Confrontation
Rackham · Aarklash · 1996
Original skirmish tactical fantasy wargame on Aarklash. Core rules shipped in miniature blisters; optional Incantation (wizards) and Incarnation (adventurers) booklets expanded magic and campaign play. Released in French, German, and Italian.
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Akkylannie Griffins
Alliance: Ways of Light. Fanatical human crusaders of Merin, the God of Fire, who spread their faith by sword and flame. Heavily armoured troops with high discipline, strong ranged weapons, and powerful faithful.
Alchemists of Dirz
Alliance: Paths of Destiny. Former priests of Merin turned toward forbidden science; their armies combine enhanced stats with mutagen boosts and monstrous experiments.
Cadwallon
Neutral city-state. The mercantile City of Thieves where every people of Aarklash trades and schemes; armies draw from many guilds and can field almost any play style.
Concord of the Eagle
Alliance: Meanders of Darkness. A secretive order tied to eagle imagery and shadowy pacts, fielding swift strike forces on the borders of civilisation.
Cynwäll Elves
Alliance: Ways of Light. Proud forest elves who guard the golden age of their civilisation with precision archery, mobility, and ancient magic.
Daïkinee of Quithayran
Alliance: Meanders of Darkness. Dark elves of Quithayran who wage war with cruelty, sorcery, and ambush from the ruins of their fallen empire.
Devourers of Vile-Tis
Alliance: Paths of Destiny. Wolfen who turned from their kin toward corruption; fast, resilient shock troops built for aggression and survival.
Dwarves of Mid-Nor
Alliance: Paths of Destiny. Twisted dwarves of the undercity, combining sturdy defence with alchemical and technological horrors.
Dwarves of Tir-Na-Bor
Alliance: Ways of Light. Mountain dwarves famed for runic craftsmanship, steam war machines, and stubborn defensive lines.
Elemental
Neutral. Armies built around elementals and familiars, drawing on primal forces rather than a single mortal people.
Goblins of No-Dan-Kar
Alliance: Meanders of Darkness. Cunning goblin tribes of the swamps and wastes who overwhelm foes with numbers, traps, and vicious trickery.
Kelt of the Drunes Clan
Alliance: Paths of Destiny. Barbarian kelts of the deep forest, bound to dark druidic rites and savage close combat.
Kelt of the Sessairs Clan
Alliance: Ways of Light. Free kelts of the western clans who fight as fierce infantry, archers, and minotaur-led warbands.
Lions of Alahan
Alliance: Ways of Light. Human kingdom founded by kelt descendants; knights, paladins, and magicians who defend the cause of goodness across Aarklash.
Living Dead of Acheron
Alliance: Paths of Destiny. Undead legions from the limbo of Acheron, raised by necromantic kings to drown the living world in ash.
Ophidian Alliance
Alliance: Paths of Destiny. Serpent cults and their allies who weave poison, fanaticism, and ritual magic into disciplined war hosts.
Orcs of Béhemoth
Alliance: Meanders of Darkness. Brutal orc clans of Béhemoth who batter enemies with raw strength, war beasts, and relentless charges.
Orcs of Bran-Ô-Kor
Alliance: Meanders of Darkness. Orc tribes of Bran-Ô-Kor, masters of savage raids and warbands that thrive in the chaos of Rag'narok.
Utopia of the Sphinx
Alliance: Ways of Light. Desert civilisation guided by the enigmatic Sphinx, blending mysticism, constructs, and disciplined temple guards.
Wolfen of Yillia
Alliance: Meanders of Darkness. Noble savage wolfen blessed by the goddess Moon; elite predators who hunt in packs across the wilds of Aarklash.
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