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"Might of Arms Rules" Topic


Might of Arms

10 Posts

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©1994-2024 Bill Armintrout
Comments or corrections?

NoDachi05 May 2006 6:53 p.m. PST

First of all this is not a Rant just asking for advice or a support group. I'm new to minis (well ok I played Battletech for 2 years) and the group I play with uses MofA's. I'm reading them and using my newly panted Samurai Army to work out examples and gain experience with it. I find it a bit difficult but looking at KK2 rules they seem a bit simpler. Is MofA the most difficult mini rules for Ancients and Medieval or am I just spoiled with high tech warfare. I'll use any rules these folks play, and they are a good group, but I do find it a bit difficult.

MiniatureWargaming dot com05 May 2006 7:07 p.m. PST

Might of Arms is neither the most difficult, nor the easiest. IMHO, it's a good middle ground. There are a couple of difficult concepts, but once you get other those, we found that it plays well.

Garand05 May 2006 8:52 p.m. PST

I personally really like the rules. As above, just the right balance. I just wish more people played…

Damon.

CATenWolde06 May 2006 12:10 a.m. PST

Maybe this will help. In Battletech terms, MoA is about on the level of the BMRr, rather than the older "white book" rules. It's detailed, but the system flows nicely once you get used to the charts, and you don't need all the rules all the time. There are (especially amongst the older rules sets) many rules who are on the level of MaxTech, with Aerotech thrown in for good measure, and where combat looks like a BV calculation. On the other hand, there are other rules (like the popular "DBA" approach) that abstracts everything on the level of Battleforce – so you get the same arguments about playing bigger/faster battles versus losing the details of the genre.

MoA is particularly good at infantry slugging matches – I never thought of using it for Samurai, but it could work.

Cheers,

Christopher

D Stokes06 May 2006 1:16 a.m. PST

I'd agree with the above. My group tried a number of ancients sets and decided on MoA. (Then I moved away and have played once since…)

There is a Yahoo group:
link
and the designer is on it. They should help answer questions you might have.

NoDachi06 May 2006 3:37 a.m. PST

After I posted I compared the 2 rule sets (MofA's and KK2) and it does appear that MofA's is a bit more tactical which is what I want. I've heard a lot about DBM what are folks impression of that system. My group says its more for tournament playing, not sure what that means really, and a bit simplistic.

EagleSixFive06 May 2006 5:11 a.m. PST

My group has played MoA since around 1997. Really good set of rules that we use for Ancients, Dark Age and Mediaeval. It has also been adapted for English Civil War. It took us a few games to get use to the clever layered morale system but so long as you follow the sequence and morale check procedure its fine.

Who asked this joker06 May 2006 6:21 a.m. PST

KK2? BMRr? You know if you spelled these acronyms out once I wouldn't have to ask. laugh

John Leahy Sponsoring Member of TMP06 May 2006 7:01 a.m. PST

KK2=Killer Katana's 2.

I like MOA. However, for samurai games it would be hard to beat KK2. The rules work exceptionally well. To me it's a slam dunk.

YMMV.

Thanks,

John

CATenWolde06 May 2006 8:04 a.m. PST

Sorry, BMRr is "Battletech speak" for the Battletech Master Rules (revised), which has been the "bible" for some time now. My reference to the "white book" rules are to the original Battletech rules; the BMRr hasn't really changed in the basics, but it's added alot of bells and whistles that you can use or not use, depending on the game you want. "MaxTech" refers to the uber-options rules book "Maximum Tech" – which not only went over the top, it sometimes strayed into orbit. Battleforce is a big battle rules sets that abstracts very complex mech's into a handful of stat's. From those notes, you can probably see where my comparisions came from. ;)

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