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"Couple of Questions after my first game" Topic


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sean6833320 Mar 2014 8:00 p.m. PST

I played my first game a few days ago and had a couple of questions that I thought you might be able to help with.

I see that an individual can turn up to 90 degrees and then move then turn 90 degrees again. Is this possible with a group? I guess my question is, can you sidestep with a group?

I had a group of 6 units being shot at by some archers. They killed 2 bases. Does the attacker choose its target within the group or do they just shoot at the group?

Thanks.

Goober20 Mar 2014 8:45 p.m. PST

1 – Groups move as normal units, but remember it takes 2 MP to activate a group of 5 or 6 stands and monsters count as 2 stands for determining group size. This isn't explained well in the rules, but is shown clearly on the QRS.

2 – Shooting is one stand shooting at another stand. Each shooting stand picks a target stand and rolls an attack. We have always played that all shooting is simultaneous, so declare attacks before making rolls so you can't have a go and see how you got on before getting the next stand to shoot. If you want a stand dead, shoot at it lots and take the risk that you might waste some arrows. Also, shooters need a clear line of sight to their target, so units in the back row of a group can't be targeted (when shooting at them from the front, and visa-versa).

G.

sean6833320 Mar 2014 9:06 p.m. PST

So the shooting can leave you with some oddly shaped groups.

Thanks for the help, I missed that 5-6 unit groups take 2 MP. That makes sense and is why we had extra MP a lot.

Capt Flash21 Mar 2014 9:20 p.m. PST

Shooting leaves you with oddly shaped groups which you can reform on your next turn…

Personal logo Rebel Minis Sponsoring Member of TMP22 Mar 2014 5:35 a.m. PST

Correct! When I play again my brother's Robin Hood army, you should call my Elves the Reform Kings :)

RebelMike
Rebelminis.com

sean6833324 Mar 2014 8:49 a.m. PST

I've come up with a few more questions. Just to be clear this is for MA: Fantasy

1. When a unit is driven back it is (normally) turned around and makes a full move away from the enemy. Is that the end of it? So on it's next turn the unit is allowed to move and act normally.

2. When two groups fight, you add up the Fight Score of all units in the front rank and add support from the rear rank. So, let's say a group of 4 heavy infantry with no upgrades (2 wide, 2 deep) charges a group of 6 archers with no upgrades (3 wide 2 deep). The way I understand it is the heavy infantry would have a FS of 12 plus d6 and +1 for charging and the archers would have a FS of 9 plus d6. Is that correct or is it only the units in base contact.

3. A follow up to question 2, what if the heavy infantry from above flanked the archer unit from above? Would the calculations be the same with the addition of the flanking bonus?

Thanks for your help.

Personal logo Rebel Minis Sponsoring Member of TMP26 Mar 2014 8:13 a.m. PST

1. When a unit is driven back it is (normally) turned around and makes a full move away from the enemy. Is that the end of it? So on it's next turn the unit is allowed to move and act normally.

Yes, if you allot MP points to do it and it is your turn. Say on your turn you get driven back, if the opponent goes next, he could move into a rear attack on you his turn.

2. When two groups fight, you add up the Fight Score of all units in the front rank and add support from the rear rank. So, let's say a group of 4 heavy infantry with no upgrades (2 wide, 2 deep) charges a group of 6 archers with no upgrades (3 wide 2 deep). The way I understand it is the heavy infantry would have a FS of 12 plus d6 and +1 for charging and the archers would have a FS of 9 plus d6. Is that correct or is it only the units in base contact.

The whole unit score fighting. The FS is frontine base contact, support is everyone else part of the group.

3. A follow up to question 2, what if the heavy infantry from above flanked the archer unit from above? Would the calculations be the same with the addition of the flanking bonus?

The flank bonus would be there but the archers numbers would change because of who was on the front line(The flank side) and who was supporting. Does that make sense? It is hard for me to tell without looking at the layout :)

RebelMike
Rebelminis.com

Capt Flash27 Mar 2014 7:04 a.m. PST

In our games we fight the frontal attack with all positive and negative modifiers as normal, then the flank attack.
In that flank attack, we treat the contacted stands as front line, counting full fight stats, and the other bases as supporting. Whatever was killed in the first attack is not counted in the second attack.
I'd be interested to know if that's how others play it…
-Edgar

sean6833327 Apr 2014 9:14 p.m. PST

I finally got in another game of mighty armies and had a few more questions.

What does it cost to upgrade a general to a chariot? Cavalry? A spell caster? A monster? Are these even possible.

Are there restrictions on units in your army? Can I have all monsters? I think an army of giants would be pretty cool.

In the games I have played, when one side starts to loose it just goes down hill fast. Is that just cause I have only played two games or is that typical? Maybe it changes with bigger than 40 point games?

Thanks for the help.

Sean

Personal logo Rebel Minis Sponsoring Member of TMP28 Apr 2014 7:05 a.m. PST

Most of the time(for simple games) it is a +1 upgrade. I have a spellcaster that rides a dragon. :)

The problem is you end up with alot of points in a unit, that when they go down, it really hurts.

The only restrictions are Spellcasters, generals and scouts per 40pt army. Yes, you can have an all monster army :). They are really hard to play because if your opponent knows, tactics can really whip up on them.

The great thing about MA is that you never know how the game is going. There was one match where David from SLM was going against his Dad and for 30 miniuties was destroying him. We all wrote that game off becuase David was literally chasing his Dad's last units.. They David had some bad rolls, and his Dad pulled off some bold moves and BAM, his Dad won.. No one there saw that coming.

MA is really about tatics and controlling your points. Your opponent comes at you with a bunch of big monsters, then you bring a bunch of archers and don't engage him on the field. He comes at you with fast cav, then break him on your heavy infanty with heavy support… Know your enemy.

I need to shoot some playstyle videos :)

RebelMike
Rebelminis.com

sean6833328 Apr 2014 10:45 a.m. PST

Good info RebelMike.

On the reference sheet it says 10 AP for spell caster general. I assume that is a typo.

I have been working on fleshing out my sci-fi twist to these rules and have been doing some painting. I will post something when I get further along.

Personal logo Rebel Minis Sponsoring Member of TMP13 May 2014 4:18 a.m. PST

Yes, that is a typo. We will get that fixed! I can't wait to see your Sci-Fi stuff!

RebelMike
Rebelminis.com

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