The Fate of All (2024)

ag.gameitem.AGID:
Spielzeit: 1200
Mindestalter: 14
Spieleranzahl:
1 - 2
ag.gameitem.publisher:
Thin Red Line Games
Spiel-Designer:
Fabrizio Vianello
Künstler:
José Ramón Faura,
Fabrizio Vianello
Mechaniken:
Hexagon Grid,
Movement Points
Beschreibung
Loosely inspired on SPI’s “The Conquerors”, The Fate of All is an operational / tactical simulation covering the first four years of the campaign led by Alexander the Great against the Achaemenid Empire ruled by Darius III, and other related conflicts.
The final goal is to give a realistic representation of ancient warfare, without strange salads of godly interventions, auguries and Homeric duels. In the end, players will find that the problems faced were similar to those encountered during the Napoleonic era or the American Civil War.
Counters are 5/8″, each one representing a formation, from a Macedonian Phalanx Taxis (approx. 1500 soldiers) to a Cavalry Ile (200 – 300 mounted soldiers). Commanders and naval forces are also represented and will be key elements for the final victory.
Rules are centred on the problems of army organisation, supply and morale: Commanders are essentials, armies must be organised in a balanced way or they will move slowly, cavalry must be used for foraging, raid and reconnaissance, morale must be kept under control using sound military achievements or donations.
Political aspects are also a key element: Actions like Plundering and Sacking will have a negative impact on the local support by the ruling class and population, and both sides will have to use money or threats to gain it back. Last but not least, treason, revolts and dubious allies will be a problem too.
The four maps cover Greece, part of the Balkans, Anatolia, Egypt and the Middle East up to Babylon. The scale is 30 km per hex with monthly turns.
The maps are designed using the latest archaeological studies and findings, but despite centuries of research several things are still only vaguely known: Some examples are the extension and path of the Persian Royal Roads, the location of several important cities and the exact route of Alexander’s Army. In these cases, the “most accepted theory” rule has been used.
Battles can be fought using Strategic Combat, still realistic but quicker, or to their full extent using the Tactical Rules and Map – probably the best choice for a decisive battle.
All the classical sources and several modern military-focused studies have been used during development. In particular, The Anabasis of Alexander by Arrian was chosen as the main and most reliable classical source for two reasons: Arrian based most of his writing on the now lost Ptolemy’s account of the campaign, and he was himself a military commander, thus having a better understanding of the problems and key facts of a military campaign.
Game Highlights
30 km per hex, one month per turn
Units representing various formations, from Phalanx to Chariots
Order of battle and commanders based on primary sources and the most recent historical research
Realistic supply problems with realistic and possibly violent solutions
Cavalry Reconnaissance, Foraging and Raiding
Reaction Movement, not so easy retreats and catastrophic routs
Attrition and Army Morale, your first problems in the morning
Naval Warfare
Satrapies, Taxation and Bribes
Revolts, Treachery and worse
Five different scenarios:
The Anger of Achilles - The four decisive years of Alexander’s campaign, 334 BCE
Ten Thousand, Again - Parmenion’s preparatory expedition in Anatolia, 336 BCE
Arise, Hellas! - The Greek revolt following Alexander’s death, 323 BCE
It All Comes to This - The final clash between Alexander and Darius, 331 BCE
The Shattered Bonds - The first Diadochi war, 320 BCE
—description from the publisher
Loosely inspired on SPI’s “The Conquerors”, The Fate of All is an operational / tactical simulation covering the first four years of the campaign led by Alexander the Great against the Achaemenid Empire ruled by Darius III, and other related conflicts.
The final goal is to give a realistic representation of ancient warfare, without strange salads of godly interventions, auguries and Homeric duels. In the end, players will find that the problems faced were similar to those encountered during the Napoleonic era or the American Civil War.
Counters are 5/8″, each one representing a formation, from a Macedonian Phalanx Taxis (approx. 1500 soldiers) to a Cavalry Ile (200 – 300 mounted soldiers). Commanders and naval forces are also represented and will be key elements for the final victory.
Rules are centred on the problems of army organisation, supply and morale: Commanders are essentials, armies must be organised in a balanced way or they will move slowly, cavalry must be used for foraging, raid and reconnaissance, morale must be kept under control using sound military achievements or donations.
Political aspects are also a key element: Actions like Plundering and Sacking will have a negative impact on the local support by the ruling class and population, and both sides will have to use money or threats to gain it back. Last but not least, treason, revolts and dubious allies will be a problem too.
The four maps cover Greece, part of the Balkans, Anatolia, Egypt and the Middle East up to Babylon. The scale is 30 km per hex with monthly turns.
The maps are designed using the latest archaeological studies and findings, but despite centuries of research several things are still only vaguely known: Some examples are the extension and path of the Persian Royal Roads, the location of several important cities and the exact route of Alexander’s Army. In these cases, the “most accepted theory” rule has been used.
Battles can be fought using Strategic Combat, still realistic but quicker, or to their full extent using the Tactical Rules and Map – probably the best choice for a decisive battle.
All the classical sources and several modern military-focused studies have been used during development. In particular, The Anabasis of Alexander by Arrian was chosen as the main and most reliable classical source for two reasons: Arrian based most of his writing on the now lost Ptolemy’s account of the campaign, and he was himself a military commander, thus having a better understanding of the problems and key facts of a military campaign.
Game Highlights
30 km per hex, one month per turn
Units representing various formations, from Phalanx to Chariots
Order of battle and commanders based on primary sources and the most recent historical research
Realistic supply problems with realistic and possibly violent solutions
Cavalry Reconnaissance, Foraging and Raiding
Reaction Movement, not so easy retreats and catastrophic routs
Attrition and Army Morale, your first problems in the morning
Naval Warfare
Satrapies, Taxation and Bribes
Revolts, Treachery and worse
Five different scenarios:
The Anger of Achilles - The four decisive years of Alexander’s campaign, 334 BCE
Ten Thousand, Again - Parmenion’s preparatory expedition in Anatolia, 336 BCE
Arise, Hellas! - The Greek revolt following Alexander’s death, 323 BCE
It All Comes to This - The final clash between Alexander and Darius, 331 BCE
The Shattered Bonds - The first Diadochi war, 320 BCE
—description from the publisher
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ag.gameitem.lastUpdated: 2025-04-27 11:55:30.135