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Mordheim: City of the Damned - Undead

This Warband adds the Undead, with 7 new unit types and a fully playable campaign featuring unique Dramatis Personae, Katherina von Dernsbach. On the borders of the Empire, beneath the World's Edge Mountains lies the forsaken province of Sylvania. Long a place of mystery and sinister doings, Sylvania descended into horror during the Black Plague when the necromancer Vanhel raised legions of the dead. Since that time, Sylvania has been a haunted land steeped in the darkest magic. From the ancient castle of Drakenhof, Count Vlad von Carstein rules the county, but his ambition drives him to seek greater power. With the Empire consumed by civil strife, Vlad sees opportunity. The warbands he sends into Mordheim, the wyrdstone they gather for him, are but the first steps in the war the vampire lord will soon wage on his mortal neighbours.VampireAmong the most fearsome creatures that have been drawn to the ruins of Mordheim are the vampires that lead Undead warbands. Ruthless, intelligent and endowed with strength to rival that of an Ogre, they enjoy greater versatility and independence than other undead. They are the Aristocracy of the Night, viewing mortals as either slaves or prey. Their dark powers are dedicated to serving Count Vlad. Initial Weapon Set: •    Set 1: Spear & Shield •    Set 2: Nothing Equipment Proficiency: •    Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Two-Handed Axe, Two-Handed Hammer, Two-Handed Sword. •    Range: Bow, Longbow, Short bow. •    Armours: Helmet, Shield, Light Armour, Heavy Armour. Perks: •    Unwavering: Immune to All Alone, Fear, and Terror tests. •    Immunity: Poison: Immune to Poison effects. Initial Skills: •    Terror: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.NecromancerWhen the thirst for power or fear of death twists the mind of a wizard it can lead him to study the black art of necromancy. A necromancer's magic is focused upon two effects: the destruction of life and the usurpation of death. Their spells can wither a warrior in his prime or restore animation to a corpse in its grave. Many of these men have been drawn into the service of the von Carsteins, enjoying the protection of the vampires against the Witch Hunters who would see them destroyed. Initial Weapon Set: •    Set 1: Staff •    Set 2: Nothing Equipment Proficiency: •    Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Staff, Sword, Two-Handed Axe, Two-Handed Hammer, Two-Handed Sword. •    Range: Bow, Longbow, Short bow. •    Armours: Helmet, Shield, Light Armour, Heavy Armour. Perks: •    Arcane spellcaster: Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse. •    Born Leader: Can buy the 'Born Leader' skill. Initial Spell: •    Rotten Touch •    Target: Single enemy •    Deals 8-13 damage to living targets. Bypasses Armor Absorption. Damage is increased by Disease Carrier debuffs. Initial Skills: •    Warp Attunement: After gathering a Wyrdstone, decreases Spellcasting cost of the next spell by 1 OP and Tzeentch's curse chance by 10%. The next action taken must be a spell or the effect is lost.Vampire ThrallA vampire's most devoted servants are those who have been subdued by his charms and seduced by his hypnotic power. These thralls are newly-made undead, drained of life by the vampire to which they are devoted. Although lacking the full extent of their sire's powers, a thrall is a formidable fighter with a strength and agility few mortals can match. Initial Weapon Set: •    Set 1: Halberd •    Set 2: N/A Equipment Proficiency: •    Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Two-Handed Axe, Two-Handed Hammer, Two-Handed Sword. •    Range: Bow, Longbow, Short bow. •    Armours: Helmet, Shield, Light Armour, Heavy Armour. Perks: •    Unwavering: Immune to All Alone, Fear, and Terror tests. •    Immunity: Poison: Immune to Poison effects. Initial skills: Fear: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.DregMany of those who survived the collapse of Mordheim were left deformed in body and mind. Rejected and despised, these human dregs eke out a miserable existence at the fringes of civilization. Often these wretches are recruited by vampires, becoming loyal servants in exchange for protection. They guard coffins during the day and venture into settlements where vampires might draw unwanted attention. Initial Weapon Set: •    Set 1: Bow •    Set 2: Mace & Shield Equipment Proficiency: •    Melee: Axe, Dagger, Halberd, Hammer, Mace, Spear, Sword, Two-Handed Axe, Two-Handed Hammer, Two-Handed Sword. •    Range: Bow, Longbow, Short bow. •    Armours: Helmet, Shield, Light Armour, Heavy Armour. Perks: •    None Initial skills: •    Humble Servant: Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls.Crypt HorrorHulking monstrosities, the fiendish crypt horrors are rare ghoulish creatures that share the loathsome appetites of their smaller kin. Far larger and stronger than their grave-haunting counterparts, these abominations provoke a supernatural terror in all but the stoutest hearts. The sight of a crypt horror gnawing on old bones while perched upon a tombstone has sent many a mortal screaming into the night. Initial Weapon Set: •    Set 1: 2-Handed Hammer •    Set 2: N/A Equipment Proficiency: •    Melee: Axe, Dagger, Hammer, Mace, Spear, Two-Handed Axe, Two-Handed Hammer. •    Range: None. •    Armours: None. Perks: •    Unwavering: Immune to All Alone, Fear, and Terror tests. •    Last stand: Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone. •    Large: Increases Poison, Critical, and Stun Resistance by 30% as well as Armour Absorption by 15%, but decreases Ranged Resistance by 10%. Cannot use consumable items, or the Search and Activate actions. •    Impressive: Immune to 'Tiring' effects Initial skills: •    Terror: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns.GhoulGhouls are the descendants of evil and insane men who ate the flesh of the dead. When the lean and hungry times of famine come upon the Old World, the most depraved and destitute took to feasting on corpses to survive. Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life and dwell near graveyards, crypts and tombs, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws. The destruction of Mordheim attracted many Ghoul clans from the north, and now they have taken up permanent residence in the crypts and cemeteries of the ruined city. Initial Weapon Set: •    Set 1: Halberd •    Set 2: N/A Equipment Proficiency: •    Melee: Axe, Dagger, Hammer, Mace, Spear, Two-Handed Axe, Two-Handed Hammer. •    Range: None. •    Armours: None. Perks: •    Unwavering: Immune to All Alone, Fear, and Terror tests. •    Last stand: Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone. •    Feral: This warrior can't use consumables in combat. Initial skills: •    Disease Carrier: On melee damage, inflicts a random poison debuff from the following: -5 Initiative, OR -3% Critical Resistance, OR -3% Dodge and Parry chance. All debuffs are stackable, last 3 turns, and increase Damage received from the spell Rotten Touch by 5%.ZombieThe simplest form of undead that can be created through necromancy, zombies are the reanimated corpses of the recently dead. Without volition of their own, they are automatons that mindlessly follow the will of their creator. They know neither fear nor pain, only obedience. Initial Weapon Set: •    Set 1: Sword & Shield •    Set 2: N/A Equipment Proficiency: •    Melee: Axe, Dagger, Hammer, Mace, Spear, Sword. •    Range: None. •    Armours: Helmet, Shield. Perks: •    Unwavering: Immune to All Alone, Fear, and Terror tests. •    Immunity: Poison: Immune to Poison effects. •    No talent: Cannot buy the 'Lad's Got Talent' skill. •    Expendable: When falling Out of Action, does not lower the Warband's Morale. •    Feral: This warrior can't use consumables in combat. Initial skills: •    Puppet: The Zombie becomes bound to its master. Ritual ingredients must be paid for in the form of an upkeep. The Zombie will gain experience and will receive four less skill points than regular Henchmen. Failing to perform the ritual for extended periods weakens the bond, causing the Zombie to decay and be destroyed. •    Rotten Corpse: The Zombie is immune to Open Wound effects and all injuries except Destroyed (Dead), Severed Arm, Severed Leg, Hand Injury, Full Recovery. If it must roll for Injuries at the end of combat, it has a 20% chance to decay and effectively be destroyed. Every rank of the Zombie reduces this chance by 1%.

   DLC
338.51 RUB
Field of Glory II: Medieval - Sublime Porte

At the end of the thirteenth century, with the Seljuk Sultanate of Rum in terminal decline, Anatolia was divided into several small independent Turkish principalities, called beyliks. One of these beyliks, bordering the Orthodox Christian Byzantine Empire, was led by Osman I. Osman's tiny state would gradually expand over the next two hundred years to become one of the world's great empires, known to posterity as the Ottoman (Osmanli) Empire, after their first leader. At first the Ottomans battled against the Byzantines for control of the local Anatolian cities, but in 1354 they seized their first European territory when they took Gallipoli. This brought them into conflict with the other Balkan Christian states, including Serbia, Bulgaria, Hungary, Wallachia, Moldavia and Albania. The Ottomans were generally victorious in these wars for the next fifty years, resulting in them becoming the dominant Balkan power. Their advances led to the Battle of Nicopolis in 1396, where a western crusade met with disaster. In the east, most of Anatolia had been conquered from the other Turkic beyliks. This run of success was briefly interrupted in 1402 when the Turco-Mongol conqueror Timur defeated the Ottomans at the Battle of Ankara. With Sultan Bayezid I captured, and dying in captivity the following year, the empire was thrown into a chaotic civil war between Bayezid’s sons, with order only being restored in 1413 when Mehmed I became Sultan. The conquests resumed, and another Crusade was defeated at Varna in 1444. Finally, the Turks conquered the great city of Constantinople in 1453, making it the Ottoman capital. A number of brilliant Balkan leaders rose during the 15th century to challenge Ottoman hegemony; John Hunyadi and his son, Matthias Corvinus of Hungary, the Albanian hero Skanderbeg, Stephen the Great of Moldavia, and the Wallachian Voivode Vlad Țepeș 'The Impaler'. Despite the many victories of these men, however, by the end of the fifteenth century the Ottomans were the dominant power in the eastern Mediterranean. Timur was born in 1336 into a noble family in the Turco-Mongol Barlas confederation in Transoxiana (in modern-day Uzbekistan). Rising to control Transoxiana by 1370, he went on to create the Timurid Empire in modern Central Asia, Afghanistan and Iran. Never defeated in battle, he won victories against the Golden Horde, the Delhi Sultanate, the Ottomans and the Mamluks, becoming the most powerful ruler in the Islamic world. His defeat of the Ottomans at Ankara in 1402 set back Ottoman expansion by several decades. His empire fragmented soon after his death in 1405, but his great-great grandson Babur created the Mughal Empire in India - which was to last until 1857. The Catalan Company was formed from almughavar and other unemployed veterans of the War of the Sicilian Vespers in Sicily. In 1302 the Company was hired by the Byzantine Emperor Andronikos II to combat the Anatolian Turkish beyliks. Over the next two years the Company was so successful against the Turks, and so rapacious in its treatment of Byzantine civilians, that the Byzantines became alarmed and had the Company’s leaders treacherously murdered. Thereafter the Company fought the Byzantines and their mercenary Alan allies in Thrace. In 1308, the Company moved to Greece, where in 1310 it entered the service of Gautier V de Brienne, Duke of Athens, and rapidly defeated his enemies. He, however, failed to pay the agreed amount for their services, leading to his defeat and death at the Battle of Halmyros in 1311. This left the Company in control of the Duchy of Athens, which it ruled until 1388. Additional coverage for the following nations and factions from 1260 to 1500 AD: Albanians, Anatolian Turcomans, Black Sheep Turcomans, Bulgarians, Byzantines (Central, Epiros, Trebizond and Morea), Catalan Company, Chagatai Khanate, Kingdom of Cyprus, Georgians, Indians (Muslim, Rajput, Hindu and Vijayanagaran Empire), Islamic Persians, Jalayirid Sultanate, Latin Greece, Mamluk Egyptians, Moldavians, Navarrese Company, Order of St John, Ottoman Turks, Serbians, Timurids, Venetians, Wallachians and White Sheep Turcomans. 22 new units. 62 more army lists allowing historically realistic armies for each of the above factions and their allies at different dates during the period, and bringing the total number of Medieval army lists to 361. In addition armies can include contingents from historical allies. This gives hundreds of thousands of permutations. You will never run out of new matchups to try.o    Albanian 1356-1430 AD o    Albanian 1443-1478 AD o    Anatolian Turcoman 1260-1379 AD o    Anatolian Turcoman 1380-1500 AD o    Black Sheep Turcoman 1350-1467 AD o    Bulgarian 1320-1395 AD o    Byzantine (Central) 1262-1399 AD o    Byzantine (Epiros) 1262-1319 AD o    Byzantine (Epiros) 1320-1359 AD o    Byzantine (Morea) 1349-1460 AD o    Byzantine (Trebizond) 1262-1359 AD o    Byzantine (Trebizond) 1360-1399 AD o    Byzantine (Trebizond) 1400-1461 AD o    Catalan Company 1302-1304 AD o    Catalan Company 1305-1319 AD o    Catalan Company 1320-1379 AD o    Catalan Company 1380-1388 AD o    Chagatai Khanate 1338-1500 AD o    Crusade of Nicopolis 1396 AD o    Cypriot 1291-1319 AD o    Cypriot 1320-1414 AD o    Cypriot 1415-1474 AD o    Cypriot 1475-1489 AD o    Georgian 1300-1500 AD o    Indian (Hindu South) 1336-1500 AD o    Indian (Muslim) 1340-1469 AD o    Indian (Muslim) 1470-1500 AD o    Indian (Rajput) 1340-1500 AD o    Indian (Vijayanagara) 1336-1399 AD o    Indian (Vijayanagara) 1400-1469 AD o    Indian (Vijayanagara) 1470-1500 AD o    Islamic Persian 1245-1393 AD o    Jalayirid 1336-1432 AD o    Latin Greece 1320-1432 AD o    Mamluk Egyptian 1340-1399 AD o    Mamluk Egyptian 1400-1489 AD o    Mamluk Egyptian 1490-1500 AD o    Moldavian 1359-1399 AD o    Moldavian 1400-1429 AD o    Moldavian 1430-1500 AD o    Navarrese Company 1375-1382 AD o    Navarrese Company 1383-1394 AD o    Navarrese Company 1395-1402 AD o    Order of St John 1292-1319 AD o    Order of St John 1320-1399 AD o    Order of St John 1400-1449 AD o    Order of St John 1450-1500 AD o    Ottoman Turkish 1299-1361 AD o    Ottoman Turkish 1362-1429 AD o    Ottoman Turkish 1430-1500 AD o    Serbian 1320-1344 AD o    Serbian 1345-1379 AD o    Serbian 1380-1459 AD o    Timurid 1360-1398 AD o    Timurid 1399-1469 AD o    Timurid 1470-1500 AD o    Venetian (Colonial) 1440-1500 AD o    Wallachian 1330-1399 AD o    Wallachian 1400-1429 AD o    Wallachian 1430-1500 AD o    White Sheep Turcoman 1402-1469 AD o    White Sheep Turcoman 1470-1500 AD 8 more historical scenarios covering key engagements of the period on an epic scale: Apros 1305, Saint George 1320, Kosovo 1389, Ankara 1402, Varna 1444, Târgoviște 1462, Krujë 1467, Vaslui 1475. 63 more historical matchups added to Quick Battle mode, increasing the total to 302, most playable from either side. 5 more historically-based campaigns covering major leaders and conflicts of the era: Rise of the Ottomans Part 1, Rise of the Ottomans Part 2, Catalan Company, Timur, Matthias Corvinus. Sandbox campaign expanded to include all the new army lists, allowing you to lead any nation (and their historical allies) against any other nation (and their allies) – giving over a hundred thousand permutations. Time Warp modules expanded to include the new army lists.

   DLC
286.34 RUB
Field of Glory II: Medieval - Rise of the Swiss

From the late 1300s some Swiss started to carry the long pike, at first as a minority weapon, the bulk of their soldiers still carrying the halberd. In 1422, a small Swiss army was beaten at Arbedo by a Milanese army containing a large number of men-at-arms, who dismounted after their initial mounted charge failed. It was noticed that the pikemen fared better in combat against dismounted men-at-arms than the halberdiers, due to the longer reach of their weapons. From that time onwards the proportion of pikemen in Swiss armies was steadily increased, so that by the end of the fifteenth century it had become the dominant weapon. The halberd was only retained by a small number of experienced soldiers to defend the banners, and to break up an enemy's formation if the pike advance was halted. The new Swiss system proved an astounding success on the battlefield: victorious in the Burgundian Wars, defeating the Holy Roman Empire in the Swabian War, and as mercenaries they were a key component of French King Charles VIII's armies in Italy. Soon pike formations were adopted in many western European countries, notably in Germany by the famous 'landsknechts'. In Bohemia, war had broken out between the followers of Jan Hus, a Proto-Protestant religious reformer, and the Catholic royalists. The Hussites were mainly common people, and they had few nobles to provide heavily armoured men-at-arms. To counter the royalists’ advantage in heavy cavalry, they adapted simple agricultural wagons into the 'Wagenburg', a mobile fortress, from within which the Hussite soldiers could fight. This was mainly a defensive weapon, although at the Battle of Kutna Hora in 1421 it was used to break through a royalist army. In Spain, the Reconquista was finally completed when the Kingdom of Granada was conquered in 1492. Here, the armies of Castile and Aragon had also adopted the pike, but Castile had in addition revived the use of sword and buckler men, in imitation of the ancient Roman legionaries. England saw a series of wars between the Lancastrian and Yorkist branches of the Plantagenet royal family. Today these are known as the Wars of the Roses. Here the battlefield was still dominated by the longbow and dismounted men-at-arms, although a few mercenary pikemen were recruited for some campaigns. Another backwater was Scandinavia, where Sweden fought to break free from the Kalmar Union, which was dominated by Denmark. Additional coverage for the following nations and factions from the introduction of Swiss-style pike tactics or Hussite war wagons by themselves or their opponents until 1500 AD: Aragonese, Berber (Wattasid),  Bohemian (Catholic), Burgundian, Castilian, Danish, English (Lancastrian, Yorkist and Tudor), Florentine, French, German (Imperial, Feudal and City armies), Granadine, Hungarian, Hussite (Taborite and Utraquist), Low Countries, Milanese, Neapolitan, Papal, Polish, Rus, Scots, Swiss, Venetian. Each of these has their own historically-based banner. (Several European nations are already covered up to 1500 AD by previous DLC). 22 new units. 60 more army lists allowing historically realistic armies for each of the above factions and their allies at different dates during the period, and bringing the total number of Medieval army lists to 303. In addition armies can include contingents from historical allies. This gives over three hundred thousand permutations. You will never run out of new matchups to try.o    Aragonese 1450-1479 AD o    Berber (Wattasid) 1466-1500 AD o    Bohemian (Catholic) 1419-1449 AD o    Bohemian (Catholic) 1450-1500 AD o    Breton 1456-1465 AD o    Breton 1466-1491 AD o    Burgundian 1450-1464 AD o    Burgundian 1465-1470 AD o    Burgundian 1471-1477 AD o    Castilian 1476-1497 AD o    Danish 1488-1500 AD o    English (Britain) 1450-1454 AD o    English (Lancastrian) 1455-1484 AD o    English (Yorkist) 1455-1482 AD o    English (Continental) 1475 AD o    English (Yorkist) 1483-1485 AD o    English (Yorkist) 1486-1497 AD o    English (Tudor) 1485-1500 AD o    Florentine 1400-1414 AD o    Florentine 1415-1439 AD o    Florentine 1424 AD o    Florentine 1440-1500 AD o    French 1466-1479 AD o    French 1480-1483 AD o    French 1484-1500 AD o    German (Imperial) 1425-1449 AD o    German (Imperial) 1450-1487 AD o    German (Imperial) 1488-1500 AD o    German (Feudal) 1450-1489 AD o    German (Feudal) 1490-1500 AD o    German (City N & W) 1450-1487 AD o    German (City N & W) 1488-1500 AD o    German (City S & E) 1425-1449 AD o    German (City S & E) 1450-1487 AD o    German (City S & E) 1488-1500 AD o    Hungarian 1441-1500 AD o    Hussite (Taborite) 1419-1434 AD o    Hussite (Utraquist) 1419-1479 AD o    Low Countries 1450-1477 AD o    Low Countries 1478-1487 AD o    Low Countries 1488-1500 AD o    Milanese 1400-1439 AD o    Milanese 1440-1500 AD o    Neapolitan 1400-1439 AD o    Neapolitan 1440-1500 AD o    Papal 1400-1439 AD o    Papal 1440-1500 AD o    Polish 1455-1500 AD o    Rus 1470-1500 AD o    Scots 1438-1500 AD o    Swiss 1360-1399 AD o    Swiss 1400-1422 AD o    Swiss 1423-1424 AD o    Swiss 1425-1475 AD o    Swiss 1476-1477 AD o    Swiss 1478-1490 AD o    Swiss 1491-1500 AD o    Venetian 1400-1414 AD o    Venetian 1415-1439 AD o    Venetian 1440-1500 AD 8 more historical scenarios covering key engagements of the period on an epic scale: Kutna Hora 1421, Towton 1461, Brunkeberg 1471, Grandson 1476, Loja 1482, Bosworth 1485, Fornovo 1495, Dornach 1499. 41 more historical matchups added to Quick Battle mode, increasing the total to 239, most playable from either side. 4 more historically-based campaigns covering major leaders and conflicts of the era: Rise of the Swiss, Hussite Wars, Charles the Bold, Louis XI. Sandbox campaign expanded to include all the new army lists, allowing you to lead any nation (and their historical allies) against any other nation (and their allies) – giving over eighty thousand permutations. Time Warp modules expanded to include the new army lists.

   DLC
286.34 RUB
Field of Glory II: Medieval - Storm of Arrows

From the early fourteenth century the battlefield dominance of the mounted knight was increasingly challenged by the rising power of the foot soldier. The Flemish spearmen at Courtrai in 1302, and the Scots at Bannockburn in 1314, showed that steady foot could defeat mounted knights. However, it was the English use of massed longbowmen combined with dismounted men-at-arms that would come to dominate western European battlefields for the rest of the 14th century and well into the 15th. During the Hundred Years War, from 1337 to 1453, the French knights suffered a string of catastrophic defeats at the hands of this combination. After Crécy in 1346, the French knights were largely forced to fight on foot, to minimise their vulnerability to the arrow storm. Eventually, by avoiding pitched battles and concentrating on capturing important cities and castles, the French won the war and expelled the English from nearly all of their continental territories. English longbowmen also ventured to Italy and Spain as mercenaries or allies, but warfare in these countries continued to develop rather differently from the rest of Western Europe. Italy in this period was still a collection of small independent states. The communal militia infantry had declined in importance, and had been replaced by the Condottieri as the main strength of Italian armies. These were mercenary captains who were hired to provide a company of professional armoured cavalry, and sometimes infantry. In Spain the large Christian kingdoms of Aragon, Castile and Portugal shared the Iberian peninsula with the Muslim kingdom of Granada. In addition to fighting each other and many civil wars, there was occasional conflict with the Islamic North African powers. Spanish men-at-arms still usually fought mounted, while light cavalry continued to be more numerous than elsewhere due to the influence of warfare against Muslim armies. Meanwhile the Swiss cantons were asserting their independence from feudal rule. Initially their massed infantry columns relied on the murderous halberd and an intimate knowledge of their own mountainous terrain. Further east, the Teutonic Knights continued to battle against the pagan Lithuanians, but in 1386 Grand Duke Jogaila of Lithuania converted to Christianity and became King of Poland through marriage to the heiress Jadwiga. This removed the religious rationale for the Order’s activities in the region, and gave their enemy a huge boost in military potential. The Teutonic Order suffered a major defeat at the hands of Jogaila and his Polish-Lithuanian army at the Battle of Grunwald (Tannenberg) in 1410. The Golden Horde continued to dominate the Rus principalities, but the first stirrings of change occurred in 1380 when the Mongols were defeated at Kulikovo. During the fourteenth century gunpowder artillery was introduced throughout Europe, and became increasingly important. Initially, large bombards were mainly used for siege work, but gradually smaller guns began to be employed in field battles as well. Coverage for the following nations and factions from 1270 AD until just prior to the introduction of Swiss-style pike tactics and Hussite war wagons: Anglo-Irish, Aragonese, Austrian, Berber (Hafsid), Berber (Marinid), Bohemian, Breton, Burgundian, Castilian, Danish, English, Florentine, Free Canton, Free Company, French, German (Imperial, Feudal and City armies), Granadine, Hungarian, Irish, Italian (Guelf), Italian (Ghibelline), Lithuanian, Low Countries, Milanese, Navarrese, Neapolitan, Papal, Polish, Portuguese,  Rus, Scots, Swedish, Swiss, Tatar, Teutonic Order, Venetian, Welsh. Each of these has their own historically-based banner.45 new 14th and 15th century units.96 more army lists allowing historically realistic armies for each of the above factions and their allies at different dates during the period, and bringing the total number of Medieval army lists to 242. In addition armies can include contingents from historical allies. This gives around three hundred thousand permutations. You will never run out of new matchups to try.8 more historical scenarios covering key engagements of the period on an epic scale: Courtrai 1302, Laupen 1339, Crécy 1346, Kulikovo 1380, Aljubarrota 1385, Castagnaro 1387, Grunwald 1410, Agincourt 1415. 48 more historical matchups added to Quick Battle mode, increasing the total to 198, playable from either side.5 more historically-based campaigns covering major leaders and conflicts of the era: Hundred Years War (English), Hundred Years War (French), Sir John Hawkwood, Henry of Trastámara, Władysław II Jagiełło.Sandbox campaign expanded to include all the new army lists, allowing you to lead any nation (and their historical allies) against any other nation (and their allies) – giving over eighty thousand permutations.Time Warp modules expanded to include all the new army lists.

   DLC
286.34 RUB
Field of Glory II: Medieval - Swords and Scimitars

The Byzantine Empire began the 11th century in a strong position - they had pushed their frontier eastwards against the fragmented Muslim emirates, and had completely destroyed the Bulgars in the Balkans. All that was to change in 1071, when they suffered a catastrophic defeat at the hands of the Seljuq Turks at the Battle of Manzikert. These nomadic conquerors had recently converted to Islam, and had swiftly established a Sultanate ruling from Afghanistan to Palestine. Following Manzikert they took nearly all of Anatolia from the Byzantines. As the Byzantine Emperor Alexios Komnenos struggled to stem the Seljuq advances, he appealed to the West for mercenaries. This request was seized upon by Pope Urban II, who possibly saw it as an opportunity to further his own aims. At the Council of Clermont in 1095 he called for a Crusade to save the eastern churches and recover the Holy Land from the Muslims. The timing was fortuitously right, as the mighty Seljuq Empire had begun to fragment, the Sultanate of Rûm in Anatolia (modern Asiatic Turkey) having seceded from the Great Seljuk Empire in 1077, and the local Syrian atabegs being in practice semi-independent and disunited. The First Crusade eventually captured Jerusalem in 1099, and established a number of Crusader states in Palestine and Syria. In doing so they created bitter resentment between Muslims, Western Christians and the Byzantines that would lead to two centuries of conflict. Several major Crusades were to follow the First, as the Crusader states fought for their existence against a succession of resurgent Islamic states: the Fatimids, Zangids, Ayyubids, and finally the Mamluks, who extinguished the last Crusader stronghold of Acre in 1291. Meanwhile, further East, a far greater threat to Islamic civilisation was emerging. The rapidly expanding Mongols had destroyed the Khwarazmian Shahdom by 1231, the Christian kingdom of Georgia fell in 1239, and the Seljuqs were defeated and forced into vassaldom in 1243. By 1258 the Assassins of Alamut, and the vestigial remains of the once great Abbasid Caliphate, had also been conquered. Only the Mamluks of Egypt were able to finally bring the Mongol advance to an end, with their victory at Ain Jalut in 1260. In the Balkans the Byzantine Empire remained strong until 1204, when Constantinople fell to the Fourth Crusade. Thereafter much of the old empire was taken over by the Western Crusaders and the Venetians, who had masterminded the whole sordid enterprise. The Byzantines held out in four fragments: the Empires of Trebizond and Nicaea, and the Despotates of Rhodes and Epirus. Eventually the Empire of Nicaea retook Constantinople in 1261, but the power of the Byzantines had been broken forever and they were now only a minor state. 20 more nations and factions covering South Eastern Europe and the Middle East from 1040 AD to 1270 AD. These include Arabs (Syria/Iraq), Armenians (Cilician), Bulgarians, Byzantines (Main Empire, also Nikaia, Epiros and Trebizond), Crusaders, Cypriots (Lusignan Kingdom), Dailami, Fatimid Egyptians, Georgians, Ghaznavids, Ghurids, Indians (Rajput, other Hindu, Muslim), Khwarazmians, Latin States in Greece, Mamluk Egyptians, Mongols (Ilkhanids), Pechenegs, Seljuq Turks, Serbians and Syrian States. Each of these has their own historically accurate banner. 35 more units (11 brand new, 24 new to Medieval), allowing the troops of all of the new factions to be accurately represented. 41 more army lists allowing historically realistic armies for each of the above factions and their allies at different dates during the period, and bringing the total number of Medieval army lists to 146. In addition armies can include contingents from historical allies. This gives around one hundred thousand permutations. You will never run out of new matchups to try. 8 more historical scenarios covering key engagements of the period on an epic scale. These include Manzikert 1071, Dorylaeum 1097, Ascalon 1099, Sirmium 1167, Arsuf 1191, La Forbie 1244, Homs 1281 and Kili 1299.   53 more historical matchups added to Quick Battle mode, increasing the total to 150, playable from either side. 4 more historically-based campaigns covering major leaders and conflicts of the era: Alexios Komnenos, The First Crusade, Manuel Komnenos, Saladin.   Sandbox campaign expanded to include all the new army lists, allowing you to lead any nation (and their historical allies) against any other nation (and their allies) – giving over twenty thousand permutations. Time Warp custom battles modules expanded to include all the new army lists.

   DLC
286.34 RUB
Field of Glory II: Medieval - Reconquista

Feudalism did not have such a dominant impact in Spain and Italy as it had in North West Europe. Both these lands had unique factors which affected the conduct of warfare. In 1050, more than half of the Iberian peninsula was under the rule of Islamic states, an area known as Andalusia. After the demise of the Umayyad Caliphate in 1031, Andalusia was divided into several small Muslim states, known as the Taifa emirates. The Taifas often fought amongst themselves, leaving them unable to match the larger Christian Kingdom of Castile that was created in 1037 with the absorption of the Kingdom of Leon. This was the true start of the Christian Reconquista that would not be completed until 1492. To help stem the Christian onslaught, in 1086 the Taifa Emir of Seville invited the Murabit Berbers of North Africa to enter Spain. This did not work as planned for the Taifas, for after defeating the Castilians at the Battle of Sagrajas, the Murabits quickly incorporated most of the Taifa emirates into their empire. The Murabit empire was taken over in 1147 by a rival Berber sect, the Almohads. These events were a severe setback for the Spanish Christian kingdoms, but they recovered to win a great victory over the Almohads at Las Navas De Tolosa in 1212, which broke the power of the Muslims in Spain forever. Soon only the emirate of Granada was left, but as a vassal of Castile. Throughout the period there was also frequent fighting between states of the same religion, and Muslim and Christian warriors often had few qualms about serving princes of a different religion. In Northern Italy the big cities had always tried to maintain a degree of independence, and often fought vigorously against the attempts of the Holy Roman Emperor to enforce his authority over them. They grew increasingly wealthy on trade, and by the end of the 11th century their city militias had become the mainstay of Italian armies, eclipsing the role of the feudal knights. In 1176 the northern Italian cities formed the Lombard League, and won a great victory over Emperor Frederick I Barbarossa at the Battle of Legnano.   This was a part of the Wars of the Guelfs and Ghibellines. The Papacy and the Empire had initially quarrelled over who had the right to appoint church officials, this was known as the “Investiture Controversy”. The Ghibellines were those who supported the Holy Roman Emperor, while the Guelfs were the party supporting the Pope. Even though the Investiture Controversy was resolved in 1122, the conflict between the Papacy and the Empire, and the Guelfs and Ghibellines, carried on for hundreds of years. In Southern Italy, the Normans rose from humble mercenaries to conquer the whole of southern Italy and establish the great kingdom of Sicily, after conquering the island from the Arabs. After the line of Norman kings ended, when William II died without male heirs, the throne passed to the Imperial German Hohenstaufen dynasty. In 1266, the Pope encouraged Charles of Anjou to attack the Hohenstaufens, and after victory at the battle of Benevento he seized the kingdom for himself. 20 more nations and factions covering Spain, Italy and North Africa from 1040 AD to 1270 AD. These include Andalusians, Almohads, Arabs, Aragonese, Byzantine Catapanate of Italy, Castilians/Leónese, Catalans, Granadines, Hafsids, Italian Guelfs, Italian Ghibellines, Italo-Normans, Lombards, Marinids, Murabits, Navarrese, Papal, Portuguese, the Kingdom of Sicily and Tuaregs. Each of these has their own historically accurate banner. 41 more units, allowing the troops of all of the new factions to be accurately represented. 45 more army lists allowing historically realistic armies for each of the above factions and their allies at different dates during the period, and bringing the total number of Medieval army lists to 103. In addition armies can include contingents from historical allies. This gives more than fifty thousand permutations. You will never run out of new matchups to try. 8 more historical scenarios covering key engagements of the period on an epic scale. These include Monte Maggiore 1041, Civitate 1053, Cabra 1079, Sagrajas 1086, Legnano 1176, Las Navas De Tolosa 1212, Montaperti 1260 and Benevento 1266. 33 more historical matchups added to Quick Battle mode, increasing the total to 98, playable from either side. 4 more historically-based campaigns covering major leaders and conflicts of the era: El Cid, Muhammad II of Granada, Normans in the South and Frederick II Hohenstaufen.   Sandbox campaign expanded to include all the new army lists, allowing you to lead any nation (and their historical allies) against any other nation (and their allies) – giving thousands of permutations.

   DLC
286.35 RUB
Roguebook - Alternate Art Pack

3 эксклюзивные рубашки и 10 уникальных дополнительных оформлений сделают вашу колоду поистине уникальной. - Рубашка ''Krog'': Чтобы получить ее, победите короля Krog. - Рубашка ''CAP-10'': Убейте CAP-10, и она ваша. - Рубашка ''Покоритель Roguebook'': Пройдите Roguebook один раз, чтобы получить ее.

   DLC
76.36 RUB
Roguebook - Heroes Skins Pack

Погрузитесь в сражения Roguebook с блеском благодаря 4 эксклюзивным одеяниям героев. Включает по одному дополнительному наряду для Sharra, Sorocco, Seifer и Aurora.

   DLC
76.36 RUB
Shadow Empire: Oceania

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game. On top of this: the existing land-based Traders have gotten a more organized cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments. Features: With Oceania the Procedural Planet Generation can now generate much more diverse Planets Gaia Planet Class now available Thalassa Planet Class now available Proteus Planet Class now available Fontus Planet Class now available Maritime Trade House (MTH) mechanics MTH Stock-trading, Policy Meetings, Dividends & Auctions MTH Transport, Explore and Makeshift Port Contracts MTH Naval warfare for sea supremacy Naval logistical points allow amphibious invasions and transfers Note that the player does not control any naval units and all maritime action is simulated through the MTHs Maritime Lifeforms

   DLC
306.22 RUB
Partisans 1941 - Back Into Battle

Борьба с захватчиками похожа на борьбу с гидрой: отрубаешь одну голову, и на ее месте тут же вырастают две новые. Но это не повод сдаваться! Вернитесь во вражеский тыл в дополнении с настраиваемыми заданиями, новыми картами и новым игровым режимом! Дополнение Партизаны 1941 — Снова в бой предоставляет вам режим “Вылазки”, в котором вы сможете по-своему настраивать и выполнять боевые задания. Выберите одну из пяти знакомых или семи новых карт, а затем усложните себе задачу при помощи системы модификаторов. Соберите отряд из желаемых партизан, свободно распределите их навыки и выдайте снаряжение в соответствии с вашей стратегией. Используйте эту свободу с умом: новые испытания станут суровой проверкой вашего командирского мастерства! Кроме того, дополнение включает режим “Оборона позиции”. Подавляющие силы противника, скудные ресурсы и единственная оборонительная позиция: как долго вы сумеете продержаться в этом новом, беспощадном режиме защиты от волн врагов?Особенности Геймплей в стиле песочницы для повышения реиграбельности Режим “Вылазки”: новые испытания на 7 новых картах Настройка сценариев посредством модификаторов. Свободный выбор членов отряда, навыков и снаряжения Миссия “Героическая оборона”: новый режим защиты от волн врагов для самых стойких командиров Дополнительные диалоги партизан у костра, позволяющие узнать их получше

   DLC
319.80 RUB
As Far As The Eye - Supporter Edition

In this Supporter Edition, you'll find artworks, concept arts and cool stuff from the development of As Far As The Eye. The whole team thanks you for your support. Enjoy playing.

   DLC
173.92 RUB
As Far As The Eye - Soundtrack

The soundtrack made by Alexis Laugier, a french composer and sound designer (Rayman Mini, LooK INside, OctaFight, etc...)

   DLC
219.74 RUB
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