skirmisher that includes the H.G. Wells books Little Wars and Floor Games and the company’s spinoff Little Orc Wars rules, the Robert Louis Stevenson Book Stevenson at Play, our namesake Skirmish! system, and the Quactica miniatures rules.


Floor Games

Floor Games

Often referred to as a companion volume to H.G. Wells’ wargaming classic Little Wars, Floor Games is a republication of "the Father of Miniature Wargaming’s" first volume devoted to recreational gaming. Highlights include a lighthearted, often humorous discussion on the theory and methodology behind a wide variety of "floor" and tabletop games and tips on the use and creation of improvised models, terrain, and other gaming props.

Skirmisher’s edition of Floor Games is divided into a Foreword, an Introduction, and four chapters: I) "The Toys to Have"; II) "The Game of the Wonderful Islands"; III) "Of the Building of Cities"; and IV) "Funiculars, Marble Towers, Castles, and War Games, But Very Little of War Games." Other features include:
  • Foreword by renowned game designer James Dunnigan — founder of game company SPI and magazine Strategy & Tactics and creator of such well-known classic wargames as Jutland, Panzerblitz, and Victory at Sea — that discusses Wells’ influence on the development of the modern wargame.
  • Introduction by game designer and publisher Michael. O. Varhola that discusses the first edition of this book, the special challenges related to republishing it, and its significance to modern wargames and role-playing games alike.
  • Hundreds of pieces of the "marginal art" by J.R. Sinclair that illustrated the original 1911 edition of the book.
  • Eight photographs taken for the original edition of the book showing the props and games created by Wells and his sons.
This book is part of a thematic series of works on miniatures wargaming published by Skirmisher that includes the other H.G. Wells book Floor Games and the company’s spinoff Little Orc Wars rules, the Chevauchee rules for medieval miniatures, the Robert Louis Stevenson Book Stevenson at Play, our namesake Skirmish! system, and the Quactica miniatures rules.

Quactica: Battles for the Soul of Middle Aesopia

Quactica: Battles for the Soul of Middle Aesopia

Quactica: Battles for the Soul of Middle Aesopia is an innovative set of miniatures rules by veteran game designer and miniatures sculptor Steve Lortz, author of the famous Perilous Encounters rules released by Chaosium in 1978. Set in a world inhabited by various races of anthropomorphic animals — including Ducks, Dwargs, and Porks — the Quactica rules tie in with a beautiful line of miniatures created by the late great Lortz and produced by Lance & Laser.

This download includes a set of nine full-color miniatures that can be printed out either in color or black-and-white on cardstock; Quactica statistics for four different skill levels of Loonar Imperial Heavy Infantry and Loonar Imperial Archers on the one side and Pork Warriors, Gobbling Warriors, and Gobbling Archers on the other; and full instructions for assembling them.

This book is part of a thematic series of works on miniatures wargaming published by Skirmisher that includes the H.G. Wells books Little Wars and Floor Games, and the company’s spinoff Little Orc Wars.

Stevenson At Play

Stevenson At Play

Famous as the author of such great works of literature as Treasure Island, Kidnapped, and Strange Case of Dr. Jekyll and Mr. Hyde, Robert Louis Stevenson was also a dedicated war gamer. Stevenson at Play, one of the lesser-known works of this “Grandfather of Modern Wargaming,” describes a complex strategic wargame that the author and his stepson, Samuel Lloyd Osbourne, played in the early 1880s.

Skirmisher’s edition of Stevenson at Play includes an Introduction by Osbourne, a Foreword by publisher and wargame designer Michael O. Varhola, and several period pieces of art, including some hand-drawn sketches by Stevenson himself. This download includes low-resolution screen-friendly and high-resolution printer-friendly versions of both its interior pages and cover surfaces.

This book is part of a thematic series of works on miniatures wargaming published by Skirmisher that includes the H.G. Wells books Little Wars and Floor Games, the company’s spinoff Little Orc Wars rules, and the Quactica miniatures rules.

Total value: $19.95 Special bundle price: $9.95 Savings of: $10.00 (50%)

Wargame Vault

Mythos of Legends: Overview

Mythos of Legends: Overview

Mythos of Legends is a miniatures wargame that has been designed over four years to meet the needs of 21st century gamers to provide a fun, innovative and affordable game. After thousands of hours of development and testing we’re finally ready to share it with you all.

Mythos of Legends is a miniatures wargame that has been designed over four years to meet the needs of 21st century gamers to provide a fun

Why haven’t you heard about this before? Because we wanted to do something bold, exciting and ambitious that would take herculean efforts to pull off. Because we weren’t sure how long it would take to create and design an entire rule system and several characterful army factions.
Because we didn’t want to promise something great only to release a sub-par product and disappoint you. This game had to be awesome, and after a lot of time, money and effort it absolutely is.

Why haven’t you heard about this before?

In this overview, we could describe the rules and the factions briefly, but they’re outlined better in other sections. I could go on about the thousands of hours of writing, conceptualising, testing, cursing, re-testing and rewriting the rules repeatedly until they were not only clear and logical, but still fun and exciting. I could go on about the troubles and pitfalls of finding how we could not only design a game concept but ensure we could bring it to you all reliably and with the highest quality. Instead, I’ll talk about why we decided to do this in the first place – after all, there are loads of great wargames out there already (we play a heck of a lot of them ourselves!) – so why go to all this effort?

In a way, Mythos of Legends grew out of frustration. Both wargaming and the world around us have changed a lot since many of the larger wargames were first released – back in the 90’s most gamers already had the space to house and play with a large collection of figures. Any gamer who has ever lived in a house share or student accommodation knows that space quickly becomes a premium. I’m sure many of you reading this have had the joy of trying to justify to a partner or housemate why it’s oh so very important to take over the largest room in the house for a day and fill it full of pasting tables and plastic trees. The way in which so many of us work has changed too, where we’re either too busy to build, paint or even game for periods of time, or otherwise too broke to justify that really-nice expensive model that would make our hobby even more fun.

In a way, Mythos of Legends grew out of frustration.

Beyond that, from when we first started developing Mythos of Legends in early 2015, we noticed small but subtle changes to the way games were being designed: where random chance became more of a factor in winning that thinking ahead; where the newer, more expensive models seemed to have significantly more powerful rules than the models that were bought 18 months ago; where rulebooks needed to be re-bought every few years and where FAQ & errata to correct poorly tested rules became the norm despite the high cost of purchasing the rules in the first place.

We set out to design a game to meet the needs of 21st century hobbyists: one that was affordable and accessible to all. A game where players could build, create and play with an army of their choice, that could be customised quickly and easily between matches with ongoing support inexpensively.

A game for those who don’t have the space to store crates of models. A game players can collect and treasure and yet transport their miniatures easily and quickly between games. A ruleset that was thorough and well tested, that could be expanded through digital support for factions to save on costs to both the player and the planet through reduced printing and publishing costs. A game system that was fun and which rewarded strategic thinking; a game where players are constantly engaged with one another not waiting thirty minutes for a turn to be undertaken by your opponent. A game where players could quickly identify with the factions and units before them, becoming immersed amongst wonderful models and fantastical hypothetical feats of battle. A wargame that could be played on a regular table, that wouldn’t annoy any significant others or housemates, which can be unpacked, played and repacked with minimal effort.

It was a heck of challenge. But we’ve done it. The rules are complete. The system is robust. We are happy to unveil Mythos of Legends to the world. All we need now is to cover the necessary costs to begin sculpting and manufacturing the miniatures we need to play this magnificent game. So far, we’ve managed to bring a few miniatures into existence – to give you all an idea of what we want to create, and to demonstrate to both us and to ourselves that what we want to achieve is manageable with the support of Kickstarter Backers – but if we’re to complete the range we’re going to need the support of the community.

The World of Lardello