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"Sell me on Rally Round The King or Mighty Armies" Topic


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715 hits since 14 Aug 2018
©1994-2019 Bill Armintrout
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cooey2ph14 Aug 2018 5:09 a.m. PST

I have 28mm and 20mm armies based for DBx and am shopping around for a ruleset that can work with my existing stuff without rebasing. I have both rulesets in my cart but can only buy 1 for the meantime.

Help me choose please.

Stryderg14 Aug 2018 9:31 a.m. PST

I'm not familiar enough with those two sets, but I posted a link to this thread over on the THW forums. I'm sure someone will offer some info soon.

Thomas Thomas14 Aug 2018 12:15 p.m. PST

Well you could try A Game of Knights & Knaves as its designed to work with DBX basing and can be had inexpensively on
WargameVault. Modernized DBX mechanics. Fully support 28mm.

Thomas J. Thomas
Fame & Glory Games

roving bandit14 Aug 2018 1:10 p.m. PST

To me they are very different games aimed at doing different things.
Mighty Armies is great for quick setup and play games. Not too worried about an ongoing campaign.
Rally Round the King is great for more character driven story. One game leads to the next. Each battle has an ongoing effect on how your government views and is viewed by the world.
Not that you can't play a campaign with Mighty Armies, or a one shot battle with Rally Round the King. But each has it's details more aimed at doing one or the other respectfully.
They are both wonderful at what they do and you can't go wrong with either.

John Leahy14 Aug 2018 3:06 p.m. PST

I am only familiar with Mighty Armies. My son, daughter in law some of his buddies and I have played a lot of MA. We are big fans of the rules. You can play smaller HOTT sized games or larger battles with each command a part of the army. It scales up very easily. Our only issue was with how missile fire worked. It was just too deadly. However, Rebel Mike has fixed this. If you check out the Facebook group where we discuss this change. My son and I have playtested it and were VERY happy with the tweak. The rules also allow you to add abilities to units. Battlelines fight too not stands ala HOTT. So no micro positioning of stands. The rules are cheap. I'd take a look. Any questions ask here or on the Facebook group. I'll be happy to help you as others would as well.


link

Daithi the Black14 Aug 2018 3:40 p.m. PST

[salesman voice] Before we try to sell you on some rules, what are you looking for rules to do for you? [/salesman voice]

Rottcodd14 Aug 2018 3:51 p.m. PST

RRtK is a fun game, works great solo, and has a built in campaign system. There is also an historical army supplement with 50 or so lists, from Egyptians to Italian wars.

The only thing I don't like about it is the magic system-- you can have multiple wizards, but they remain in a group, not "sprinkled around" your army. Of course, if you are playing historical games, this will be irrelevant.

Mithmee Supporting Member of TMP14 Aug 2018 4:54 p.m. PST

Well they are not Age of Sigmar so they got going for them.

PzGeneral14 Aug 2018 5:45 p.m. PST

John, we always thought a problem with the MA combat was once a group of units lost, it was all downhill.

That and the fact you could put together unbeatable groups.

Do you run into this in your games?

John Leahy15 Aug 2018 4:59 a.m. PST

Hi, we did when my LOTR Ranger style shooting army killed anything sent against it. Since that has now been corrected shooty armies can do damage but no longer rule the battlefield.

We have probably played 30-40+ games. Typically you do not lose the entire battleline. Magic performs something like artillery but has some good defensive spells too. So magic has a flavor but again, does not dominate. We have not found any one army that completely dominates. Most things have a counter. Rebel Mike can give some guidance on that too. He has played it way more than we have and gave us some tactical insights into the game.

There are a ton of army lists available for free too. Mighty armies allows you to play smaller battles or big ones. There is a Campaign system as well. The Dark Elf and Pirate booklets add some extra cool stuff. Black powder weapons and some very cool magic spells. For us, unless we're playing a multibase stand per unit game MA is our rules of choice.

We recently did try out another set of Fantasy rules called Mayhem. I had read about them on Lead Adventure Forum. A gent there had done an exceptional battle report with them. It was really well done. I was so impressed I bought the rules and had a few of us try them out. Wow! There are some really great ideas in them. I wanted to love them. However, the rules are terribly laid out and organized. It was not worth the time and effort to completely redo everything to have a playable game.

Thanks.

John

cooey2ph15 Aug 2018 7:20 a.m. PST

Thanks for your recos and I'll probably go with Mighty Armies this month then RRtK next September. Looking forward to game with MA soon.

PzGeneral15 Aug 2018 8:57 a.m. PST

Just as a FYI, the MA Historicals has a DYO point system that allows you to create units of varying quality…..

cooey2ph17 Aug 2018 1:42 a.m. PST

thanks! Got MA already and will read it soon.

Capt Flash27 Aug 2018 3:30 p.m. PST

Hi PZ- the basic cost is +\-1 point per stat change.
Same for the abilities, except for shooting. Shooting 2 requires Shooting 1 as a pre-requisite.
The tricky part is buying the General ability. If I wanted a chariot based general, for example; I'd buy the general and pay the difference in movement.
It's been a bit of a while, though. I hope I remembered all of that correctly.

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