Twelve Elements of War is a 28mm fantasy tabletop skirmish game with a twist. Assemble your Warband of different fantasy races to fight for the glory and honour of your faction.
Welcome to the Eastlands of Dothmora, a realm riven by intrigue, feuding lords and warbands fighting in the secretive Shadow War. It is a land steeped in rune magic and blood, yet one where the various races – humans, elves, dwarfs, fauns, trolls, ogres, orcs, goblins and halflings – live in harmony, owing allegiance not to race but to one of the mighty factions that make up this war-torn kingdom
· The elite soldiers of Highguard, vying to restore their city-state to its former glory.
· The tough, guerrilla warriors of the Mining Guild, seeking to control valuable mineral resources across the continent.
· The Geniocracy of Toth, who strive to expand their knowledge of technology, science and magic – by sword’s edge if need be.
· The sorcerers of the Shadow Hold, adepts at runic magic, and served by thrall workers and brainwashed fighters. They scour the land for lost runic artifacts and raid other factions to capture slaves.
· The stern Keepers of Talon Crag Citadel, who have vowed to the gods to hunt down all who dare toy with the more dangerous aspects of runic magic.
To complement these factions, you will also have access to "Heroes for Hire". These personalities will lend their skills and expertise to your warband......for a price of course.
Twelve Elements of War uses 7 - 12 models (depending on your faction and style of play), activating one model at a time. Players alternate turns activating models, keeping both players engaged and thinking. Despite only activating one model at a time, it successfully simulates combined attacks with multiple models; the first attacks in a round weaken and lock-down a model, making it easier to finish off by attackers later in a round.
Twelve Elements of War uses a multiple D6 dice, one-roll system for all rolls during a battle. Roll a number of dice equal to the Model Statistic that you are using to attack/defend/employ, add bonus dice if you have an advantage of some type, like charging. Compare the result of this roll to the enemy model's statistic or enemy model's roll to see if you succeed. The dice system does not use charts or tables & is used for all rolls, making the game extremely easy to learn.
The broad range of Faction Lists each bring something special to the battlefield, and each faction choose from the 9 fantasy races. Each Faction is balanced to each other, despite having multiple fantasy races and at least 6 roles or classes per Faction to choose from. Successfully employing a variety of different races performing melee, shooting or magic roles on the battlefield is the key to winning. The game is designed with an RPG flavour to it.
Over 20 different mission combinations make one game of Twelve Elements of War, different from another. Creating a balanced warband is only the start; quick thinking, using the right model at the right time & an assertive battleplan is the key to completing your objectives while denying your opponent theirs.
The fun with Twelve Elements of War doesn't finish after one game. Twelve Elements of War has a complete Campaign system that sees your models gain experience, better abilities, new skills, money and magical runic items as they play battles and also explore the world of Lumria acquiring strange and unique items.
Link: Sword and Board Games
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