Armada is the new naval wargame from Mantic, based on Warlord’s own award-winning Black Seas rules system, but with revisions to embed the action into a fantasy setting. That setting is Pannithor, from Mantic’s own popular mass battle game, Kings of War.
In essence, the game plays very much Black Seas, so much so, that with the addition of a pack of cards to your existing Black Seas fleet, you can set your Age of Sail fleets loose on the seas of Pannithor!
With a range of beautiful ship models to choose from and many stories to tell, Armada is truly an amazing spectacle to play and witness. The 96-page rulebook contains the core rules, 10 action-packed scenarios and advanced rules for potentially devastating weather effects.
You’ll find this rulebook within the two player starter set, along with everything else you need to get playing – including two fleets, the courageous Basileans and the rampaging Orcs!
Kingdoms of Men
With the addition of this card pack, you’ll be able to sail your Black Seas fleets using the Armada rules system, or even start a brand new fleet.
Within you’ll find additional special rules for sailing a Kingdoms of Men fleet as well as ship cards for the following:
1 x Conqueror Warship
2 x Warmonger Warships
3 x Instigator Warships
3 x Frigate Support Vessels
2 x Brig Support Vessels
2 x Gunboat Support Vessels
The following Black Seas miniatures are ideal to represent the contents of the Kingdoms of Men fleet pack.
Basilea is the greatest nation of men in Pannithor, and possesses arguably the best human navy. Their ships are certainly a sight to behold, painted brilliant white, with sculpted golden prows proclaiming their devotion to the Shining Ones.
Characterised by massive ships of the line, supported by an array of smaller, more specialised vessels, Basilean fleets are unlike any other human warfleets in both appearance and battle tactics. Like all human warfleets, however, the Basilean Navy depends upon sail for its speed and manoeuvrability.
Not floating temples per se, but floating convents, some vessels are the chosen warships of the Sisterhood, and where they sail the enemies of the Shining Ones shrink in fear. From the aft-chapels, gigantic brass pipes fill the air with the stirring music of the heavens, inspiring all around them to greater deeds in the name of the gods.
The orcs could never be considered a seafaring race, but from the day they gazed out across the sea and saw two warring fleets ablaze as cannons roared, their greatest Krudger declared: ‘Yessssssss!’ And so began the orcs’ naval adventure.
To more civilised eyes, an Orc flotilla resembles nothing more than enormous piles of wreckage floating merrily along on the tide. Only when sails unfurl and the motley mountains of detritus change course and head directly towards them do most sea-captains start to worry.
The larger of the orcs’ warships are remarkably effective at what they do: they have one simple task in battle, and that is to harness every breath of wind in their sails, and ram full-speed into the first enemy vessel they reach.