|
Table of Contents Page
Introduction |
1 |
Sequence of Play |
1 |
Leaving and Re-entering This Campaign |
2 |
Troop Description, Cost and Movement Speeds |
2 |
Unknown Wilderness Inland Hex table |
2 |
Random Event Decription |
3,4 |
Combat and Pursuit |
4 |
Siege and Pillaging |
5 |
Combat Results Table |
7 |
Introduction
Fantasy Warlord was a convention campaign game
play ed during the Portland's Adventure Game Fest, in October
1996. Total of Sheen players played in it, with no more than
seven players at every one time. Players were allow to enter
and leave and reenter the campaign during the convention. At
the end of the convention, the person who won never played
wargames before.
There a maximum of eight slots for players. As a
player is eliminate or leave, they empire's troops & ships are
removed from the tabletop and any money left, is be place into
a quest/ruin event pool. All they castles and villages will
become neutral, except for their home castle which is taken
over by an offboard player. New players enter into the game
from the sea or marching on from the eastern edge of the table.
Geohex hexes formed the mainland with coastal line
along three sides of the table. Player moved strategically
according to Geohex. Tactical battlefield I used a seperate
Geohex mat with 1 1/2 inch hexes on it. The tactical battlefield
measure two foot wide and three feet long. Both sides started
four inches in. Monopoly money was used to need track of
expenses and income for each player. Monopoly building were
used for villages. Later after the convention, I realize that I
could have used old chess sets rooks as players castles. The
basing of troops didn't matter as long as they were all based the
same. I used number of terrain aids to identified the unknown
territories.
Each new player will start with $100.00 in their
treasury and a force of troops equal to $250.00. Plus a hero or
wizard with two spells, player chooses.
The order of players movement are bidded on. The
bid amount is the cost of supplies needed to move each of their heroes or wizards ( with any army ) per turn. All players place a D6's dices in front of them. The highest bid move first, and so
on each mpve must be paid in cash for the amount of they bid each umpire If a player runs out of funds then he can't move any forces. To bid no movement, player doesn't place a dice
down, but cover a empty spot on the table with they hand.
Players can garrison his cities and add to his castle
garrison. Garrisons do not need a wizard or hero.
All players are limited to one wizard. If additional
wizard are drawn. then treat card as no effect to player.
Combat is quick and simple. and lasts until someone is
eliminate, or flees the battlefield.. The battlefield is 2" x 3"
Geohex. with no terrain. There no morale rule, for every player
knows when to fight and when to fold and run like hell.
Sequence of Play
- New player can start or current player can restart an
over again, but they lose all they heroes, tactics, money,
armies, holding(become neutrals), artifacts, etc. Also new
players are limited to two eastern players and.one seaborne
slots for every one winter.
- Umpire dealt one random event card per player. Player
may request a quest for they hero, instead of being dealt a
random event card.
- Income from player's home castle is S150 annually, each
building is S25(SO if it was pillaged during the year ).
Player's 6, Hand 8 offboard income is S250 second year,
S 150 third year, S50 fourth year and all following years,
plus any holding on the mainland.
- Increase each city by one building to the maximum of
four. City/buildings that been pillaged, do not increase.
- Attrition for all troops on the mainland not in friendly
cities or castle during winter turn is 20% of they troops.
All troops for players 6,7, and 8 that are off the mainland,
suffers no attrition or maintenance cost.
- Maintenance cost of all troops and ships that on the
mainland.
- Players purchases new troops, roads, ships, hire a hero,
etc and they start at any of his cities.
- All winter siege results are rolled
- End of the winter turn and start of campaigning.
- Players bid for initiative with D6 dices for each seasonal
move, and pay the umpire before they can move. Player
may only moves they heroes. Any armies and/or ships can
move along with the hero.
- Umpire will dealt out a card for each unknown wildness
hex that a player has moved into.
- Umpire rolls the results of any ruins discovery by
players.
- Battles are resolved by players, when one player moves
into same hex of another player or non-player army.
- Next player with second highest bid moves next, repeats 11 to 14. And so on for the next player(s).
- All siege results are rolled for after all the players had
finished they seasonal turn.
- Start the next seasonal turn. Players repeat 1 to 16.
Until the end of the year..
Campaigning
Campaign moves as follows;
Campaign seasonal turns; Chance of storms at sea D6
1 |
Winter |
no land or sea movement allowed |
2 |
Spring |
33% (5 or 6) per sea area (N. S. W) |
3 |
Early Summer |
0% |
4 |
Late Summer |
0% |
5 |
Fall |
50% ( 4, 5, 6 ) per sea area |
- The chance of storm at sea is rolled for the north sea,
western sea and south sea area on the board. If there a
storm. each vessel at sea can tried to do the following;
- Ride out the storm; 50% chance of sinking (4,5,6)
- or beached they vessels; 16% chance of sinking (6)Beaching
ships along the coastal beaches, they can be attack by any
forces that can moves before they reenter the sea during
they next seasonal move.
- All beached ships are lost, during winter.
- All Ships must be in harbor during the winter.
- Wintering troops on the maintained only, must paid a maintaince
cost or be disbanded.
Starting, Leaving and Re-entering This Campaign
Each player start with one hero, and $250.00 of troops and
$100.00 in they treasury. The first five starting players will be
placed on the mainland, sixth and seventh players enter from
the eastern table. The eighth and last player start off board and
moves on to the table by sea only, he will have to purchase vessels
to move his forces, which will cut down on the number of
troops he can have. Also player eight may loses vessels at sea
due to storms.
As slots open up for sixth, seventh and eight player, new
players may enter into these slots during winter turn.
Each player could be limited by time for each campaign
move, except for winter and battles.
Troop Description and Movement Speeds: for Battle and campaign Moves
Troop Descriptions Movement is the same for campaign
Gechex hexes and tactical battlefield hexes.
- Light Infantry (and light skirmishers), open order, no or some armor and a shield, movement of 3 hexes.
- Medium Infantry and bowmen (and longbownen ) close order, no or some armor and a shield, movement 2 hexes cross county or 3 hexes along the road.
- Heavy Infantry, close order, full armor, movement 1 hex cross county or 2 hexes along the road.
- Light Cavalry, Hero, Wizard and horse archers open order, some armor or/and shields, movement 5 hexes
- Heavy Cavalry close order, ;`rrnor with shields, horse unarmor, movement 3 hexes
- Knight close order. full armor with shields. horse armor, lance, movement 3 hexes
- Ships movement 2 sea areas. plus two actions loading & unloading troops.
Purchase, Maintenance Costs and Movement Rates
Troops Cost/Maint per stand. |
Cost |
Maint |
Move |
2 x Light Infm try, |
$3 |
Rehire |
3road/3cc |
4 x Medium Infantry, |
$10 |
$2 |
3road/2cc |
4 x Heavy Infantry, |
$25 |
$5 |
2road/1cc |
3 x Medium Bowmen |
$15 |
$3 |
3road/2cc |
2 x Light Cavalry |
$12 |
Rehire |
5road/cc |
3 x Heavy Cavalry |
$40 |
$15 |
3road/cc |
Ships, hold 40 men or 12 cav |
$50 |
$15 |
2sea area |
Built Castle at city w/3building |
$200 |
$0 |
see below |
Built 12"road in clear hex |
$15 |
$0 |
- |
Built 12"road in other hex |
$30 |
$0 |
not swamp |
Start a new city, 1 building |
$50 |
$0 |
- |
Hired 1 hero for the year |
$50 |
Rehire |
5road/cc |
Slingers, Horse Archers, Longbowmen and Knights have no
extra purchase or maintenance cost. But player must have
received the event cards allowing him to have these troop
types. Heroes have no maint. cost.
* Only can build a castle at a city with 3 or more buildings.
Unknown Wildness Inland Hex Table
As a Hero enter into the center of the mainland. Each
unknown wildness hex he enter, must be determine by the
umpire before continuing to the next hex. They may continue
they move if possible into an aother hex, if they have any
movement left.
Card Wildness Hex is:
Ace: |
Mountain, with silver deposit/$30D6 |
King: |
Clear, rich soil, doubic of buildings allowed. |
Queen: |
Clear, with one building. |
Jack: |
Forest, maximun of 1 hex move per turn |
Ten: |
Swamp no city allow, 1 hex turn |
Nine: |
Forest, hostile wildmen loses 2D6 of troops |
Eight: |
Clear, hostiles calvary, loses 3D6 of men. |
Seven: |
Forest,friendly natives, gifts of $6D6 |
Six: |
Clear land |
Five: |
Clear land |
Four: |
Mountain, hex impassable to the other side. |
Three: |
Mountain hex with a Pass. |
Two: |
Clear land |
Joker: |
Ruins,redraw another card for type of terrain |
Note all coastal hexes are clear land at the start of the
campaign. Units move normally along roads inforest,
mountain with pass. Roads can not be built in swamps.
- To mined the silver deposits. you first must build a connecting road between the mine and friendly city or castle. The player holding the mine during the winter turn, with roads connecting gets to rolled thirty D6 dices for amount of funds he will received.
- King, double building, allow a city to increase to 8 building twice the maximun growths
- Joker, Ruins; any hero can explore/quest these ruins. These ruins can be quested an unlimited number of times.
Random Event Description Winter Only
Weapons and tactics developments. heroes and troops may
not be traded and sold to other players in this campaigns.
Players may hire out their services to others.
Jokers: A number of ill fortunates has befalling
these fair lands. Give this card to the umpire, he will randomly
determine where, when and what will receives this ill wind and
how many there are. D6;
- Winter storms has destroyed the nearest section(s) of hexes (D6) roadways.
- Nearest city is reduced by halve, except a home city.
- Red Sevens event is played. Banditry causes lost of income -$5D6.
- Black Sevens event is played. Barbarians Hords Prom the eastern edge of the table. Place a barbarian army somewhere along the eastern edge.
- Black Eights event is played. Raiding Wildmen Tom any unknown wildness hex. Place a barbarian army in any wildness
Raiding Vikings from any sea area, pillage a random city
Ace of Spades or Clubs or Hearts: Received a Hero. This
hero must complete a quest first The umpire will informed you
of your quest to become a knight. He must return back to your
main castle before the end of the year or be lost..
Ace of Diamonds: Received a Viking Alliance, You start with
100 points of Vikings and ships in spring. Use then as your
our troops. If at anytime they suffer greater than 33% loses for
a year, they will break the alliance and sail home.
King or Queen or Jack: Pick any one tactic for your armies below;
Your generals has developed a new missile weapon and tactics:
- Light Infantrv and Cavalrv may skirmish. All troops that are skirmishing must be clearly stated before the battle starts. Skirmishing troops are allow move in any direction. But they may never attack close-order troops Frontal. They can automatic evade back, if wish too.
- Slingers for light infantry. Light infantry can be skirmishers, no additional cost, slinger range 2 hexes, Must state before the battle which light infantry are slingers. Must have skirmishing tactic first.
- Composite Bows for light cavalry which makes them horse archers. No additional cost, range 5 hexes, allows them to skirmish. Must have skirmishing tactic first.
- Longbow for heavy infantry, range unlimited, also they have field stakes as protection against cavalry changes and treated them as heavy, infantry in defense against cavalry only. Must state before the battle which heavy infantry are longbowmen.
Your generals has developed a new combat weapon or tactics;
- Troops allow to do battlefield 90 degree turn after passing the flank of enemy and move sidewards into that enemy flank.
- Shieldwall defense for stationary medium and heaw, infantry(not pikemen or bow or longbow), at start of banle, for against other infantry or cavalry, except charging Knights. Must be double ranks deep. Takes double hits to kill one men within a sheildwall frontal. If troops move at all out of a shieldwall, they mav never form into another shieldwall again for the battle.
- Knights with lances, for fully armor rider and horse, additional protection Tom combat and missile fire. Same cost as Heavy calvary and movement speed same too. Must state before the battle which heavy, cavalry are knights.
- Pikes for heavy infantry. No additional cost. Improvement in combat and protection from cavalry changes. Must state before the battle which heavy, infantry are pikemen. Pikemen fight three ranks deep.
- Your can Raising Militia in an emergency. For removing a friendly city building, you raised $40.00 of light or medium infantry for each building removed this turn.
Your generals has developed a new siegecraft tactics.
- Seige Engines allows a player to siege castles.
- Knowledge of siegecrafl. Must have Siege Engines first.
- Mount siege engines on castle walls. Must have Siege Engines first.
- Strengthen castle against sieges.
- Superior knowledge of siegecrafl. Must have Siegecraft first.
- Can built massive siege engines Must have strengthen castle and superior siegecraft first.
Ten: Crusade to recapture any lost castles or holdings.
With this card, you can call on the other four mainland players
to meet with you. You will ask them to join with you in a
crusade against all of the off board players or non-players
forces. To recaptured any lost castles or cities, that these
foreigns. There will be a truth to stop all fighting between
mainland players for this year. All the mainland players must
agree to this alliance for a crusade. If a crusade is formed, all
the mainland player pay only half cost for medium and light
infantry for this year.
Nine: Increase Revenue. Your income increase
collection, by $20 per building, exception is no increase for
your home city. Oh, also there a 16% ( 6 ) chance of peasant
revolt per city. Only if you collected the additional revenue
Nine of Spades: You give to increase revenue, and you
may start a new city of two building, anywhere within your
realm. Also no chance of a peasant revolt.
Black Eight: Hire a band of mercenaries at halve
price. They have to be cavalry or heavy footmen. Normal
maintenance cost during winter.
Red Eight: Plentiful Harvest this year. Received a extra
$50.00 for every four building, thus three buildings gets you
nothing.
Seven of Diamonds: Plague another player with ill fortunate,
Pick another players city, for this ill luck, which will reduce the
city by one building(never less than one) and no city growth
increase for this winter.
Seven of Hearts: Plague with banditry raid on
any other player ungarrison city, no revenue collection from
this city for this winter.
Black Seven: Barbarians forces will enter the eastern
edge during the spring turn. The umpire will rolled for they
randomly movement once they enter the tabletop. They will
attack cities first, to pillage them. The barbarians are hostile to
all players. Player may tried to buy off the barbarians army to
move else way. They are removed on the following winter if
not destroyed before hand. Each barbarians army is 2D6 stands
of ligh/slingers troops and 6D6 stands of medium troops(that
can form shieldwall) with 2D6 stands of heavy cavalry, it has
one hero leader. The Player may decide where they start at
along the eastern edge. Will not siege castles.
Six: Strenghten your home castle.
Five: If you're sieging someone castle during the
winter, you have gain entrance due to treachery within the
castle's garrison and someone open the gate for your forces.
This is for mainland players or number eight player only. This
card is cancel if cards four or three or both are played by other
players.
Four: Plague during the winter, forces all armies on the
mainland that are not always in a friendly city or castle, to
retreated back to the nearest friendly city or castle. Lose 50%
of all troops due to ravages of the plague. Heroes and wizard
are unaffected.
Three: Winter retreat, all armies on the mainland that are
not always in a friendly city or castle, must retreated back to the
nearest friendly city or castle or homelands. Lose 33% of all
troops due to ravages of these winter storms. Heroes and
wizard are unaffected. Plague card ( four) cancel this card if
both are played during winter.
Red Twos: Special tribute in gratitude to your just and
enlightened rule. Received a extra $10.00 per building.
Black Twos: Discovery of any unknown wildness hex.
but the player will be dealt three cards to chose Tom for that
hex.
Combat
Combat is simple and quick. Player who move his forces
this tum, is the attacker. He deploys his forces first on the
battlefield and he moves first.
Players deploy 4 inches from they edge. The battlefield is
2 feet in depth of three feet wide. There no terrain feanures on
the battlefield, for it just slow things down.
One player moves all or any of his troops, fire his missile
and fight all melee that his troops are in contact with. The other
player does not move or fire any missile or melee during the
player tactical move. The other player must wait until his
tactical turn to move and fight
Troops can only move forward or side step at halve
speed. Troops can not turn and move to the side or rear, unless
allow to by event card.
Troops incombat contact can not be moved again until all
their opponents have been eliminate or have retreated.
Player may decide to retreat at the beginning of his move.
He declares to the other player that he retreating during his
move and removes all troops. The victor player does pursuit
and retreating player removes these additional loses.
All troops must be based by the same system.
Battlefield movement uses hexes Each battlefield hex is 1
1/2 inches across. Movement is rated by the number of hexes
each troop tape can move per combat move.
Missile and magic fire. The range is in hexes. Bow armed
troops may fire over other troops.
Only the first stand depth of troops in combat contact may
Melee, except for pikemen. Troops in combat contact can not
be fire on.
Non skirmishing troops, that are turn to the rear, must
continues move towards the rear every turn there after. They
may never turn around again.
Skirmishing Light Infantry and Cavalry are allow to move
backwards, without being force to retreat on the following
turns. if player has this tactic/event.
Also Light troops may move through they our troops, as
long as the other troops remain stationary.
Friendly troops(except light troops) that move though a
shieldwall, will disrupted the shieldwall, removing its effective.
Shieldwall must be formed during deployment. Shieldwalls can
not move.
Pursuit Table, Kill 1 Cavalry or 3 Foot for each of Following
- One hero
- Two light Cavalry or 2 Horse archers
- Six Heavy Cavalry, no knights (they to slow)
- 10 skirmishing light infantry or 20 light infantry
- 40 medium infantry, no heavy infantry (they to slow)
After each battle the victor can pursuit the fleeing enemy. For
the above victor troops, the following are killed of the loser;
one cavalry or three foot of the loser choice;
Siege and Siege Results Table and Pillaging
Everyone castle's has a garrison force of 25 men that can
not to removed. Any time someone siege another player castle,
you wait until all the other players have moved, before rolled
the results of the siege.
Castics can be captured and rccapu~red with no ill effects
on the castle's strength.
Siege castle income is $150, if the castle is On a coastal hex
art, is not blockage by enemy ships.
2D6 Siege Result Table
2 |
Siege raised. attacker must retreat with 25% loses and one Hero or Wizard. |
3 |
Bloods Respulse. attacker loses 20%. Defender 5% |
4 |
RespuIse, attacker loses 10% Defender 0% |
5 to 9 |
Nothing, the siege goes on Attacker lose D6 in troops |
10 |
Defender loses 10% attacker loses 5% |
11 |
Defender loses 50% and a Hero, attacker loses 10% |
12 |
Castle stormed. defender surrenders entire garrison, attacker loses 10% |
Modifiers Either player may only use two modifiers each
- -1 siege engines on wall or defender has knowledge of improve siegecraft
- -2 for home castle that was strengthen
- -1/each hero are with the defender of the castle
- +1/each hero with the attackers
- +1 Knowledge of improve siegecraft
- +2 Superior knowledge of siegecraft.
- +5 Massive siege engines
Pillage building for $25 each and no income for the coming
winter. Player can only destroyed one city buildings, plus
pillaging them if he wishes to, city are never reduce to less than
one building.
Castle can protect a city. The castle must be taken by siege
before the city buildings can be pillage and/or destroyed.
Quest for a Hero
When a hero is spent on a quest. After the hero has reach
the ruins, the player rolls 2D6 to determine how his hero has faired.
2D6 Results of the Quest
2 |
Pathfinder, moves one hex faster than normal. |
3 |
Has recruited a band of followers (100 pts.) |
4 |
Has become a outlaw, the umpire will control him |
5 |
Greater warlord, plus one for all his troops in melee |
6 |
Learned a tactical skills, pick any one tactic event |
7 |
Hero dies during quest |
8 |
Find D6 x $100 treasure |
9 |
Formed an alliance with a non-player army |
10 |
Fonned his our private kingdom, treat as neutral |
11 |
Combat Double, fight as two heroes, dies as one. |
12 |
Combat Triple, fight as three heroes, dies as two. |
Description of item found,
- Combat Double. Hero fight as two heroes, but it only take a hits as single hero.
- Combat Triple. Hero fight as three heros. This hero must be killed twice, before he go down.
- Outlaw hero, the umpire will control the banditry hero movement now. He also has a following of 5 x 10D points of bandits.
- The hero decides to start his our kingdom. Umpire will place a castle in a random location.
Combat Results Table Defender Troop Type
Attacker type Melee Only
|
Ski/Mis |
LI |
ML |
HL |
Pike |
LC |
HA |
HC |
KN |
Hero |
1. Light Infantry |
3-6 |
4-6 |
5,6 |
6 |
6 |
5,6 |
4-6 |
6 |
6* |
6* |
2. Light Slinger |
4-6 |
5,6 |
6 |
6* |
6* |
6 |
5,6 |
6* |
6** |
6** |
3. Medium Infantry |
1-6 |
4-6 |
5-6 |
6 |
5,6 |
4-6 |
3-6 |
5,6 |
6 |
6* |
4. Heavy Infantry |
1-6 |
3-6 |
4-6 |
5,6 |
5,6 |
3-6 |
4-6 |
5,6 |
6 |
6* |
5. Piked armed Infantry |
1-6 |
4-6 |
5,6 |
6 |
5,6 |
3-6 |
4-6 |
5,6 |
5,6 |
6* |
6. Bowmen and Longbowmen |
4-6 |
5,6 |
6 |
6 |
6 |
3-6 |
3-6 |
5,6 |
6 |
6** |
7. Light Cavalry |
1-6 |
4-6 |
5,6 |
6 |
6* |
4-6 |
3-6 |
5,6 |
6 |
6* |
8. Horse Archer(Light Cav) |
1-6 |
4-6 |
5,6 |
6 |
6* |
5,6 |
4-6 |
5,6 |
6 |
6* |
9. Heavy Cavlary |
1-6 |
3-6 |
4-6 |
5,6 |
6* |
3-6 |
2-6 |
4-6 |
5,6 |
6 |
10.Knights with Lances |
1-6 |
2-6 |
3-6 |
4-6 |
6* |
2-6 |
1-6 |
3-6 |
4-6 |
6 |
11.Hero |
1-6/3 |
1-6/3 |
1-6/2 |
1-6 |
4-6 |
1-6/2 |
1-6/2 |
1-6 |
1-6 |
5,6 |
Ski/Mis are slinger, or medium bowmen, or longbowmen. LI/Wiz are infantry or wizard.
Troop Type Missle Only |
Ski/Mis |
LI |
ML |
HL |
Pike |
LC |
HA |
HC |
KN |
Hero |
1. 2xLight Infantry w/slinger |
4-6 |
5,6 |
6 |
6 |
6 |
6 |
6 |
6 |
6# |
6** |
2. 2x Infantry w/bow |
4-6 |
5,6 |
6 |
6 |
6 |
6 |
6 |
6 |
6# |
6** |
3. 2x Infantry w/longbow |
4-6 |
5,6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6** |
4. 2x Horse Archer(Light Cav) |
4-6 |
5,6 |
6 |
6 |
6 |
6 |
6 |
6 |
6# |
6** |
5. Hero |
1-6 |
1-6/2 |
1-6 |
1-6 |
1-6 |
4-6 |
4-6 |
4-6 |
4-6 |
6** |
Ski/Mis are slinger, or medium bowmen, or longbowmen.
A. 6* First roll a 6, and reroll again 4,5,6 for a kill. 6** First roll a 6, and reroll again 6 for a kil.
B. 6# Every three archers, instead of the normal two archer, per dice roll..
C. 1-6 is 1 soilder is kiled. 1-6/2 is 2 soilder are killed. 1-6/3 is 3 soilders are killed
D. Infantry take form a shield wall, must be two ranks deep, its takes twice the number of enemy soilders for each melee or missile dice roll against troops in the shieldwall. Flanked troops can not fight back.
E. Only the first row okf cavlary and infantry fight, exception is pike, they three ranks deep.
F. Only the first and second ranks of archers may fire. They only can fire over one friendly unitto hit the first enemy unit. they can not fire on enemy in combat contact or over one enemy unit at a another.
G. Skimishing slinger can only fire one rank deep. They only can not fire over unit to hit another unit.
H. Skirmishing light infantry and cavalry may evade away from any threat.
I. Bow armed troops fire forward only. Slinger, wizards and horse archers have 360 degree fore.
J. Hero, horse archers, skirmishes, can move backward without being force in retreating every following move.
K. Horse Archer range is 5 hexes. Slingers range is 2 hexes. Bow range is 8 hexes. Longbow range is the whole battlefield.
L. Longbowmen with field strakes to they front, that are attacked by cavalry are treated like a sheildwall.
Pursuit Table, Kill 1 Calvary or 3 Foot for each of following:
- One hero
- Two light Cavalry or 2 Horse arches or Six Heavy Cavalry, no knights (they to slow)
- 10 skirmishing light infantry or 20 light infantry
- 40 medium infantry, no heavy infantry (they to slow)
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© Copyright 1997 Hal Thinglum
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