Difference between revisions of "Rag'Narok"

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For the privelidged few, Rackham designed a game in Jean Bey's grand vision, Rag'Narok. Made to rival other large wargames at the time such as Warhammer, Rag'Narok took the Skirmish game that was Confrontation and immensely increased its scale. Instead of individual figures, this allowed entire units without limit in size to be moved across the battlefield, and the use of powerful magics: [[Rituals]] & [[Communions]]. This would allow the use of much spendier troops to appear such as Titans and Living Legends. Each army would heavily rely on their main leader, their Command in Chief. This reliance would define their capacy to act in battle, limited by their discipline and number of orders. Additional means were created to balance this system such as being able to promote any figure into a leader at the cost of 10AP to guaranteed an order for their Unit each round. Then there are the Luminous and Dark Strangleholds, which give the Cynwall Mages and Undead Necromancers a close connection for controlling their Constructs or Living-Dead Units.  
For the privelidged few, Rackham designed a game in Jean Bey's grand vision, Rag'Narok. Made to rival other large wargames at the time such as Warhammer, Rag'Narok took the Skirmish game that was Confrontation and increased its scale tenfold. Instead of individual figures, you would see entire units without limit in size. Spendier troops would be more at home here such as Titans and Living Legends. The use of powerful [[Rituals]] & [[Communions]] magics was also introduced for Rag'Narok only. Each army would heavily rely on a main leader, their Command in Chief. This reliance would define their capacy to act in battle, being limited by their discipline and number of orders. Additional means were created to balance this system such as being able to promote any figure into a leader at the cost of 10AP to guaranteed at least one order to their Unit each round. Then there are the Luminous and Dark Strangleholds, which allowed Constructs and Living-Dead to gain discipline and orders through their Cynwall Mage and Undead Necromancer counterparts.  


Due to a poor translation and lay out of the English Rag'Narok Rulebook, few ever had the chance to experience the game outside of Europe. For those interested in giving the game a try regardless, a rules summary can be found in the [https://confrontation.wiki/index.php/Game_Aids_&_Resources Game Aids & Resources]page.
Due to a poor translation and lay out of the English Rag'Narok Rulebook, few ever had the chance to experience the game outside of Europe. For those interested in giving it a try regardless, a rules summary can be found in the [https://confrontation.wiki/index.php/Game_Aids_&_Resources Game Aids & Resources]page.


Having been before the change over to Confrontation 3, all Confrontation 2 [[Spells]] & [[Miracles]] are allowed.
Having been before the change over to Confrontation 3 and a game aside from it, all Confrontation 2 [[Spells]] & [[Miracles]] are allowed in Rag'Narok.




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The updated English Version is 1.5, which also includes the "New Abilities" from Cry Havoc #?
The updated English Version is 1.5, which also includes the "New Abilities" from Cry Havoc #?


Later, a general rules rehash was introduced as Rag'Narok 2 in Cry Havoc 13, which had little time to get off the ground before Rackhams eventual collapse and the [[Confrontation: Age of Rag'Narok|Age of Rag'Narok]] Era.
Later, a complete rules remodel was introduced as Rag'Narok 2 in Cry Havoc 13, which had little time to get off the ground before Rackhams eventual collapse and the [[Confrontation: Age of Rag'Narok|Age of Rag'Narok]] Era.


==  Cry Havoc ==
==  Cry Havoc ==
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