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Get Some!: Fantasy Warfare – Empire of the Sun
Get Some!: Fantasy Warfare – Empire of the Sun
by Art of War Games (2013)
Player Count
2 to 6

Player Ages
10+
Categories
  • Fantasy
  • Wargame
  • Expansion for Base-game
  • Miniatures
  • Book
  • Designers
  • Matthew Parmer
  • Mechanisms
  • Dice Rolling
  • Artists
  • Sade
  • Rating: 0/10 from 0 users

    Description

    The Empire of the Sun controls a large island chain far to the east, across the raging sea. They are led by an Emperor who the common folk believe is descended from a divine ancestory. The Emperor is reclusive and mysterious and most of the country is ruled by a warrior aristocracy called the Samurai, or those who serve.
    The senior and most powerful samurai in the Emperor's service is his personal warlord called the Shogun. The Shogun does not lead troops in the field but coordinates strategy, administration and logistics among the Daimyo or clan lords. These Daimyo take to the field of battle under the auspices of the Shogun and Emperor. They field their own personal retinues of samurai and ashigaru warriors and lead them into battle. For larger battles many Daimyo will come together and elect a temporary warlord to lead them in battle for that day though this rarely happens.
    The Empire has sent trade ships across the Raging Sea and made contact with the Leonid Empire and Sea Elves and does a brisk trade with these nations exchanging rare spices for tin and iron to make steel. The Trade expeditions have also discovered the Land of the Dead and have reported this to the Emperor.
    The Emperor now believes that the entire continent to be tainted with the touch of ncromancy and decay. He has sent a large invasion fleet to cleanse the lands and extend his domain into this new world.

    Get Some! Fantasy Warfare is about getting your models out and playing an enjoyable wargame for a couple of hours with your buddies. It is NOT about WAAC (Winning at all Costs) but about designing an army that fits your collection and play style as well as the background for the Universe you are playing in. Tactics and Command should play the pivotal roles in the battel as well as a little bit of Luck and NOT pimped out units. Armies should be a mix of Melee, Ranged and Magical/Monsterous units. Each should check some of the power of the others in the rock, paper, scissors kind of way, which is similar to actual warfare.

    –description from the publisher

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