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Land of the Free: Wargames Rules for North America 1754-1815 by Krone, Joe, har

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Item specifics

Condition
Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See all condition definitionsopens in a new window or tab
ISBN
9781472801128

About this product

Product Identifiers

Publisher
Bloomsbury Publishing
ISBN-10
1472801121
ISBN-13
9781472801128
eBay Product ID (ePID)
201611586

Product Key Features

Original Language
English
Book Title
Land of the Free : Wargames Rules for North America 1754-1815
Number of Pages
192 Pages
Language
English
Topic
Modern / 18th Century, Military Science, United States / Revolutionary Period (1775-1800), United States / Colonial Period (1600-1775), Military / United States, Role Playing & Fantasy
Publication Year
2014
Illustrator
Lathwell, Alan, Yes
Genre
Technology & Engineering, Games & Activities, History
Author
Joe Krone
Format
Hardcover

Dimensions

Item Height
0.7 in
Item Weight
27.4 Oz
Item Length
9.9 in
Item Width
7.7 in

Additional Product Features

Intended Audience
Trade
LCCN
2016-304026
Dewey Edition
23
Dewey Decimal
793.92
Synopsis
This set of rules allows players to start with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them up into armies of hundreds of models No matter the size of a player's collection, these rules will provide an enjoyable game. England and France set upon the New World with a fury, building settlements whenever they could hack a clearing out of the wilderness. Expansion brought them into contact with the natives, with whom they established trade and commerce. The New World was vast but not nearly big enough for the ambitions of these powers and conflict was inevitable. In Europe they call it the Seven Years' War, but in the New World the French and Indian War was fought for dominance over this new land. Nine long years of bloodshed saw England triumphant, but the war had placed great burdens upon colonist and King alike. Tariffs were created to pay for the war but the newly formed colonies quickly realized they were being treated unfairly. "No taxation without representation" became the rallying cry and a cultural revolution ignited into full rebellion. The American Revolution birthed a new nation that faced trials from the very beginning, not least a new conflict against England - the War of 1812. After nearly three years of warfare, the young nation stood strong and started down the road to becoming a new world power. Each player will build their forces using a unique system of command points. Throughout the game these command points will be used to perform actions, resolve morale tests, and reduce the enemy's will to fight. Resource management is determining what command points will be used for which elements and which actions. Risk management is evaluating whether you should extend your command point resources at the danger or exhausting your army and making them susceptible to counter-attack. Victory is determined by who holds the field of battle and which objectives were achieved., This set of rules allows players to start with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them up into armies of hundreds of models No matter the size of a player's collection, these rules will provide an enjoyable game. England and France set upon the New World with a fury, building settlements whenever they could hack a clearing out of the wilderness. Expansion brought them into contact with the natives, with whom they established trade and commerce. The New World was vast but not nearly big enough for the ambitions of these powers and conflict was inevitable. In Europe they call it the Seven Years' War, but in the New World the French and Indian War was fought for dominance over this new land. Nine long years of bloodshed saw England triumphant, but the war had placed great burdens upon colonist and King alike. Tariffs were created to pay for the war but the newly formed colonies quickly realized they were being treated unfairly. No taxation without representation became the rallying cry and a cultural revolution ignited into full rebellion. The American Revolution birthed a new nation that faced trials from the very beginning, not least a new conflict against England - the War of 1812. After nearly three years of warfare, the young nation stood strong and started down the road to becoming a new world power. Each player will build their forces using a unique system of command points. Throughout the game these command points will be used to perform actions, resolve morale tests, and reduce the enemy's will to fight. Resource management is determining what command points will be used for which elements and which actions. Risk management is evaluating whether you should extend your command point resources at the danger or exhausting your army and making them susceptible to counter-attack. Victory is determined by who holds the field of battle and which objectives were achieved., Land of the Free is the new set of wargaming rules from Osprey that allow players to recreate the various conflicts that broke out in North America shortly prior to and just after Independence, including the French and Indian Wars, the Revolution and the War of 1812. This set of rules lets players begin their campaigns with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them into armies hundreds strong. A unique system of command points and the need to carefully manage resources or risk becoming vulnerable to counter-attack have to be finely balanced against the need to gain objectives throughout the game, creating a challenging, but enjoyable environment for your armies.
LC Classification Number
U310

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