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Legacy of Glory - Rules for Use with Napoleonic Era Miniatures

By: Glory Games

Type: Boxed Game

Product Line: Historical Miniature Rules (Glory Games)

MSRP old price: $25.00


Product Info

Title
Legacy of Glory - Rules for Use with Napoleonic Era Miniatures
Publisher
Publish Year
1990
Dimensions
9x12x2"
NKG Part #
2147359326
Type
Boxed Game
Age Range
12 Years and Up
# Players
1 - 10 Players
Game Length
360 Minutes

Description

Legacy of Glory is a set of rules for fighting tactical Napoleonic battles. The preferred figure scale is 1:60 and the ground scale is 1" = 50 meters. Play is divided into 2-hour Grand Battle Turns, with each Grand Battle Turn subdivided into six tactical turns. Players normally take the role of army and corps commanders, and receive a variable number of command points each Grand Battle Turn, the actual number being determined by the talent rating of the historical general they're representing and the roll of two 10-sided dice. Commanders issue orders to the units under them, with each order requiring a different number of command points. Once an order is issued, there's some delay before it can be executed. The minimum delay depends on distance between the commander issuing the order and the most distant unit affected by it, and there's a variable number of tactical turns of additional delay, dependent on the quality of the generals involved and the roll of two ten-sided dice, before the order actually gets carried out. The smallest units on the board are infantry battalions, cavalry regiments, and artillery batteries, but orders are issued only down to division (or elite brigade level).

Actions within a tactical turn are divided up into multiple phases, most of which are skipped in any particular turn because they don't apply (e.g., the infantry combat resolution phase is skipped if no infantry units are in melee this tactical turn). The designers state in the foreword that one of their objectives is that experienced players should be able to run wall-clock time and game time just about in synch--that is, a Grand Battle Turn should not take more than 2 hours to play, even at the hottest point in the battle.