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"Taught Mighty Armies, have a new recruit! Yaaayyy" Topic


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Capt Flash14 Dec 2015 10:08 a.m. PST

So this past Freya's Day I taught my cousin Mighty Armies.
We played 40 points, with his army consisting of a Greek Myth army utilizing hoplites, elite hoplites, skirmishers and two medium cavalry units backed up by a general and wizard(we use all options in our games).
I ran a medieval army consisting of a general, three archer units, two units of foot knights and three units of medium foot.
Keep in mind these are just a general outline as I don't have the actual lists on hand.
The game played in my favor with me winning the first three initiatives and my cousin winning tm he last two. I gave him advice on deployment, grouping, casting, and orders, and movements, a few of which he ignored and I seemed to have a string of good luck as I rolled may sixes for combat while he rolled rather low.
Regardless of that, his line stubbornly held on until I beat his main battle line which consisted of his best troops and command, which were subsequently blocked by his behemoth which he left right behind the line and caused the whole group to be destroyed.
He liked the game and will be pursuing building up a mythological Spartan army but he made a familiar comment…
"Shooting is too strong in this game. Units should at least have a 5 or 6 up save vs shooting."
No pics were taken as the board was just black primed MDF boards.
-Edgar

Who asked this joker14 Dec 2015 10:12 a.m. PST

Nice report. BTW, shooting is only too strong if the shooter consistently rolls high numbers. grin

Personal logo Editor in Chief Bill The Editor of TMP Fezian14 Dec 2015 11:22 a.m. PST

The game played in my favor with me winning the first three initiatives and my cousin winning tm he last two.

Have I been playing it wrong? I thought you only rolled for initiative at start of the game…

Capt Flash14 Dec 2015 11:50 a.m. PST

We play it both ways. That way a bad round can possibly be turned around with winning the initiative.
Once I have another two regular players (for a total of six) we will have a sit down to decide what, if any house rules we will use.

Shaun Travers14 Dec 2015 1:00 p.m. PST

Excellent that you are playing Mighty Armies, and getting someone new to play.

And a consistent shooting comment to boot! What more can you ask for?

Capt Flash14 Dec 2015 2:45 p.m. PST

👍🏾😂

Capt Flash01 Jan 2016 7:06 a.m. PST

By the way, my copy of MA says that you roll for initiative at the start of every turn. But we still play both ways.

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