Advertisement

Active Sellers
Things From Another World
Calendars
FUN.com
Puzzle Master
Get Some!: Fantasy Warfare – The Dunelords
Get Some!: Fantasy Warfare – The Dunelords
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

    On the edge of the Leonid Empire, btween the Sand Kings and open savannah, lies the realm of the Dunelords. They are close cousins of the more civilized Leonid clans but prefer the open sky to cramped urban living. They do not build machines of steam and magic and instead work together with many natural species to form a more harmonious existance. They are a nomadic people by nature and do not dwell in one place very long. Instead they chose to follow the herds in their timeless wanderings from watering hole to grassland and back. While the Dunlords are not very cosmopolitan they are not stupid and instead of machines they rely on the large and sometimes vicious beasts that roam the trackless wastes and tall grass of the plains. The Dunelords and their Beast Lords have a natural affinity for animals and the large hunting cats in particular.

    The Dunelords often go their own way even if they are nominally auxiliaries to the Imperial purple. They guard the western approaches to the Empire and fight a near constant battle with the undead Sand Kings of Necrokahara. The Dunelords are constantly fighting among themselves as well as external enemies even though they have no imperial ambitions or delusions of conquest. They are a fractitious, stubborn and warlike people. They are also loyal, honorable and courageous to the core.

    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

    Game Discussions

    Add Comment

    You need to be logged in to comment.

    Comments (0)

    No comments yet. Be the first!

    Marketplace