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  • - The Battle of the Nations
    av Martin Brierley
    440,-

    If you are interested in the Napoleonic period of history and like boardgames then this book is for you. The battle of Leipzig 1813 is creatively reproduced within its pages, it contains all that is required to reproduce a boardgame that is intended to tactically test your gaming skills and strategically expand your planning abilities. Leipzig is a chess game of the grandest scale, pieces flow about the battlefield with deliberate or reactive movement, like any battle you never have complete control. After the disastrous Russian Campaign of 1812, Napoleon rushed back to Paris to organise a new army. France was losing battles on all fronts and Napoleon needed to steam the flow of loses. A few great victories were needed to bring piece and time to reorganise his Grand Armêe. A decisive victory in Prussia at Dresden was the first step, the next would be at Leipzig. With the forces of Russia, Prussia, Austria and Sweden converging the battle would be hard fought, but a victory must bring peace to Europe, at least for a time! The gameboard is separated into four sections that fit together to recreate the battlefield of Leipzig. Counters and game markers will show the location and current state of all formations across the battlefield. An ingenious game turn sequence allows for a balanced gameplay without giving an evident advantage to either side. Victory is achieved by seizing objectives, causing attrition or capturing Napoleon. Rules of engagement have a basic and advanced level of gameplay, the latter introduce, detachment counters with their specialist roles, formations and optional reactive movement. The inclusion of unique historic events that occurred within the battle can be played out with an event card, this adds depth and realism to each game. Leipzig is part of the Grand Empire series of battles that is creative board gaming in a book, it's when boardgames becomes wargames. Produced to fit on a small tabletop, its ideal for a rainy day or just a weekend of enjoyment. All you need to recreate history are some six-sided dice and your imagination. Also included is the optional gameplay of the Battle of Liebertwolkwitz, the largest cavalry battle of the Napoleonic era.

  • - Skirmish Wargames Rules 865-900 AD
    av Martin Brierley
    326,-

    The Romans have vacated the shores of the British Isles and the Dark Ages have befallen. Crossing from the shores of Europe the Angles, Saxon and Jutes have invaded and divided the land that will later become the unified Kingdom of England.The Heptarchy, the seven Anglo-Saxon Kingdoms of Britain, in name Northumbria, Mercia, East Anglia, Sussex, Kent, Essex and Wessex. For the past four hundred years a continuous power struggle has been fought between these seven kingdoms for overall supremacy, some have succeeded, whilst others have failed.Amid all this tussle the displaced tribes of the British Isles are still present, the Celtic Romano Britons in the South West/North, The Brittonic Picts in the North, the Welsh in the West. If this wasn't enough the Vikings are raiding the coastlines from Scandinavia and have invaded with their Great Heathen Army. Dark Age Kingdoms is set in this traumatic period between 865 to 900, where the four remaining Kingdoms of the Heptarchy, Northumbria, Mercia, East Anglia and Wessex are besieged by the Vikings with the fringe tribes trying to hold their own lands against all comers.Choose a faction and defend your Kingdom from friends and foes alike. Truly, Dark Age Kingdoms is an epic struggle of man against man. Each faction selects or buys a warband, this small fighting group of warriors is led by a warband leader. The leader is an exceptional fighter, the strongest and bravest warrior in the warband. This tribal leader or Thegn holds his fellow warriors in check and commands their respect. Enrich your warband with the addition of warrior personalities and special characters. Use the traits and special abilities of your faction to further stylise your warband and increase its skill level over multiple encounters. Dark Age Kingdoms rules are based on a choice of actions and reactions that are the founding principles of this gaming system. The bound sequence is sub-divided into rounds and action phases. Each phase allows a specific warrior class to choose between inactivity or performing either a normal or special action. Warriors might be able to select a defensive reaction against an attack and the warband leader may even intervene and issue control actions that boost the activities of a warrior. The gaming system uses two six-sided dice for the majority of all dice rolls that are required, this system gives a more even spread of results. Designed for skirmish games, but allowing for upwards of twenty-five figures aside, the rules are scalable and detailed. Incorporated within the rules are event cards, a set of one hundred cards that allow the warband leader to help or hinder a selected faction by unleashing an event upon them.The rules are designed to give a vast array of options, so no battle should ever be the same. Whether you elect to assemble all of your warband on the battlefield or leave some warriors in reserve in the hope to sway the battle later. The game system uses strategic command, event options, tactical actions and reaction to give a realistic and dramatic flavour to this period of history.Designed for 25mm Dark Age Wargames figures, these rules are fully supported at our website of wargameshop.uk. Where rule support and free downloads are available, including the playing card size event cards.Why not dust off your old Dark Age Saga era figures and give them a new lease of life. This book is an updated edition of the Dark Age Kingdom rules previously published, it contains rule amendments and a few new actions. A more advanced version of these rules is available in our hardback Noble Edition version, this contains new personalities, special characters, legendary characters, noble lords, more actions and another 50 event cards.

  • - Samurai Wargame Rules
    av Martin Brierley
    260,-

    Japan 1550 is in the midst of a civil war, the Onin war also known as Sengoku Jidai "The Age of the Country at War". The Royal Emperor and the Shogun "Military Dictator" have lost their grasp on power; Japan's provinces are now controlled by competing Daimyo "Warlords" each is trying to gain enough supremacy to make themselves Shogun.Aiding the Daimyo are the noble warriors of Japan the Samurai, whose skills and courage are endlessly tested against their opponents; opponents like the Shinobi "Ninja" sent to assassinate their Daimyo. The populous of Japan are being armed, these are the Ashigaru "Light Feet" the common soldier, but Samurai warfare is at its peak of perfection, attuned over centuries of conflict. The Sohei "Warrior Monks" have taken to their shrines in defence of their lands and the Ronin "Men of the Waves" roam the countryside looking for employment. Akuto "Evil Bands of Lawless Bandits" cause trouble from their hideouts, striking when least expected and causing the Daimyo to always be on his guard. The fanatical Ikko Ikki sect of monks and followers also threaten the fragile balance of power that the Daimyo have achieved.Firearms are rare and will not be seen in mass for another two decades. Under these conditions could you control a family clan acting as Daimyo and subdue your friends and defeat your enemies? Tsuwamono No Michi is not a wargaming set of rules for the faint hearted!Designed for Samurai Wargames miniatures of 15-25mm scale.

  • - The Battle of The Three Emperors
    av Martin Brierley
    330,-

  • - The Prussians Stand Alone
    av Martin Brierley
    330,-

  • - The Bloodiest Day In Napoleonic History
    av Martin Brierley
    330,-

  • - Napoleon's Final Hours Of Conflict
    av Martin Brierley
    330,-

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