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Main Catalogue |  Historical Wargames |  GMT |  Pursuit of Glory: The Great War in the Near East

Pursuit of Glory: The Great War in the Near East

Pursuit of Glory: The Great War in the Near East


Price: £43.99

 

Wargame by GMT Games The First World War in the Near East and Balkans was largely a clash of civilizations and of proud leaders intent on pursuing glory, regardless of the cost. Great Britain was at the height of its imperial power, while the Russian Empire was entering its last days, having just avoided revolution and global disgrace in 1905. The Ottoman Empire was adjusting to the Young Turks\' revolution and the devastation of the Balkan Wars of 1912-1913. The Germans (Britain\'s primary rivals) were only too glad to bolster the Ottoman\'s fading power, seeing the region as ripe for economic and military exploitation. Indeed, if the Germans completed their new railroad from Berlin to Baghdad, German troops would be able to travel to India more quickly than British troops could sail from London to Bombay. German troops would also then be poised to seize southern Persia, the region which contained the British fleet\'s main new source of fuel -- oil. Behind all this lay the pent up ethnic and religious tensions of millennia, in countries such as Serbia, Persia, and Afghanistan, and in the countless tribes of Arabia and Northern Africa waiting for new leaders who would lead them on a holy war (jihad). The entire region was a powder keg waiting for a match. Pursuit of Glory: The Great War in the Near East is a sequel to the original, award-winning Paths of Glory by Ted Raicer and is designed with his permission. The new game puts you in the driver\'s seat as theater commanders for either the British/Russian alliance or the Ottoman Empire. The action stretches from the Balkans to the borders of India, from the Black Sea to Suez. Invasions by sea, holy war, revolts, revolution await, as well as some of the most famous personages of the First World War - Lawrence, Allenby, Enver, the Grand Duke Nicholas, Churchill, Kitchener. Take for example, the case of Jafar Pasha. He was an Iraqi Arab trained for military leadership at Istanbul and in Germany. He was decorated by the Turks, awarded the German Iron Cross, assisted in fortifying Gallipoli, and was hand picked to lead the Senussi rebellion against the British in Egypt. While engaged in this mission, he was captured and imprisoned, escaped and was recaptured, eventually winning the hearts of his British captors, for Jafar was a model of civilization and decorum. When the Arab Revolt broke out, Jafar helped recruit Ottoman POWs to join the Arab cause, and the British eventually released him for service in the Arab Revolt. He became Prince Faisal\'s chief of staff, leading the Arab Northern Army against the Turks, earning a decoration from the British general Allenby (his guard of honor being the very ANZAC cavalry unit that had almost killed him when he was leading the Senussi). After the war, the British installed him as Iraq\'s minister of defense, and he later served as Iraqi Prime Minister and as Iraq\'s ambassador to England, spending the night twice in Buckingham Palace. This story epitomizes the nature of World War One in the Near East. It captures the wild-eyed flavor of Pursuit of Glory - razor-edged, variable, tense, exciting. In Pursuit of Glory: The Great War in the Near East, the Central Powers (CP) player, representing the Ottoman Empire and its allies, attempts to use his central position and initial superiority of forces to defeat his opponents early on, or to endure defensively until the enemy tires of the \'sideshow\' and goes home. It is possible for the Ottoman player to win military victory or to exhaust the British Empire\'s patience, leading to a negotiated peace in the region - and Ottoman dominance of the region\'s oil at the beginning of the twentieth century. The Allied (AP) player, representing primarily the British and Russian empires, attempts to delay the Russian Revolution and bring his superior forces to bear before he is required to bring the boys back home. Of course, once the Russian Empire collapses, all bets are off -- the Turks and the Brits must race to gain control of the Caucasian and Persian regions, including the oil. The problem for the Turks is that the British blockade is crippling the Ottoman economy and the Turkish manpower pool is running dry - the longer the war continues, the fewer the Turkish recruits, the less reliable the Arab draftees, the more dependent Turkey becomes on German aid through that all-important railroad to Berlin. The problem for the Allied player is to stave off disaster long enough to build up his forces for an all-out assault, while using his naval supremacy wisely. How does this game differ from the original? Pursuit of Glory: The Great War in the Near East uses all of the core rules from the

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Main Catalogue |  Historical Wargames |  GMT |  Pursuit of Glory: The Great War in the Near East


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