"Mighty Armies Ancients Rules Variants and Basing" Topic
9 Posts
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Bearserker | 01 Dec 2015 9:41 p.m. PST |
Our group out here in Southwest Oregon plays using the following modifications: 1) The one page reference provided by Shaun on his wargaming blogspot is used. It changes a some point costs and makes a few minor modifications, but is quite useful. 2) Javelins and throwing spears have a 1" range. 3) All missile weapons(including javelins and throwing spears)inflict a disorder effect on the target unit if they hit. In addition, javelins and throwing spears will halt a charging unit. 4)Disordered units have -1 to combat, movement, saves and support(to a minimum of 1). A second disorder affect destroys the unit. 5)Higher elevation adds 1" to missile range. 6)If a unit in a group is attacked in the flank, it gets no support from other units in the group unless the supporting unit is also in contact with the attacking unit(flank to front or corner to corner). Units attacked in the rear get NO support whatsoever. 7)General units may give MP's to units or groups regardless of the distance between them(signals and messengers), but the General unit must be within 12" of a unit or group(friendly or enemy)in order to issue commands. 8)Units and groups may not charge to contact if other units or groups would prevent re-alignment as per the rules. Basing is as follows: Heavy Infantry and Infantry Generals – 4 per base Light Infantry, Archers, Heavy Cavalry and Cavalry Generals – 3 per base Skirmishers, Light Cavalry and Horse Archers – 2 per base These are most of the rules variants we use. I believe that they do not detract from the game but instead enhance it. What say you? |
boy wundyr x | 02 Dec 2015 8:23 a.m. PST |
Thanks for sharing those, some interesting ideas. |
John Leahy | 02 Dec 2015 1:00 p.m. PST |
Look darn good to me! Shooting is completely broken in the game. The disorder is something I liked in Chipco's Fantasy rules. 2 disorders equals a elimination, IIRC. Very good! |
Who asked this joker | 02 Dec 2015 9:37 p.m. PST |
2 disorders equals a elimination, IIRC. 3 actually. Disorder, double disorder and elimination. A successful rally would remove all disorder. The rules mods posted above do look good. |
Shaun Travers | 03 Dec 2015 12:37 a.m. PST |
I say they are all good :-) Note the one pager reference sheet referred to is in this blog post: link |
Bearserker | 03 Dec 2015 8:44 p.m. PST |
Hey Shaun, Thanks for the positive feedback and the reference page. Your game reports inspired me as well. Mighty Armies Ancients is a fast and fun game system and I hope that more people begin using it. Thanks also to all the other players who provided feedback. Keep on gaming! Bearserker |
Capt Flash | 04 Dec 2015 10:47 p.m. PST |
Good stuff! The missile effects are what I was thinking as well. Glad to see it works out well. |
jhancock | 17 Feb 2016 8:19 p.m. PST |
Does the skirmisher unit come from MA v2? Is it just LI or Archer that is mobile? Scouts? Jeff |
Rebel Minis | 28 Feb 2016 6:40 a.m. PST |
Those are interesting.. I'll bring of copy of this to next months game… RebelMike Rebelminis.com
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