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"Some Mighty Armies House Rules; opinions?" Topic


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858 hits since 2 Sep 2013
©1994-2024 Bill Armintrout
Comments or corrections?

Capt Flash02 Sep 2013 11:06 a.m. PST

Here are some mods we are using in our games if MA. Ideas, opinions and thoughts will be appreciated.
Mighty Armies Shooting mod
Missile mod thought:
* 1st wound = -1 to unit fight for the turn
* 2nd wound = push back; unless unit ignores push back, then another -1 to fight, cumulative to the first3rd wound = kill, any potential saves still allowed
* Negative modifiers only last until start of attacking player's turn
* Javelins rule changed to normal shooting effects but still useable in close combat as written
* And shooting can now be allowed to unengaged and supporting units in group combat
Terrain - Clipping terrain should be allowed if it's about 5mm of a unit's base

Thanks! -Edgar

John Leahy Sponsoring Member of TMP02 Sep 2013 1:54 p.m. PST

Missile fire is too nasty as it currently stands. I'm not sure that the current rules can be modified without really twisting things. I am in favor of a system like Chipco fantasy Rules has. You have a chart and results can be demoralization and possibly a kill (but that is more rare). As the rules currently stand you're crazy not to have some missile troops and a magic user in your army. Artillery is also a powerhouse. I love the rules! But, I'd really like to see some modifications on that.

Thanks,

John

Personal logo Rebel Minis Sponsoring Member of TMP07 Sep 2013 3:56 p.m. PST

@Capt Flash-How do you keep track of the wounds?

@John Leahy- you should see David's Drizzit army.. Magic resist and heavies.. deadly :)

John Leahy Sponsoring Member of TMP07 Sep 2013 6:04 p.m. PST

Are Drizzit Dark Elves? Crossbow armed? Tell me more. grin

Thanks,

John

Capt Flash08 Sep 2013 5:10 a.m. PST

Hi Mike,
A little bead as we play in 28mm.
But I'm thinking the -1 should only apply for javelins and pushback for other shooting.
So only need is to track a round once before removing the unit.

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