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Sneak Peak… Legendary Battles

Tuesday, December 20th, 2011

Here are a few shots of the upcoming fourth pack in the Legendary Battles line of board games. This time it is a WWII affair set on the eastern front (i.e. Russians vs. Germans) around the time of the Battle of Kursk.

You might be able to tell from the pictures that this pack comes with a brand new village map, two very challenging scenarios (one all armor & one all infantry) and plenty of extra game pieces to develop your own battles.

What you may not be able to tell from the pictures is that the Germans were not having a good day of it –  visible in the number of eliminated units at off the map in the last shot.  Enjoy…

Tips & Tricks… Faster Battles

Friday, December 16th, 2011

In the base rules for both the Combat Cards and the Fantasy Cards, distances are given in terms of relative categories (e.g. short, medium, etc.) rather than actual measured quantities (e.g. inches, centimeters, etc.). This allows battles to be scaled proportionally to the battlefield being used without affecting the rules or tempo of the game. This means almost any scale of miniatures can be used on almost any size battlefield.

Sometimes though, folks want to fight out their battles at a little bit faster pace. Maybe they don’t have a lot of time and they want get into the action as quick as possible. Maybe they are teaching a new player the game and fear a slow moving battle might not capture the new player’s imagination – or spark their interest in playing again. Or maybe, due to the specifics of a particular scenario, the battle would end up being a plodding move through terrain by slower units rather than the exciting attack it should be. (more…)

Clarifications… Effect Radius

Monday, December 12th, 2011

There has been a little bit of confusion on how to measure the radius of an effect when counting zones on a map in the Legendary Battles, so we clarified it better in the base rules.

Essentially, when determining the radius of an effect (such as for artillery, smoke, etc.) the zone the effect originates in (e.g. the Target Point, etc.) is not counted as part of the radius distance. Thus when determining an artillery barrage with an effect radius of two zones you would begin counting as you normally would for any other movement, range, etc. with the first zone adjacent to the Target Point.

The Distances section of the rules in the Free Download section have been updated to reflect this.