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"The Case for Getting Rid of the Large Groups Rule" Topic


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1,970 hits since 18 Nov 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Personal logo Editor in Chief Bill The Editor of TMP Fezian18 Nov 2015 10:04 p.m. PST

In Mighty Armies, when you move the troops, you pay 1 point to move a group of 1 to 4 stands, and 2 points to move a group of 5 to 6 stands.

However, isn't it the same if you change the rule to just:

You pay 1 point to move 1 to 4 stands.

There's no need for the large groups, because you can always spend another point to move the other 2 (or more!) stands, and the groups only matter during movement anyway.

Dynaman878919 Nov 2015 6:55 a.m. PST

I don't have the game. Is there some other reason you might want to move a group of 5 or 6 RIGHT NOW vs moving 4 now and then another group of 2 after?

Splintered Light Miniatures Sponsoring Member of TMP19 Nov 2015 8:33 a.m. PST

The groups matter during combat as well.

Who asked this joker19 Nov 2015 11:22 a.m. PST

The groups matter during combat as well.

I believe this is correct since you form the group when you move. So if you move 2 groups, then one could fight and the other would have to support on the flank, fight its own combat or do nothing.

Dave Gamer19 Nov 2015 12:04 p.m. PST

Well iirc, groups are already formed at the start of the game. If you want to make changes to a group you need to pay an extra MP to do that. What our editor is saying is why not make a 4 stand group in a 2x2 formation and a 2 stand group one wide by 2 deep. The 2 of them could do the same job as a 6 stand block melee-wise for the same movement cost yet have more flexibility (for example if you only rolled 1MP you could still move the 2x2 block while if it was a 2x3 block you couldn't move it). The only downside I see right now is that, on your opponents turn he could melee just the 1x2 block (probably annihilating it).

Who asked this joker19 Nov 2015 12:34 p.m. PST

The only downside I see right now is that, on your opponents turn he could melee just the 1x2 block (probably annihilating it).

And this is my point. Groups don't fight together. They fight one at a time.

Dave Gamer19 Nov 2015 4:18 p.m. PST

And this is my point. Groups don't fight together. They fight one at a time.

Not to take this too far off topic but… The way I read it (pg 12 2nd last paragraph under Groups in left column), if I have multiple groups in combat (say two 2x2 blocks in frontal contact with your 3x2 block), I add all my combat factors together from both my groups (plus 1D6) against your 3x2 group (+1D6) – my two groups don't make separate attacks… Is that not correct?

Personal logo Editor in Chief Bill The Editor of TMP Fezian19 Nov 2015 7:03 p.m. PST

Well iirc, groups are already formed at the start of the game.

The rules are a little confusing, since the section on groups begins with "At the start of a battle…" which might give you that idea.

But two paragraphs later, it explains that units which are adjacent at the start of a turn can be moved as a Group. So I think Groups are formed on a turn-by-turn basis.

Personal logo Editor in Chief Bill The Editor of TMP Fezian19 Nov 2015 7:11 p.m. PST

The groups matter during combat as well.

You're right… frown

Might be simpler if they didn't, though. But it would open up the chance for units that didn't start the turn together to fight together.

Dave Gamer19 Nov 2015 9:16 p.m. PST

OK – I see what you are talking about on page 9 above Diagram 2. I was misled by the Reform rule on page 10 where you can spend 1 MP to move any units with 1" of a group into that group.

Personal logo Editor in Chief Bill The Editor of TMP Fezian18 Jan 2016 7:37 p.m. PST

Well, it's confusing because on page 3 (first edition), it says "To form a Group during battle, units need to Reform."

Does "during battle" means after the game starts? Or if the units are in close combat?

Personal logo Rebel Minis Sponsoring Member of TMP28 Feb 2016 6:46 a.m. PST

During the battle means after the game starts.

Reform
Normally, units and Groups can only move
directly ahead. However, there may be times
when you find you need to just "shuffle" troops
a little to the left or right, or even reverse them
somewhat. At the cost of 1 MP, you may do one of
the following:
• Move a unit or Group 1" in any direction.
• Turn a unit or every unit in a Group around
180°.
• Turn an entire Group around 180°, maintaining
their formation.
• Move one or more units away from the rest of the
group.
• The Group stays in place, but its individual
units rearrange in any new order you desire.
They must keep facing the same direction.
• Move any units within 1" of the group into the
Group. The Group must still obey the normal
rules for Group composition, but the newly
joined unit(s) may be placed anywhere in the
Group.
This represents troops reforming themselves in
preparation of the next order. A unit that Reforms
in this way may not move any further during the
same turn.

Hope that helps.

RebelMike
Rebelminis.com

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