I have always been interested in knowing how Mighty Armies plays and why it is so different from HOTT but did not want to spend 24.95 to find out. I found a link to a $5 USD pdf version of the rules.
Most people are familiar with DBx and HOTT but not MA. I will gear this review as a comparison of Might Armies to Hordes of the Things.
First the similarities.
* Both systems use an opposed roll of a D6 with tactical bonuses for each die to come up with an outcome. If you beat the opponent, he is pushed back. If you double the opponent, he is destroyed.
* Both system uses orders to do stuff on the battlefield. 1D6 orders are diced for at the beginning of each turn.
* Both systems are element based. Each stand is a unit unto itself.
* Both games have similar sized armies, 8-15 elements per side or about 50 figures or so.
* Both games play on a 2'X2' battlefield.
Now for the differences
* Mighty armies handles group combat in a different manner. Instead of each element fighting the opponent, the whole group fights. You nominate one unit as the primary, and upto 5 others in the 3 unit wide by 2 unit deep formation may use their support value to add to the combat.
* Group combat causes 1 element of casualties to the loser if the group wins. They cause 1D6 casualties if they double the opponent. In HOTT the victor pushes the loser back. They destroy the loser if the total si double. There are oppertunities for quick kills depending on the match up.
* Support factors are based on the unit in mighty armies. You gain upto +3 for each supporting unit depending on type. Any unit can support any other unit int he 3X2 block. The one exception is the larger stands. Large stands are 40mm square and take up two spaces in a group. So you can have no more than 3 large stands in a group. In HOTT groups can be of any size but each individual element fights separatly.
* Magic in Mighty armies is more detailed. There are about 6 spells that a caster may use. In HOTT there is only 2 spells, bespell and ranged attack.
* Movement in mighty armies is a little more fast and lose. When you make contact with the enemy, you simply line the stands up based on a few guidelines. In HOTT there are many cases for aligning units and it is possible to make contact and not be able to fight.
* Shooting is a simple matter of hitting or missing in Mighty Armies. You roll a single die based on the shooters shooting ability vs the opponents combat factor. If you roll the target number or more, the target is destroyed. In HOTT it is simply tactical factor vs tactical factor. Some units like blades are almost arrow proof!
* Pushback in mighty armies is an about face and a full move backward, based on the slowest unit if it is a group being pushed back. In HOTT it is a base depth with an occasional flee 1 full move based on matchup.
* Mighty armies units have abilities that give a little more punch such as rampage which allows the unit to charge through if they destroy their opponent and fight something else. HOTT has the matchup where some units can trump others and get a quick kill by winning the fight by any margin.
* Mighty armies gives a charge bonus to the unit or group ofr charging in. Chariots get a big charge bonus if they attack but are pretty weak if they do not charge.
In short, Mighty Armies is similar but quite different than Hordes of the Things. I am not certain that one is more simple than the other. Both give a quick short game with fantastic elements in a fantasy setting. They both play on a small battlefield and with the limited number of units, are quite portable.
You should be able to use existing armies for Hordes and purchase the $5 USD copy from Wargaming Online (google it!).
I don't think one game is more or less complicated than the other, just two different simple games. IMHO, Mighty Armies is well worth a try.
Cheers!
John