Mighty Armies Wargame

  • Uploaded by: Claudio Caceres
  • 0
  • 0
  • March 2021
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Mighty Armies Wargame as PDF for free.

More details

  • Words: 24,809
  • Pages: 43
Loading documents preview...
FANTASY Special Thanks: Welcome to Mighty Armies, the game of clashing hordes, hollow defeats, and resounding victories! You will have the chance to build and paint a great force, then march against the armies of your opponents to prove who is the greater general. The rules behind Mighty Armies are very simple and you will find you are playing in no time. Based on the original Mighty Armies Fantasy Game, the basic rules and tactics will seem very familiar to long-time MA fans with a few exceptions. In the new version of Mighty Armies, you will be able to build your own armies from any miniatures available, so your choices in an army are endless. There are also many new spells, commands, and abilities, so your choices in an army are endless. Each battle will take around twenty or thirty minutes, but you will soon discover it takes a lot longer to actually master the game and become an expert at Mighty Armies. Mighty Armies is also meant to be a fun, fast-paced, easy-to-play game using 15mm scale figures. There are many manufacturers of 15mm Fantasy figures, so there should be no problem finding a favorite army! Check out www.Rebelminis.com for some great army box sets! So, grab your sword, General, rally your standard bearers, and lead your forces to constant victory! Mike Rebel Minis Credits Designer: Michael Renegar Playtesters Elite: Jason Barnes, Ben Boersma, David Crowell Mark Harp, Richard Halcomb, Andrew Lucas David McBride, Doc McBride Special Thanks to: Sharon Renegar, Grace Renegar, and Matthew Sprange Cover Art: Diego Gisbert Llorens Layout and Design: Ed Wedig (www.edwedig.com) Photos: Rebel Minis and Splintered Light Miniatures Check out our 15mm Lines at www.Rebelminis.com Mighty Armies TM & Copyright © 2010 Rebel Minis. All Rights Reserved.

TABLE OF CONTENTS THE LANDS OF ZATARIEL ............................ 3 The World of Zatariel.......................................3 The Necromantic Wars ....................................3 The Kaleth Wastes, Home of the Undead .........4 The Barbarian Lands of Siloria .......................4 The Orc Hordes of the Aji Desert .....................5 Nalaren, the Forests of the Wild Elves .............5 The Dwarven Halls of Kalek Gar .....................6 Ar-Mallaren, Isle of the Sorcerers ....................6 The Western Lands .........................................7 The East .........................................................7 BEFORE PLAY .............................................. 8 Playing Area ...................................................8 Terrain ...........................................................8 Armies in Mighty Armies ................................8 Building Your Army ........................................8 Basing an Army ..............................................8 Deploying Armies............................................8 Turn Sequence ................................................8 Move Points ....................................................9 Groups ...........................................................9 Diagram 1 ......................................................9 Diagram 2 ......................................................9 Movement .......................................................9 Diagram 3 ......................................................9 Reform ..........................................................10 Combat .........................................................10 Shooting .......................................................10 Diagram 4 ....................................................10 Shooting Table ..............................................10 Initiating Close Combat ................................10 Diagram 5 .................................................... 11 Flank Attacks ............................................... 11 Diagram 6 .................................................... 11 CLOSE COMBAT ......................................... 11 Close Combat Table....................................... 11 Groups .........................................................12 Diagram 7 ....................................................12 Rearrangement .............................................12 Driven Back ..................................................13 MAGIC......................................................... 13 Spell Effects ..................................................13 SUMMONING ............................................... 14 VICTORY .................................................... 14 BUILDING AN ARMY ................................... 15 Base Stats Table ...........................................15 Special Units/Abilities Table..........................16 Special Units/Abilities Defined ...................... 16 LARGER BATTLES ...................................... 18 EXPANDING MIGHTY ARMIES .................... 18

2

MIGHTY MISSIONS ..................................... 19 Mission Selection Table .................................19 MISSIONS ................................................... 19 LAST STAND ............................................... 21 SIEGE! ........................................................ 21 Playing a Siege ..............................................21 The Stronghold .............................................22 Campaigns ...................................................22 MIGHTY CAMPAIGNS .................................. 23 Campaign Basics ..........................................23 Campaign Turn.............................................23 Armies ..........................................................23 Empires ........................................................23 Initiative .......................................................23 Campaign Length .........................................24 Strategic Locations .......................................24 Stronghold ....................................................24 Castle ...........................................................24 Port ..............................................................24 Religious Site ................................................24 Town.............................................................24 Capturing a Strategic Location .....................24 Campaign Points ..........................................25 Maneuver Points ...........................................25 Tactical Points ..............................................27 Terms of Reference ........................................27 Fate Points ....................................................30 Resolution.....................................................30 The Battle .....................................................30 Aftermath .....................................................30 THE EMPIRES ............................................ 30 BARBARIAN .................................................30 Cunac ........................................................30 Wise Men of the Stone Circle ...................... 31 Spells ...................................................... 31 Wolf’s Head Tribe .......................................32 DWARF .........................................................32 Avenging Nomads .......................................32 Graytop Mountain Clan .............................32 Kaludera: City of Brass ..............................32 ORC ..............................................................34 Gazzan’s Wolf Riders ..................................34 Nazlak’s Goblin Horde ................................35 Tornn the Half-Orc ....................................36 SORCERER’S LEGION ..................................37 Kakarazzk: The Demon Fortress ................37 The Lost .....................................................37 The Damned ..............................................37 UNDEAD ......................................................38 Drak’kar Eu’la ...........................................38 Legion of the Damned ................................38 Stryrik: The Bleak Kingdom .......................39 WILD ELF .....................................................40 Dark Forest Elves .......................................40 Earth Tree Tribe ........................................ 41 The Forsaken ............................................. 41

THE LANDS OF ZATARIEL A setting for your Mighty Armies Games The World of Zatariel eep in the cosmos, the planet Zatariel spins upon its axis, uncaring and unknowing of the continuing conflicts upon its surface. To the casual observer it is as if time has stood still for the past five hundred years, for Zatariel is a land of unending conflict. It is a land of wars that see no victor, of ceaseless battles and of perpetual skirmishing. There is little time for the civilizations upon this planet to develop, constantly struggling for their own survival against their foes.

D

How and why the peoples of Zatariel first came to blows is lost forever in the mists of time. Those few that have the inclination to investigate such things have found that the cities they dwell in are built upon the ruins of older cities, and those upon even older settlements – the people of Zatariel live in a constant cycle of destruction and rebuilding. Every effort that on other worlds would be concentrated on improving life for the inhabitants instead focuses upon taking the lives of their enemies. There is little in the way of safety for the peoples of this world; those that do not serve in the armies of their leaders live under the constant threat of attack by their neighbors. Were you to question a Zatarian about their life expectancy, they would simply reply that they do not expect to live. A hostile, aggressive, violent world, Zatariel is the perfect location to set your games of Mighty Armies. The Necromantic Wars undreds of years ago, Kaleth was a mighty Elven kingdom. Vast cities shone with magical light as the Elven race went through a period of growth, and the Elven peoples were at peace with both their Dwarven neighbors and the peoples of Nalria. Built around the ancient pyramid of Zalgrath, the resting place of sorcerers throughout the ages, the nation flourished.

H

Then came the Necromantic Wars. A number of Elves along with renegade Humans from Nalria researched the forbidden laws of Necromancy. While many were truly searching for a way to stave off death, the movement’s leaders had a more sinister purpose in mind – raising an army of the dead in order to secure their own power base. By the time they were discovered, these few had secretly built up enough magical and military power to resist any attempts to stop them. The kingdom of Kaleth was torn apart by the ensuring wars, and many great discoveries were lost. Finally the master sorcerers of the Elves joined with their counterparts from Nalria to combat the Necromancers on a magical level, for their undead

legions continued to rise in number with every battle they fought. The Dwarves of the Metoah Range also joined the battle, reluctantly admitting that once the Elves and Humans were defeated they would surely be the next to suffer. The Necromancer Elrizan, regarded by most of his peers as the most powerful of their number, recognized the threat that they faced. Realizing the futility of fighting the Sorcerers directly on the battlefield, Elrizan prepared to take the war to yet another level. During Elrizan’s studies of ancient works in the Pyramid of Zalgrath, he had discovered the means to open a conduit to the very lands of the dead themselves. Simply creating this portal would doom every mortal on Zatariel, and being one of those mortals this was something he was not yet prepared to do. Instead, he adapted the magics to draw upon the energies of that world: unleashing them onto the lands of his enemies in directed storms. The cities of Nalria were destroyed by the powers he controlled, driving the surviving Humans towards the Metoah range. The Elven kingdom of Kaleth was shattered. The Elves and Humans headed to what they believed to be the safety of the Dwarven stronghold of Kalek Vel, but Elrizan’s reach extended even there, ripping the very stone from the fortress. With his enemies scattered, Elrizan claimed the Pyramid of Zalgrath for his own. Gathering his forces to him, he cast one more mighty spell. Drawing once more upon energies from the lands of the dead, he directed his power at the core of Zatariel itself, causing a shift in the planet’s axis. Where once was the fertile land of Kaleth, a polar icecap began to form, ensuring the land would remain inhospitable to its former inhabitants and solidifying his hold on the kingdom. The people of Zatariel would never be the same.

3

The Kaleth Wastes, Home of the Undead he Necromantic followers of Elrizan soon reshaped their new home to their own requirements. The cities of the Elves were allowed to crumble, while the few living Necromancers moved into the immense necropolis that had been built beneath to house the dead. The peaceful slumber of the deceased was abruptly ended as they raised anything they could find as Spectres, Wights, and other even more disturbing forms.

T

The barbarian city of Haleb has grown out of the need for somewhere to slowly rebuild civilization. Lacking many of the amenities of their forebears, it is a rough and unrefined place, but does provide at least some shelter for members of the community. There is also a degree of sea trade with lands further to the west.

Now an icy wasteland, Kaleth is inhospitable – the only time anyone willingly travels there is when an army is raised to attack the Undead host. The aforementioned Pyramid of Zalgrath is the main inhabited area, although some Necromancers have split from the main group after a number of disagreements, and have traveled hundreds of miles west to start their own settlement – an area of catacombs marked only by a single aboveground feature known simply as “The Obelisk.” Relations between the two groups are indifferent at best, and often outright hostile; however, they still have many common enemies – pretty much every other race on the face of Zatariel. In recent years, the Necromancers have discovered the enormous skeletons of Giants deep in the catacombs under the Pyramid of Zalgrath – their arcane knowledge has allowed them to raise a number of these as hideous undead bone giants. The defeated forces of Nalria also serve their new necromantic masters, now as terrifying Death Knights. Summoned back to Zatariel from the lands of the dead, these once mighty warriors are still capable of dealing huge amounts of damage on the battlefield. The Barbarian Lands of Siloria he Silorian Plainsmen are mostly nomadic, with just the capital city of Haleb and the trading post of Tenek being the notable exceptions to their drifting nature. These barbaric wanderers are descendants of the great civilization of Nalria, a Human nation that stood where the Nalaren forests now grow. When their cities were destroyed in the Necromantic Wars, they fled through the pass of Kalek Gar to the plains of Siloria. The survivors had only what they could carry, and life was harsh for the first few generations – the lands of Siloria were unable to support their crops, and the Humans were left to move from area to area as they depleted the native livestock of Siloria.

T

With their civilization gone, the Human plainsmen found less and less time for arts and crafts, each generation losing a degree of the skill of the previous generation. Today they survive as nomadic elk herdsmen, moving their herds around the plains as they feed on and exhaust the few grasses that grow there.

4

Tenek, meanwhile, is somewhat less crude as many bring their wares here for trading amongst the other plainsmen. Occasionally, a Dwarven caravan from Kalek Gar arrives with ores and metal from the mines, but often hostilities with the Dwarves prevent this, and the Barbarians are forced instead to raid them for the materials with which to forge new weapons. A number of tribes have abandoned the concept of nomadic life, and have handed down memories of their previous lands through the generations. They have vowed that they will one day rebuild the great cities of their ancestors, but first the Wild Elves must be driven out of Nalaren. Some herdsmen have dared to venture far into the north to the very edge of the Metoah Range. From the old frozen polar area even further north, huge mammoths have roamed south since the polar realignment caused in the Necromantic Wars. These giant beasts have been farmed both for their meat and for their use as giant beasts of war. The elk farmed for food are occasionally also used in war as well – a small number of plainsmen in the trading post of Tenek have taken the principles they have learned from observing the Dwarf trading wagons and built mighty elk-drawn war chariots. Some of the tribes have devolved to the point of being almost feral – these berzerkers can speak only a broken form of their language, and understand only the simplest of instructions. However, they are always willing to put themselves into the forefront of any battle.

The Orc Hordes of the Aji Desert s Zatariel’s axis shifted after the Necromantic Wars, Kaleth was not the only area that was changed. Far to the south, the lands once home to the Orcs were moved into the equatorial belt. The resulting increase in temperature began to kill the vegetation. Soon the animals were unable to feed, and they too began to die.

A

With their lands inhospitable, the Orcs began the long journey northwards to their current home in the Aji desert. The migration of the Orcs took many generations, with the journey taking its toll on their numbers.

42

The Orcs of Aji are not by nature this itinerant, but have had the lifestyle forced upon them. Repeatedly they make attempts to enter Nalaren and Siloria to claim for their own, but they are constantly beaten back into the desert. Only through raids upon the more civilized lands can they survive, as the desert allows nothing in the way of self-sufficiency.

finding entrances to the Dwarven tunnels in the south of the Metoah Range. Using their powerful trebuchets, the Orc raiding forces threaten even the most strongly built cities. When fighting on the open battlefield, their tame Hydras are a terrifying sight to behold. Nalaren, the Forests of the Wild Elves ormerly the lands of Nalria, the Nalaren forests are home to the Elven refugees of Kaleth. After being driven from Kalek Vel in the Necromantic Wars, the surviving Elves used great magics to call forth the power of nature to claim the open lands, and create forested areas in which they could hide from their enemies until they could rebuild their civilization.

F

Expert huntsmen and carnivorous by nature, the Orcs were once hunter-gatherers in their own lands, living off the wildlife that prospered there. Now they are forced to kill whatever they can find in order to feed – sometimes the animal life of Nalaren and Siloria, and sometimes the more intelligent beings that live there. A hungry Orc does not care where the meat it eats has come from, and indeed many have developed a taste for Human or Elven flesh.

Over the hundreds of years since, each generation of Elves has grown more comfortable in their surroundings, to the point that the Elves of today have evolved a somewhat tribal nature. No longer the city builders of the past, the Wild Elves are at one with the forest around them, able to move out of sight in the blinking of an eye, and without the cultural leanings of their forebears. The treaties of their ancestors forgotten, their magical knowledge a shadow of its former glory, and with a racial memory insisting they do everything to survive in and protect their new home, the Wild Elves are distrustful of everyone, and hostile towards anyone entering their lands. At least two permanent encampments have been constructed in the Aji – the Orcs, however, feel no need to name them. The smaller of the two is in the eastern reaches of the desert, just south of the Nalaren forests. The other, far larger, is situated south of Siloria. From these two settlements, raids are often launched upon the other inhabitants of Zatariel – there have even been reports of Orcs

The Elven city of Lanalei is situated in the northern forest, and it is from here that the Elven leaders meet in council to hold off the attacks from the Undead of Kaleth. They also plan constantly to attack their former home – not to take it back for themselves as both they and it have changed considerably since their previous residence there, but because they still remember the power that can be found in the Pyramid of Zalgreth. The Elven council realized that

5

denying this to the Necromancers would reduce their power base considerably. Two smaller settlements are also worth mentioning. Illarn is situated in the southern forest and is home to the more radical members of Elven society. Where some would be content to destroy the Necromancers’ power base, they would prefer to take it intact for their own purposes. Meanwhile, Liandal is home to the Elven craftsmen – those who fashion the clothing, weapons, and tools for the rest of their kind. Elven craft has a natural feel to it: the craftsmen prefer to work in conjunction with natural form rather than bending it to their will. Elven tools and weapons will often be made of pieces of wood that has been sought out to be naturally the precise shape and size for that needed, with minimal carving and cutting. While this gives them a somewhat backwards look and feel, these craftsmen are skilled at seeking out natural forms that are as good as if not better than manmade ones.

Undead from using them to gain access to Kalek Gar, but a few of the older tunnels still lie open and forgotten. Mostly keeping to themselves, the Dwarves sometimes launch counter-attacks against the raiding Silorian Plainsmen. They also hold a long grudge against the Elves of Nalaren, whom they blame for the Necromantic Wars, and occasionally a brash group of Dwarves will attack an Elven settlement out of spite.

Ruins of the old Human cities line the eastern coastline. All manner of creatures find refuge here, from wild animals to wandering Orcs and even rogue undead from Kaleth whose Necromantic masters have died and left them unbound to any command. When fielding their forces in battle, the Wild Elves often call upon their sorcerers to animate the very forests as gigantic Treemen, capable of sweeping their way through any opposition. The Elves have also been known to control devastating chariots capable of rolling through infantry or peppering them with arrows from the bows carried for use by the crew. The Dwarven Halls of Kalek Gar he dwarves of Kalek Gar are probably the only one of the races on the northern continent still in their ancestral lands after the Necromantic War. The Dwarven tunnels run under almost the entire Metoah Range, all the way from the southern outpost of Kalek Jev to the ruined Dwarven city of Kalek Vel in the north.

T

Kalek Jev is a military outpost, charged primarily with defending the southern tunnels against Orc incursions. Occasionally, they also have to fight off Barbarian raids. Kalek Vel was once the Dwarven trade city – a point from where they used to interact peacefully with their Elven and Human neighbors. Trade with the Nalaren Elves and the Silorian Plainsmen still occurs, but now so do hostilities as well. When they are not at war with their neighbors, the Dwarves provide a valuable source of metal and ores from under the Metoah Range. The tunnels to Kalek Vel have mostly been blocked, to prevent the

6

Organized expeditions to Kalek Vel leave once or twice a year, attempting to reclaim the ancient city – inevitably they are attacked by the Undead legions of the Necromancers and either driven back or destroyed. Dwarves are master engineers, and their technology is far ahead of any other race on Zatariel. Great machines driven by steam are now used to mine where masses of Dwarves with pickaxes once labored. This technology has also been utilized to develop the mighty Dwarven war engines. From the ancient lore obtained from the Elves before the Necromantic War, they also have a knowledge of crude gunpowder, seen utilized on the battlefield in the form of the potent Dwarf Great Cannon. Ar-Mallaren, Isle of the Sorcerers fter the Necromantic Wars, the civilization of Nalria was ruined, its people scattered. Many fled through the pass of Kalek Gar to the lands of Siloria, but the Sorcerers that survived the battle had their own contingency plan. Pooling their mighty powers, they moved the entire town of Ar-Mallaren from Nalria to a nearby island. The Sorcerers, humiliated by the display of power of Elrizan, turned their frustration on the townspeople of Ar-Mallaren and forced them to become their servants.

A

Without access to the mighty libraries of magic in

the Pyramid of Zalgrath, the Sorcerers realized they would be a dying people – with each generation more and more magical secrets would be lost. The Tower of Lagara was built upon the island, now named after the transplanted town, and would be the location of their new library. Lacking a means to combat the Necromantic magic of their enemies without the high magics of Zalgrath, they turned to a new art – one which promised great power for very little investment of energies. Granted, there were risks attached to tapping the extra-dimensional energies they had discovered, but the risk was one they were willing to take. The Sorcerers of Ar-Mallaren turned their studies to Demonology.

The Sorcerers raid the mainland frequently for magical components and slaves. The other races often attack the island in the hope of destroying the Sorcerers and/or stealing their secrets. Occasionally, the Sorcerers even venture into the frozen wastes of Kaleth in attempts to secure magical texts from their rivals, the Necromancers. Often supported in battle by covens of witches, the Sorcerers field a potent magical force, but one that relies on summoned Demons to make up for the numbers they lack. The most powerful sorcerers can summon enormous Demon avatars to do their bidding. The Western Lands etailed above are only some of the lands of Zatariel; to the west are many more feuding realms. These include the sister-civilization to the Humans that once dwelled in Nalria, who send armored knights into battle against their foes, and the vicious Snakemen, driven from their southern lands at the same time as the Orcs. There are rumors of even stranger races that dwell further westward.

D

The East n the days of old Nalria, sailing vessels would leave eastwards, in an attempt to discover what – if anything – lay in that direction. So far the easternmost point of land discovered is that of the isle now called Ar-Malloren. No ship that has ventured any further than this has ever returned.

I

7

BEFORE PLAY Before starting a game of Mighty Armies, there are certain things you must do. Playing Area ny flat surface will serve to play Mighty Armies, from the floor to the kitchen table. Standard games of Mighty Armies need a space two feet by two feet in size. Players choose opposite sides of this surface to begin playing from.

A

Terrain arious terrain pieces, such as hills, forests, and rivers, are not necessary to play Mighty Armies but they will certainly make battles more exciting! Each player may place up to two terrain pieces anywhere in the playing area before the game begins. Many games are enhanced by trying to re-create famous fantasy landmarks or terrain. Whether it’s simulating the lush Swamplands of Doom or the arid deserts of the Forgotten Lands, terrain can add an exciting view of the battle!

V

Armies in Mighty Armies tarting out, you will need an army. There are two ways to have an army in Mighty Armies. You can use an army from a pre-built box set or you can build your own army. Purchased box sets are made up of armies that are pre-built and usually have a predetermined army list or stats. If you are going to build/design your own army, simply pick out an army you would like to field, acquire the miniatures, and start building.

S

Building Your Army standard game of Mighty Armies uses two opposing forces of 40 Army Points (AP) each. If you buy a pre-made box set of MA, each box contains just such a force, allowing you to start playing almost immediately.

A

If you build your own Mighty Armies army, you will have the chance of using different combinations of units in an effort to give you a tactical edge in battle. Each unit has an AP value, as in the Building an Army section (page 15). The total AP of all units in an army should not add up to more than 40. All units in an army should belong to the same faction; you cannot have Barbarian warriors in an Orc force, no matter how good you think they might be! In addition, only one unit is permitted to have the General special ability and each army is only allowed four scouts. Aside from these restrictions, you are free to select any units for your army that you have models for. Basing an Army he standard basing for Mighty Armies is 50mm x 25mm for smaller units or 50mm x 50mm for larger units. However, as long as 2 opposing side have the same size bases, any base size can be used. So if you have Army based for another system, as long as your opponent has the same base size, there should be no problem. Mighty Armies official tournaments will use the standard basing. It is also acceptable to attach smaller based units to the standard bases for a temporary “build.”

T

Deploying Armies nce both players have assembled their armies, both roll a six-sided die (commonly referred to as a d6), re-rolling any ties. The lowest rolling player places his army on the table. He may place units however he wishes so long as they are no more than 6” away from his starting table edge. His opponent then places his entire army, again no more than 6” away from his own table edge.

O

When both armies have been deployed and are ready for battle, both players once again roll a d6 each, re-rolling ties. The highest scoring player gets the first turn. Turn Sequence layers take turns to move and fight in Mighty Armies, representing the ebb and flow of battle. Groups of units will be assembled and Generals will command them to maneuver and engage the enemy.

P

At the beginning of each turn, players roll for initiative. The player with the highest roll wins and begins their turn sequence.

8

During each of your turns, you will perform the following actions, in this order. • • • •

Roll for Move Points Move your units Conduct any shooting attacks Fight any close combats

Move Points t the start of each of your turns, roll a dice. This is how many Move Points (MP) you have to spend during this turn, reflecting your General’s ability to command his force. It costs 1 MP to do any one of the following actions;

A

• • •

Move a single unit or Group Use magic Summon a unit

Each unit may only be moved once in every turn, whether it is alone or part of a Group. There is no limit to the number of times a unit may use magic or summon other units, so long as you have enough MP to pay for them. MP must be spent in the turn they were rolled for or are lost. They may not be saved and spent in later turns. Groups t the start of a battle, you will likely have a lot of units; far more than can be moved with the MP you roll for every turn. In order to move your forces more efficiently, you can combine several units into a Group.

A

Up to six units may be formed into a group, though they can be arranged no more than three abreast and two deep, as shown below. They must all face in the same direction. Some units, such as artillery and siege engines, use large bases. For the purposes of constructing and moving Groups, each large base counts as two normal bases. Thus, the maximum number of units with large bases that can form a Group is three, side by side. However, you can mix units with normal and large bases together. An individual unit may leave a Group at any time. Simply spend 1 MP and move it away normally. A Group may even split into two or more smaller Groups. Movement hether you are moving a single unit or a complete Group, the rules remain the same.

W

At the cost of 1 MP, a unit or Group can move up to its Speed score, listed in inches. A unit or Group may only move once per turn. A Group will always move at the speed of its slowest unit. A unit or Group may turn up to 90° before it starts moving and can make a further turn of up to 90° after it has completed its movement. In between these two turns, the unit or Group must move in a straight line, as shown in the example below. A unit or Group always pivots around its center when it turns.

To form a Group, two or more units must be in base contact – that is, touching each other along one complete base edge, as shown below.

Diagram 1: Two units formed into one Group.

If two or more units are so arranged at the start of your turn, they may be moved together as a Group, thus taking only 1 MP to move several units.

Diagram 3: The unit rotates about the center, moves forward, and then rotates again.

If any part of a unit or Group touches or moves over a terrain piece during its movement, its Speed will be halved for that turn. Throughout these rules, you may never, under any circumstances, move one unit through another unit. Even units that are part of your own army may not be moved through. You are free to measure any distance on the battlefield before you move a unit.

Diagram 2: Six units formed into one Group.

9

movement and rearrangements have been completed in his turn. This does not cost any MP. To make a shooting attack, a unit must have an enemy unit within its line of sight. This means it must be able to physically see the target without any obstructions in the way, such as terrain or other units. A unit cannot see through any terrain unless it is already within the same terrain piece. The shooting unit may also only target an enemy that is in front of it, as shown in the example below.

Reform ormally, 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:

N

• 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. Combat y now you will be familiar with all the rules needed to send your troops onto the battlefield and gain positions of tactical advantage. However, movement alone will never win a battle. Sooner or later, your troops must engage the enemy with bow, sword, and spear if they are to gain victory.

B

Shooting any units have shooting attacks, such as longbows, crossbows, or slings. These are used in similar ways to close combat, though there are some important differences.

M

Every unit in a player’s army with the Shooting ability may make one shooting attack after all

10

Diagram 4: This unit can shoot anywhere in the highlighted area.

A unit may make a shooting attack against any enemy unit within 5” of its front base edge. However, it may not make a shooting attack against a unit that is still locked in close combat or is part of a Group locked in close combat. To make a shooting attack, consult the table, crossreferencing the attacker’s Shooting rating against the target’s Fighting score. Then roll a d6. If the result on the die is equal or more than the target number listed on the table, then the target unit has been destroyed. Remove it from the battlefield immediately. Each unit with the Shooting ability may make one shooting attack per turn. SHOOTING TABLE TARGET’S FIGHTING SCORE

0–2

3–4

5+

Shooting I

5+

6+

-

Shooting II

4+

5+

6+

Artillery I

3+

4+

5+

Initiating Close Combat o initiate close combat, you must move a unit or Group into base contact with an enemy. Note that this must be done with the unit’s straight-line movement – you may not make contact with an

T

enemy and initiate close combat with a turn, nor can it be done with a Reform. There is no way to initiate close combat other than by this straight-line movement. Once you have moved a unit into contact with the enemy, it must be “aligned” so it is ready to fight. This is done in order to keep the battlefield neat and make it clear who is fighting whom. In many cases, you will find you are moving a unit headlong into the enemy. In this case, very little aligning need be done. In all cases you should attempt to make long unit base edges match one another, as shown in the example below.

Diagram 5: The Spearmen’s straight line move would put them into contact with two Enemy units. Since this is the shortest distance, the Spearmen are repositioned to the highlighted area.

This process of aligning applies to Groups as well as single units. In all cases, you should match long base edges with the enemy, moving the units initiating close combat as little as possible in order to do so. This should be done only to make it clear which units are fighting which enemies. Flank Attacks here is one exception to the aligning of units along their long base edges – when a flank attack is made.

T

If you move a unit directly towards an enemy and you contact its short edge, rear corner, or rear long edge, you have made a flank attack. In this case, simply align your unit so it is flat against the enemy unit’s short base edge, as shown in the example below. If contacting the rear corner, adjust to side where majority of your unit base falls, so if the majority of your base is on the rear side, then it would be a surprise attack from the rear.

Diagram 6: A unit is positioned after a flank attack.

CLOSE COMBAT Close combat takes place after all MP have been spent in a player’s turn, movement has been completed, and all shooting attacks have been resolved. If a unit has its front base edge in contact with an enemy, combat is automatically initiated. It is entirely possible that several units or Groups will be fighting close combat in any one turn. In this case, the player whose turn it is decides in which order the close combats are fought. If just one unit is fighting another, both players roll a d6. To this roll, they add their unit’s Fighting score, along with all relevant modifiers listed on the Close Combat Table below. CLOSE COMBAT TABLE SITUATION

MODIFIER

Charged – moved into close combat this turn.

+1

Difficult Ground – moved into terrain this turn.

-1

Flanked – has an enemy unit in contact with short edge base. The unit Flanked adds -1 to total score.

-1

Surpise Attack – has an enemy in contact with rear long base edge. The unit Surprised adds -1 to total score.

-1

• If a player rolls a total higher than his opponent but less than double, he will drive the enemy unit back (see below on Driven Back). • If he rolls a total of double or more, the enemy unit will be destroyed – remove it from the battlefield immediately. • If both players roll the same total in a close combat, the fight is a draw. Both units stay locked in close combat and will automatically

11

fight in the next turn. Neither may move away from close combat. Groups ombat between individual units is fairly simple. Players just roll a d6 each, add their unit’s Fighting score, and apply any relevant modifiers from the table above. When two or more Groups all enter close combat, things can get a little more complicated.

C

When fighting with a group you use a Group Fighting score. To calculate this, add up the Fighting scores of the units in the front rank of the Group then add the Support scores of the units in the back rank of the Group. To resolve the close combat, roll one d6 as normal and add any relevant modifiers from the Close Combat Table to the Group Fighting score.

Diagram 7: The group of 2 Dwarven Warrior units and a Dwarven General are being charged by a Group of 6 Orc units from the front and a unit of Goblin Wolf Riders from the rear. The Dwarven player calculates Group Fighting score by adding the Fighting score for each unit. Because there are only 3 units, the Dwarves have no Support score.

Whether the Group is fighting a single unit or an enemy Group, this total is compared to the die roll made by your opponent. • If a player rolls a total higher than his opponent but less than double, he will automatically destroy one unit of the losing player’s choice and drive the rest of the Group back (see below on Driven Back). • If he rolls a total of double or more, roll one d6. This many units will be destroyed (chosen by the losing player) in the enemy Group, and cause them to be removed from the table immediately. The rest will be Driven Back. • If a close combat involving one or more Groups is a draw, then both sides remain in place but no units will be lost. Every unit or Group in contact with an enemy must fight in close combat during every turn. The golden rule to remember is that every unit or Group must fight once if it is in contact with the enemy. All Groups involved in the fight add their unit or Group scores into the one die roll. This includes Flank and Surprise Attacks. An example of Group combat is shown in the example below, along with details on how the modifiers from the Close Combat Table are applied.

The Orc adds up the FS Score from the 3 units at the front of his charging group and then adds the support score of the units in the rear of the group. The Orcs also add the FS score of the Goblin Wolf Riders attack from the rear. Then add the modifiers +1 for the Orcs for Charging and a -1 to the Dwarves for the Surprise attack.

Rearrangement nce a close combat has been fought, players may rearrange a Group that fought in the close combat. This rearrangement of Groups is not compulsory and either player may choose not to rearrange his own Group in this way. The player whose turn it is does this first.

O

If a Group is either victorious in close combat or Driven Back, the owning player may position the units however he wishes, so long as one unit remains stationary and the remaining units are positioned around it following the rules for building Groups on page 9. You may not rearrange a group so that it gains an additional movement. (i.e. Turn the front row into the back row and therefore advance an inch without a MP cost.) If a Group has units that were destroyed but not Driven Back (as can happen with some Special units), the owning player may move just one unit to replace one that was destroyed. This unit must not be in base contact with an enemy unit. If all units in a Group are in contact with an enemy, Rearrangement may not take place. The only exception to this is if the Group is being Flanked or is the victim of a Surprise attack to its rear, and it does not have an enemy at its front base edges. In this case, it may only be turned so that its front base edges are in contact with the Flanking or Surprise Attack enemy. If the Group has two or more enemies Flanking it or conducting in a Surprise Attack, the owning player may choose what side to

12

face. A unit or Group may not do this if it has just been Driven Back. Driven Back f a unit or Group loses a close combat but is not destroyed, it will be Driven Back. It is immediately turned 180° and moved directly forward a distance equal to the speed of its slowest unit, without further turning, in the direction of this new facing. Any terrain crossed will halve this movement as normal.

I

If a unit or Group cannot retreat this full distance, due to units blocking it (friendly or otherwise) or a table edge, it will be automatically destroyed. A group need only be partially blocked (by just one unit) for this to happen. Note that each unit and each unit in a Group will always be turned 180° and moved forward when Driven Back. This means that if a unit or Group suffers from a Surprise attack (has an enemy on its rear base edge), then it will automatically be wiped out by being Driven Back as it clearly cannot move through the enemy. This is the advantage of being able to successfully maneuver behind your enemy and launch a clever attack.

MAGIC Many generals swear never to set foot on to a battlefield unless they also have a powerful wizard or shaman to grant magical support. Spellcasters who can cause entire armies to rout or rain fire from the sky are said to exist only in legend, but even the lowliest magician can have a great effect on the course of a battle. Any unit with the Spellcaster special ability may use any magic effect listed below. It costs 1 MP to use a magic effect and there is no limit as to the amount of times in a turn magic effects can be used. The Spellcaster is also free to use magic effects while in close combat. All magic effects are resolved before close combat takes place in the turn. You may have only one Spellcaster per army. Also, a unit can only be targeted for a spell once per turn. A Spellcaster may choose from the following magic effects whenever he uses magic. Spell Effects Arcane Shield: The Spellcaster manipulates magical energies in order to shield his army from evil sorcery. Every time the opposing player attempts to use a magical effect against a player in his next turn, both players roll a dice. The opposing player will only be able to use the magical effect if he rolls higher. Otherwise, his magical effect will automatically fail, though the attempt will still cost him 1 MP.

Bind: The Spellcaster sends strands of magic reaching across the battlefield to ensnare one unit or Group. Select one enemy unit on the battlefield that is in the Spellcaster’s line of sight (this may be a unit involved in close combat). Both players roll a dice. If a Group has been targeted, then the owning player may add +2 to his dice roll. If the Spellcaster’s player rolls higher, the unit or Group may not be moved for any reason next turn. If Driven Back, it will automatically be destroyed. If engaged in close combat, it will halve the total of its close combat dice roll (shooting attacks are fought against as normal). A unit or Group suffering from Bind may not make any shooting attacks, but can still use magical effects if it has a Spellcaster. Enhance: The Spellcaster fuels a unit’s fighting spirit with magical energy, making them fearsome warriors. Select any one friendly unit on the battlefield. The unit gains a +1 bonus to its Fighting or Shooting score (your choice, though a unit must have a Shooting score in the first place to gain any benefit to it) for the rest of the turn. A unit can only benefit from Enhance once each turn. Lightning: Pointing at an enemy unit, the Spellcaster causes a giant lightning bolt to erupt from his hand, striking down his enemies from a distance. This is resolved as a shooting attack, though it takes place before any close combat is resolved. This attack as a range of 5” and a Shooting II rating. Line of sight is needed as usual but, unlike other shooting attacks, it may be made against a unit involved in close combat and while the Spellcaster himself is involved in close combat. Fireball: The Spellcaster causes a giant fireball to erupt from his hand, striking down his enemies from a distance. This is resolved as a shooting attack, though it takes place before any close combat is resolved. This attack has a range of 5” and a Shooting II rating. Line of sight is needed as usual but, unlike other shooting attacks, it may be made against a unit involved in close combat and while the Spellcaster himself is involved in close combat. Break Bind: Bind is perhaps one of the most tactically useful spells available on the battlefield, for it can seriously disrupt an enemy formation and leave it weak at the point of attack. It is therefore little surprise that so much study and effort has gone into defeating this enchantment. Though many Spellcasters rely on Arcane Shield, some will bolster their defense against this spell with Break Bind. Break Bind may be cast on any unit or Group that succumbed to Bind during the last player’s turn. Both players roll one dice. The player performing Break Bind may add one to this dice roll for every extra MP he is prepared to sacrifice in augmenting

13

its power. If he scores higher than his opponent, the unit is no longer bound and is free to move and shoot. While these are the basic effects of spells, feel free to come up with your own custom spell names that compliment your army. Unleash a Frost Storm (Bind) or Hammer of Doom! (Lightning). Your choices are endless!

SUMMONING Some very powerful units, such as Undead, Demons and even the Avatars of Gods, do not appear on the battlefield at the start of the game. Instead, they must be summoned once the fight begins. A unit with the special ability of Summoned (see page 16) cannot be deployed with the rest of the army. Instead, it is kept to one side until a Spellcaster is able to summon it. It normally costs 1 MP to summon a unit but some very powerful units require vast arcane energies to bring forth. For units with an AP value of 3 or more, the cost is 2 MP points. Once the MP has been paid to summon a unit, it is placed on the battlefield anywhere within 4” of a friendly Spellcaster and may be placed in contact with friendly units to form a Group. It may not be placed in contact with an enemy unit but MP may be spent to move it immediately. All MP used for summoning must be spent in the same turn or wasted. Summoning is never blocked by an Arcane Shield.

VICTORY There is a point to all this fighting, of course – final victory! A general must always gain the tactical advantage in battle and lead his forces to victory or he will not be a general for very long.... Victory Conditions here are two ways to win a game of Mighty Armies.

T

• Destroy half of your opponent’s total number of units (rounding up – so if facing an army with 9 units, you would have to destroy 5) before he does the same to you. • Destroy the enemy General and more AP worth of units than you have lost yourself. As soon as either of these victory conditions have been met, victory is declared! Units present in a army but not yet Summoned do NOT count towards these victory conditions.

14

BUILDING AN ARMY Building a Army in Mighty Armies is a fairly simple task that only requires using 3 steps. Each step focuses on a certain aspect of the unit, whether it’s the Fighting score or the unit specialty. To begin with, you will need a set of base stats. Step 1: Base stats The base stats of a unit are your starting point. Your first task will be to choose a General. The General ll armies must have a General. The General is clearly recognized and will be one of the most important parts of your army. You can choose from several options on how you want your General to be presented. Will your General be mounted on a War Dragon, or will he stand side by side with the Infantry and lead them into battle? The choice is yours!

A

Step 2 : Special Units/Abilities +1 to AP each unless noted. any units in Mighty Armies have unit M specialties. These are special attributes that are assigned to the unit. For example, you may have

two Archer units in your army. One unit may have the unit specialty of Scout. This will allow the unit to be deployed after both armies have set up and may be placed anywhere on the table that is more than 8” away from an enemy unit. As you can guess, that would make that Archer unit very deadly. But the unit specialties come with a cost. Each specialty has a cost towards the AP (Army Points) value of the unit. In most cases, unless noted, adding a unit specialty adds a +1 to the AP value. This is in addition to the unit level modifiers. Unit specialties are listed after the tables.

Troop Types nce you have your General, you will need to choose your troop types. You will need to choose what types of troops, or units, comprise your army. You will also need to choose the Level of each unit.

O

BASE STATS CLASS

Army Points (AP)

Speed

Fighting Score

Support

Infantry (Light)

2

4

2

2

Infantry (Heavy)

3

3

4

2

Archer

2

3

2

1

Crossbow

3

3

3

1

CAV (Light)

2

7

2

1

CAV (Heavy)

3

6

3

1

Chariot

4

6

3

1

General

5

4

6

2

Monstrous

5

4

5

2

Artillery

4

1

1

1

Spellcaster

5

3

3

1

15

Special Units/Abilities Defined SPECIAL UNITS/ABILITIES SPECIALTY

ARMY POINTS (AP)

NOTES

rules and perform some very interesting actions. The special abilities these units have access to are explained here.

+1

Mobile Disciplined

+1

Tactician

+1

Only available for General

Scout

+1

Only 4 scouts per 40 pt Army

Long-Ranged

+1

Fearless

+1

Horde

+1

Magic Resistant

+1 -

Rampager

+1

Spellcaster

-

Summoned

+1

Swarm

+1

Lord and Master

-1

Only Available for Spellcaster General

Chariot

-

Free with Chariot

Shooting I

-

Shooting I Free for Archer or Sling Units

Artillery I

16

Note that if different special units are included in the same Group, the Group may be involuntarily split as each unit will always follow its own special rules. For example, if a Group contains one Fearless unit, it may find that most of its units are Driven Back after losing a close combat. The Fearless unit, however, will remain in place to fight the enemy alone next turn. In cases where rules for magic contradict rules for special units, such as using Bind on Fearless or Disciplined units, magic rules always take precedent. Artillery: These units are capable of hurling projectiles an incredible distance, making them lethal on an open battlefield. An Artillery unit can make shooting attacks with a 12” range. They cannot move and make a shooting attack in the same turn.

Monstrous

Shooting II

o far, you have seen how most units in Mighty S Armies move and fight. However, every army has access to special units, forces that can bend the

Free with Monstrous Creature

1 per Army

+1

Unit must have Shooting I to upgrade to Shooting II

-

Artillery I Free for Artillery

Chariot: Chariots are wheeled wagons drawn by horses or other suitable beasts of burden, giving elite warriors a fast-moving platform to fight from. Chariots use the larger monster bases and can trace a line of sight from any base edge. When entering close combat, Chariots gain a +2 bonus for Charging instead of the normal +1. Disciplined: These units have been taught how to fight in large groups and are vastly superior to most enemies they will fight. If a Disciplined unit is Driven Back, it will not turn 180°. Instead, just move it backwards a distance equal to its Speed. If a Disciplined unit is Driven Back, it will not be destroyed by a friendly unit that is blocking its path. Instead, both units will be Driven Back at the Speed of the slowest, maintain a ½” from each other. Fearless: Fearless units never flinch in the face of the enemy. Such a unit will ignore any combat result that causes them to be Driven Back – simply leave them where they are. General: Every army needs a General. The General may re-roll his dice if he is on the front line in close combat. Furthermore, a General within a Group may spend 2 MP to rally his troops. For the rest of the turn and the next, the Group will become Fearless. They still take losses as normal. If the General is ever destroyed by a shooting attack, roll one dice. On a roll of 5 or more the attack is ignored. If an army loses its General, it suffers a –1 penalty to its MP every turn, to a minimum of 1 MP.

Horde: Some units just keep on coming, no matter what the odds. Hordes are units with berserk fighters who are heedless of their own safety in combat. Any Horde units on the front rank in close combat roll two dice, taking the result of the best one. If the Horde unit is ever destroyed by a shooting attack, roll one die. On a roll of 5 or more the attack is ignored. Long-Ranged: These shooting units are equipped with more powerful weapons or are simply better shots than the normal units. So as long as a unit did not move in the same turn, a Long-Ranged unit may make shooting attacks against targets up to 8” away. In addition, it does not have line of sight blocked by friendly units in contact with its front base edge, allowing some Long-Ranged Groups to fire in ranks. This ability may NOT be used in conjunction with magical shooting attacks or if the unit or group has moved in the same turn. Lord and Master: Only available for Spellcaster General. Some armies rely on a strong commander to keep them in line, others upon magic and powerful artefacts to give them form. If an army with a General who possesses the Lord and Master special ability loses their leader, roll one dice for every remaining

unit at the start of every turn. On the roll of a 1, the unit is destroyed and removed from the battlefield. It has either taken the opportunity to flee or the magic that bound it to the General’s will has dissipated, causing the unit to disappear. Magic Resistant: Whether possessing an immense strength of will or simply decked out in wards and protective runes, Magic Resistant units are the bane of Spellcasters, as spells will often just bounce off them. Whenever a Magic Resistant unit or a Group with a Magic Resistant unit included is targeted by a spell, immediately roll one die. On a score of 5 or more, the spell is completely ignored. Mobile: These units ignore any penalty to movement from terrain, either from being exceptionally surefooted or possessing supernatural abilities that allow them to bypass any hindrance. They will also ignore the penalty in close combat associated with being in Difficult Ground. Monstrous: Monstrous units comprise either large numbers of troops or troops of massive size. Such units use the larger monster bases. Monstrous units can trace a line of sight from any base edge and can

17

never be Flanked or suffer from a Surprise Attack, no matter how many enemy units move into close combat with them. If a Monstrous unit is the unit nominated to be destroyed in close combat after a Victory, or from a shooting attack, roll one die. On a 5 or more, it will ignore the result – do not remove it from the table, though it may still be Driven Back. Lesser attacks and injuries simply bounce off these units. A Monstrous unit will still be destroyed if it faces a Massacre. In all other ways, it is treated as a normal unit. Rampager: These units refuse to give up the fight, no matter what, and will pursue an enemy without thought or reason for their own safety. When it Drives Back an enemy unit, the Rampager will always move forward up to its Speed in order to chase the fleeing enemy. If the Rampager has the same or faster Speed than the enemy, simply move into contact with it. If the Driven Back unit is wiped out by another unit, and the Rampager moves on to it, simply leave the Rampager in contact, aligning it for close combat if it is an enemy. Any resulting close combat will be fought in the next turn as normal. Scouts: Scouts are vital units for many armies, ranging ahead of the rest of the force to monitor an enemy’s movements and set up deadly ambushes. Scouts are not deployed with the rest of the army. Instead, they are deployed after both armies have set up and may be placed anywhere on the table that is more than 8” away from an enemy unit. If both armies have Scouts to place, the player who placed his army first must place his Scouts first. Scout units are also adept at utilizing cover to their best advantage. If a Scout unit is ever destroyed by a shooting attack, roll one die. On a roll of 5 or more, the attack is ignored as the Scouts make use of cover and camouflage. Shooting: Shooting units may make shooting attacks, as described on page 10. Spellcaster: May use Magic, as described on page 13. If a Spellcaster is ever destroyed by a shooting attack, roll one die. On a roll of 5 or more, the attack is ignored.

unit rolls three dice, taking the result of the best one. If a Swarm unit is ever destroyed by a shooting attack, roll one die. On a roll of 5 or more, the attack is ignored. Tactician: An army with a Tactician unit in it has a distinct advantage over its enemies. Tacticians know how to take best advantage of terrain and how to outwit an opponent, even before battle begins. A Tactician unit allows a player to add a +1 bonus to ALL initiative rolls.

LARGER BATTLES Up to now, you have been fighting small-scale battles involving just two players. Mighty Armies can be expanded into gigantic conflicts with several players on each side commanding massive forces. To do this, each force is split into Divisions. Every Division comprises a force 40 AP in size, chosen normally. Each Division will contain its own General, and the loss of a General will affect that Division’s MP only. Players may command one Division each or have several Divisions under their command, as they choose. There should be an equal number of Divisions on each side. For every Division one army has, the playing area of the battle should be increased in width by one foot. The depth of the battlefield (that is, the distance between the two sides) is never increased. Each Division rolls for its MP separately and the MP it rolls may only be spent on units and Groups within that Division. Groups may never be formed from units of different Divisions. Play continues as normal with one side taking a turn, and then the other. All the MP in every Division must be spent before any Division begins close combat. In the same way, all the close combats every Division is involved in must be resolved before any of them can begin conducting shooting attacks. This will ensure that every player knows just what is happening in the battle and confusion will be avoided.

EXPANDING MIGHTY ARMIES Summoned: This unit does not start on the battlefield but must be Summoned as described on page 16. If a number appears after the Summoned line in the unit’s description, this is the additional MP that must be paid in order to summon it. A unit that is listed as Summoned +2, for example, will require a total of 3 MP to summon. Any Summoned units that have not been brought into the battle by the time it has ended are not considered to be destroyed. Swarm: These units have the capability of completely swamping an enemy, striking everywhere at once. When in the front rank in close combat, a Swarm

18

After you have taken your army into battle and achieved victory several times, you may begin to feel that you are a fairly superior general. Do not believe it! There is a long way to go before you can consider yourself a master of Mighty Armies. To begin with, you can combine several box sets and blister packs of the same army to create your own truly unique force. If there are some units you have never been able to use properly, you can swap them out with those you have had far more successes with. You can also add some very powerful units from the Mighty Armies blister pack range to give

your army some real punch. For example, if you are currently leading a mighty Barbarian horde, just imagine what your army could do if it included the optional Berserkers and War Mammoth! Once you have mastered one army, you will be pleased to know that new forces are being released for Mighty Armies all the time. From Wild Elves and Dwarves to the evil Sorcerer’s Legion and noble Knights, there is an army for every style of play and each is further supported by additional blister pack units.

accomplished to gain additional Victory Points. Whenever an enemy unit is destroyed (by any method) make a note of its Army Points value. This value is turned into Victory Points at the end of the battle. Thus, if a player destroyed 10 Army Points’ worth of enemy units, he would gain 10 Victory Points. The player with the greater final total of Victory Points is the winner. MISSION SELECTION

MIGHTY MISSIONS Combat Missions in Mighty Armies by Vincent Paul Cooper he standard Mighty Armies game is fought as a T pitched battle conflict. Victory goes to the player that is able to first destroy more than half of his opponent’s total number of units. This article presents a list of several missions, each demanding different objectives be met to guarantee victory, replacing the standard method of determining the winner. Before deployment (but after terrain has been set up), each player should roll d6 and consult the Mission Selection table (below) to determine which mission he must accomplish in the coming battle. Participants may potentially roll the same result. This is fine and both gamers can strive to achieve the same target. There is one question that can be dealt with on a case-by-case basis: should the players keep their mission a secret? Declaring the mission you have ended up with keeps everything clear and simple but in doing so players lose the element of surprise and different tactical options are removed. The other alternative is to make a hidden roll and record the result. Of course, players should resist “misreading” the result and simply selecting the mission they most desire. If this latter alternative is taken (and I recommend it), then feinting and all its nuances becomes a much more useful tactic to employ. Whether the mission is declared or not, players should next deploy their forces with regard to the objective. Fight the battle as normal with the exceptions of a turn limit and victory conditions. Turn Limit: While using these different missions I recommend a six-turn game limit. Determine victory in the manner detailed above at the end of the sixth turn. Victory Conditions: The victor is decided by tallying Victory Points accumulated during the battle. Most points are gained by destroying enemy units, but all missions also have specific tasks that must also be

D6 ROLL

MISSION TYPE

1

BREAKTHROUGH

2

CAPTURE

3

ENGAGE

4

EXTERMINATE

5

HOLD

6

MASSACRE

MISSIONS Players should take note of the rules for rounding calculations up or down. No consistent method is used. This is to bring balance to more challenging missions (where figures are rounded up). BREAKTHROUGH In this mission you attempt to break through the enemy lines. Victory Points: You gain Victory Points equal to the Army Points value of all enemy units destroyed. In addition, you gain the following Victory Point bonuses: • +5 Victory Points if 1–25% of your units are within 6” of your opponent’s table edge at the end of the game. • +10 Victory Points if 26%–50% of your units are within 6” of your opponent’s table edge at the end of the game. • +15 Victory Points if 51%–75% of your units are within 6” of your opponent’s table edge at the end of the game. • +20 Victory Points if 76%–100% of your units are within 6” of your opponent’s table edge at the end of the game. In all the above cases round up when calculating the number of units. Units that are engaged in Close Combat within 6” of the board count when calculating Victory Points.

19

CAPTURE Your commander has ordered you to capture as much territory as possible using the forces at your disposal. Victory Points: You gain Victory Points equal to the Army Points value of all enemy units destroyed. In addition, you gain the following Victory Point bonuses: • For each quarter section of the battlefield (that is, every 12”x12” square on a regular 2’x2’ gaming board) that you have one or more units with a combined Army Points value equal to or exceeding the combined total of Army Points of all enemy units in the same area, you gain +5 Victory Points. In cases where a unit’s base is in two or more quadrants, count the unit as being present in the section in which the majority of the base can be found. ENGAGE You have been commanded to engage the enemy and pin him down as part of a grand strategy, perhaps to gain time to affect a Flank attack, bring up reinforcements, or withdraw troops from elsewhere. Losses are acceptable. Victory Points: You gain Victory Points equal to the Army Points value of all enemy units destroyed. In addition, you gain the following Victory Point bonuses: • 50% of enemy’s Army Point value (rounded down) for each enemy unit engaged in close combat at the end of the game, your opponent only gains 50% of the value of Army Points of any of your units that he destroys as Victory Points (rounded up). Pinning the enemy down is considered more important than preserving life in this mission. EXTERMINATE Your mission is to direct your army to killing the enemy General. Victory Points: You gain Victory Points equal to the Army Points value of all enemy units destroyed. In addition, you gain the following Victory Point bonuses: • +10 Victory Points for killing the enemy General. • +10 Victory Points for killing the enemy General AND destroying 66% or more enemy units (rounded down). This bonus is inapplicable if the General is not killed at some point in the battle. You may inflict 66% of casualties, then kill the General to still gain this bonus. HOLD Your orders are to take control of a key location on the battlefield and hold it. Victory Points: You gain Victory Points equal to the Army Points value of all enemy units destroyed.

20

In addition, you gain the following Victory Point bonuses: • +5 Victory Points if 1–50% of your units are within 6” of the center of the board at the end of the game. • +10 Victory Points if 51%–75% of your units are within 6” of the center of the board at the end of the game. • +15 Victory Points if 76%–95% of your units are within 6” of the center of the board at the end of the game. • +20 Victory Points if 96%–100% of your units are within 6” of the center of the board at the end of the game. In all the above, cases round down when calculating the number of units. Units engaged in close combat at the end of the game do not count towards these calculations. A unit must have the majority of its base within 6” of the center of the board to count. The target location is always considered to be in the center of the battlefield. It is not necessary to model a feature. MASSACRE You are charged with utterly destroying all enemy units and reducing your opponent’s remaining force to an ineffective shadow of its former self. Victory Points: You gain Victory Points equal to the Army Points value of all enemy units destroyed. In addition, you gain the following Victory Point bonuses: • +5 Victory Points if your losses are between 75%–99% of your starting Army Points value. • +10 Victory Points if your losses are between 50%–74% of your starting Army Points value. • +15 Victory Points if your losses are between 25%–49% of your starting Army Points value. • +20 Victory Points if your losses are between 0–24% of your starting Army Points value. In all the above, cases round down when calculating the number of Army Points.

LAST STAND A Desperate Battle for Mighty Armies by Mathew Sprange hether it is an historical battle like Rorke’s W Drift or one from fiction, such as Conan standing with his friends against the forces of

Thulsa Doom, there is something exciting about a last stand. This is a battle where you have very few forces and are facing a numerically superior enemy. All thoughts of victory leave your mind – your only goal is to kill as many of your enemies as you can before you succumb. This scenario is a variation from the normal method of playing battles outlined in the Mighty Armies rulebook. One player must choose to be the beleaguered Defender – his opponent is the Attacker. Forces: Any armies may be used in this scenario. However, given the dramatic nature of this scenario, it is not always best to randomly choose who will be the Defender and who will be the Attacker. For example, if you have a Wild Elf and Orc army about to take part in Last Stand, it is very easy to imagine a small Elven force mustering its strength to protect a village from a rampaging horde of orcs.... The Attacker begins the game with 40 AP as normal, but the Defender only receives 20 AP.

Enhance effect on a unit at the same time as a magical Enhance. Victory Conditions: The Attacker has ten turns in which to wipe out the Defenders. If no Defending units are left by the end of the Attacker’s tenth turn, then the battle is a victory for the Attacker. If one or more Defending units have survived, victory goes to the Defender.

SIEGE! Taking the Battle to the Enemy in Mighty Armies! by Matthew Sprange By now, you may consider yourself the greatest of all generals, having led your forces to victory on countless occasions. The greatest challenge, however, still awaits – marching your army through enemy territory and laying siege to his stronghold. This is not a task for the weak or brash. Defeating an entire force on their home ground while supported by their stronghold is one of the most difficult tactical challenges you will ever face. Playing a Siege layers of Mighty Armies can choose to play a siege at any time. Alternatively, they may be forced to play a siege when taking part in a campaign, as described elsewhere in this issue. A siege uses the same rules as for any other game of Mighty Armies, with the following changes:

P

Set Up: The Defender may place any amount of terrain in his deployment zone as he wishes. He then deploys his entire army. No terrain is placed outside of the Defender’s deployment zone, though Scouts may be placed anywhere on the table.

• One player will be the Defender with a Stronghold, his opponent the Attacker. If you are playing a campaign, it will already be decided who will be the Defender. In one-off siege games, decide among yourselves or roll a dice – the highest scoring player will be the Attacker.

The Attacker automatically gains the first turn and may move his forces in from any table edge on this turn. He may split his forces up and attack from multiple table edges if he so desires.

• When setting up the battlefield, the defender may place up to four pieces of terrain as he wishes – this is his own turf, after all. The attacker does not place any terrain.

Special Rules: The Defender, given the choice of terrain in his deployment zone, should be in a fairly fortified position. However, he has certain other benefits as well.

• The defender then places his Stronghold (see below for rules on Strongholds) within 6” of his table edge.

All his units will count as Fearless in this battle, even if they do not normally have this trait. His General has given them a rousing speech before the fight begins and they are ready to make the enemy pay dearly for their lives. So long as his General survives, the Defender may use the Enhance spell once per turn without expending any MPs. This is not actually magic; instead, it represents the General rallying his troops and shouting encouragement to those units in contact with the enemy. You may not use this

• The defender deploys his entire army as normal, within 6” of his table edge. Any Scouts must be placed at the same time and must also be within 6” of his table edge. Units may be placed within the Stronghold. • The attacker deploys his entire army as normal, within 6” of his table edge. Scouts may be used as normal. • The attacker automatically receives the first turn. Battle commences.

21

The Stronghold ou will need a suitable model to represent the Stronghold in this game. This should be no more than 3”x3” in size and will ideally represent a castle, fort, or other defensive structure. However, this being a fantasy game, you need not limit yourself there. An Orc army could have a large cave mouth, Elves a tree-fort, while Dwarves might use the guarded entrance to a mine. The Stronghold has the following characteristics in Mighty Armies.

Y

Speed

Fighting

Support

Special

AP

0”

+6

+6

Fearless, Magic Resistant

0

In addition, the Stronghold can never be Flanked or suffer from a Surprise Attack and can never be moved in any way. It can also hold up to four units (though not Monstrous or Chariot units) inside. Any unit or Group can move into the Stronghold simply by being moved into its entrance as part of their normal movement. They can leave again by having their movement measured from the Stronghold’s entrance. Units within the Stronghold can simply be removed from the table while they stay inside; just don’t mix them up with your casualty pile! Place a die on or near the Stronghold with the ‘6’

22

facing upwards. This is known as the Damage Die. Every time the Stronghold suffers a shooting or close combat attack that would “kill” it, turn the Damage Die over to the next lowest number. If the Damage Die is showing ‘1’ and the Stronghold is “killed” once more, it will be destroyed! In combat, a Stronghold and any units inside are considered to be a single Group. In close combat, the Defender may nominate any unit (including the Stronghold itself) to be the primary Attacker. However, the Stronghold must always be the first casualty (having its Damage Die reduced by one) whenever the Defender loses a close combat. Any other casualties are then applied to the units inside as normal. When facing shooting attacks, only the Stronghold may be targeted – units inside may not. Victory Conditions n addition to the normal victory conditions of Mighty Armies, as described on p12 of the rulebook, the attacker also automatically wins if he destroys the Stronghold.

I

Campaigns laying out a siege makes for a great change in one-off games and will pose new tactical problems for all armies, Defender and Attacker alike. However, the real fun begins when sieges are used as an intrinsic part of a campaign, as described elsewhere in this issue. Only then can you consider yourself a true master of Mighty Armies.

P

MIGHTY CAMPAIGNS Epic Campaigns for Mighty Armies! by Vincent Paul Cooper his system allows players to fight a summerT long campaign in an evening, pitting Mighty Armies against one another in an effort to capture the enemy’s capital and secure dominance and victory.

Campaign Basics ach player controls an army and a Stronghold, along with other notable Strategic Locations such as a castle or a port. The aim is to fight and win a series of battles and finally capture your opponent’s Stronghold, thus ensuring an overall victory. The campaign is played out over a series of Campaign Turns. In each Campaign Turn (CT) players assign a series of points (Maneuver Points, Tactical Points, Resource Points, and Fate Points) to carry out various activities that will impact on the battle fought at the end of each Campaign Turn.

E

Campaign Turn ach Campaign Turn represents a month of recruiting, training, marching, spying, raiding, and finally fighting on the field of battle. During each CT, players will need to make a series of choices and allocate limited resources to plot the downfall of the opposition. Each choice will have an impact on the battle that is fought at the end of each CT. Subsequently, each victory or defeat will have an effect on the resources available in the subsequent CTs through the capture of Strategic Locations.

E

A Campaign Turn is made up of several phases. These phases should be resolved in the following order. At the end of each CT, go back and repeat the process from the first step. • Each player rolls for Maneuver Points, Tactical Points, Resource Points, and Fate Points. • Each player assigns those points to a variety of tasks.

Armies efore anything else, each player should select his or her army to a maximum of 40 APs as normal. This basic army list will remain unchanged throughout the campaign, though additional units may be added as circumstances allow (such as by recruiting mercenaries, the full details of which are provided later in the article). Any time units are lost in battle, it is assumed that in the next month additional troops are recruited and trained to replace the losses. Each player will always start each battle with the same basic army list (of 40 APs) before any modifiers are factored in.

B

The only exception to this is The Lost Sorcerer’s Legion army that starts the campaign with 80 APs (see below for full details). Empires ach army represents part of a different tribe or an individual character from a mighty empire. Each player should choose which Empire his army is from (Barbarian, Orc, Wild Elf, Undead, Dwarf, or Sorcerer’s Legion), then choose which tribe or character his army represents. There are several choices available but a player may only select one tribe/character and cannot change this selection once the campaign starts. Each tribe/character has certain strong and weak points that determine how capable the army is in completing missions between battles and fighting a battle itself.

E

Initiative layers should each roll a d6 before the campaign commences. The player with the highest score has the initiative in the first battle. Thereafter, initiative alternates.

P

The player with initiative is able to dictate why the upcoming battle will be fought at the end of the Campaign Turn. In other words, the player with initiative is able to select from one of three strategic choices: • Fight a battle with no objective in mind.

• The success, failure, or effect of each task is determined.

• Fight a battle to seek to gain control of a Strategic Location (the player in this case should also stipulate which Strategic Location).

• The effects with regard to the coming battle are calculated and any modifications to the army list are made.

• Fight a battle in an attempt to capture the opposing player’s Stronghold (thereby ending the campaign if successful).

• A battle is fought and victory determined. The victor will enjoy benefits in the subsequent Campaign Turn determined by the Strategic Location fought for and won.

The player with initiative should announce his plans before the rest of the Campaign Turn is resolved. This reflects the time taken to concentrate sufficient force for a single attack.

23

Campaign Length t is recommended that the campaign be played out over five turns (or five battles). Longer or shorter campaigns can also be played as time allows.

I

Strategic Locations ach player automatically starts the game in possession of a Stronghold (unless otherwise stated in the description of the tribe or character). Several other Strategic Locations are available, including a Port, a Town, a Religious Site, and a Castle. These Strategic Locations are assigned before the first Campaign Turn. To assign these Strategic Locations, each player should roll d6. The player with the highest score chooses first, then the other player, and so on until all the strategic locations have been distributed. Each Strategic Location offers unique benefits to a player that will be useful during the Campaign Turn and in fighting a battle. There is only one of each Strategic Location available in the campaign. More than one player cannot, for example, each control a Port.

E

Each Strategic Location can be fought for and won from the opposing player. It is likely that before an assault can be made against the enemy Stronghold, one or more Strategic Locations will need to be captured to ensure that sufficient strength is available for the final assault. Details on how each Strategic Location, and the Stronghold itself, can be captured are provided below. Stronghold ach player automatically starts the game in possession of a Stronghold (unless otherwise stated in the description of the tribe/character).

E

assign to Patrol Missions. In this case, the player may simply roll a single d6 with a -2 penalty (to a minimum of one) and check to oppose as normal. In addition, the owning player receives a +4 bonus to all Counterespionage missions (see later) similarly conducted to reflect the fact that it is difficult for an enemy spy to gain access to the inner sanctum where plans are made. These bonus points are accrued regardless of whether any other Tactical Points or Fate Points are additionally assigned. Finally, the Castle has a stock of weapons available and skilled smiths to forge. The controlling player receives a bonus +2 Resource Points to be spent on Arm orders. Port

he player in possession of the Port is able to T Hire mercenaries (see later) from far-off lands to fight on his behalf. The Port also provides the owning player with a bonus +2 Resource Points to be used during each Campaign Turn. Religious Site n a time of war, religion plays an important role in motivating the population to fight and to accept the inevitable losses suffered on the field of battle.

I

Before each battle, the player that controls the Religious Site should roll d6 for each unit in his army. On a roll of 6, that unit is considered Fearless for the duration of that battle (and that battle only). For each battle fought, repeat this process. Units that are already Fearless remain so; on a successful roll the Fearless unit gains a +1 bonus to its Fighting score for the duration of the upcoming battle only. That bonus is lost thereafter.

A player defending his Stronghold receives +8 bonus APs (modified by any number of factors determined in the Campaign Turn) to spend on units from his Army Reference Card. These bonus APs are only available when protecting the Stronghold and represent the final mobilization of reserves and the general population.

T

A player automatically loses the game if his Stronghold is captured by his opponent.

The player that controls the Town gains a bonus +4 Resource Points during each Campaign Turn.

Castle he Castle dominates the countryside, allowing patrols to be executed on a daily basis and providing the utmost protection for a General planning his strategy.

Capturing a Strategic Location f the player with initiative has nominated a Strategic Location as being the site of the coming battle and he wins that battle, he automatically gains control of that Strategic Location. As noted, capturing the enemy Stronghold automatically ends the campaign.

Town he player that controls the Town has a huge source of manpower available to him.

T

I

The player that controls the Castle receives an automatic bonus +2 Tactical Points to assign to any Patrol Missions (see later) conducted during the Campaign Turn. The player in possession of the Castle may also attempt to oppose any Plunder, Raid, or Scout missions conducted against him even if he has no remaining Tactical Points left to

Note: Once ownership of a Strategic Location changes, all benefits accrued by the former owner are lost and are gained by the new owner. Players may wish to use special terrain to represent each Strategic Location, but this is not necessary.

24

Campaign Points very Campaign Turn, each player gains a number of Campaign Points to be spent on a variety of activities that will affect the upcoming battle in some way.

E

Campaign Points are only valid for a single Campaign Turn. Any Campaign Points not used are lost.

All of a player’s points should be assigned before the success, failure, or effect of each action is determined (except when an opposing player carried out a successful Spy mission the turn before; see below for details). The success, failure, or effect of each action is determined by the type of action being attempted. Details are provided in the sections below. Maneuver Points aneuver Points (ManPs) are used to march and countermarch between battles to decide the nature of the upcoming clash of arms.

There are four types of Campaign Points available: Maneuver Points, Tactical Points, Resource Points, and Fate Points.

M

Once initial ownership of the Strategic Locations has been determined, players should make four 2d6 rolls. These rolls are repeated at the beginning of each Campaign Turn.

For every unit that has the Tactician Special Ability, the player receives a +1 bonus to his Maneuver Points. This replaces the use of the Tactician Special Ability as described in the Mighty Armies Rulebook page 15.

Each roll determines how many Maneuver Points, Resource Points, and so on are available to be spent on a variety of activities between each battle. Any modifiers accrued through control of a Strategic Location or that are unique to the tribe or character selected should be factored into the initial 2d6 roll.

Each player assigns his ManPs (plus modifiers, plus any Fate Points) to one or more battle types. Once this is done, each player rolls a d6 for each battle type that has had at least one ManP assigned to it and adds the number of ManPs assigned to a battle

25

type in a roll-off. The player with the highest result is able to dictate the type of battle that will be next fought. In cases where a player assigns ManPs to more than one battle type, simply repeat the process and roll an additional d6 for each battle type that has had ManPs assigned to it. If a player wins the roll-off for more than one battle type, he may choose between them. In cases where more than one battle type is possible, the player with the highest roll wins. If both players chose only one battle type, and it is the same battle type, then that selection is made automatically. However, in this case roll a die as normal to determine initiative for the battle. The player that has the highest score in this phase may also choose to take initiative in the coming

26

battle. He may place his terrain piece on the gaming board first (or second if he desires). He may also choose whether to deploy first or not and whether to take the first turn or not. Therefore, do NOT roll to deploy armies as normal (Mighty Armies Rulebook, page 2). A player may choose, for example, to place his terrain first, deploy second, and then take the first turn, or any combination of choices. A player may choose between four battle types: Ambush, Dawn Assault, Flank Attack, and Pitched Battle. Ambush: In this scenario, the player that has been outmaneuvered (lost the roll-off, as outlined above) is ambushed. The losing player divides his units

into two Groups. The winning player chooses one of those two Groups. The losing player next deploys one of his units from his Group, followed by the winning player (deploying a model from the second Group of the losing player’s models previously divided and selected). Repeat this process until all the models from the losing player’s army have been deployed. Note that all the units of the defending player must be deployed within 6” of the nearest table edge as normal. Following this the winning player deploys all his army as normal. An ambush is extremely difficult to pull off. Any player assigning ManPs to this battle type receives an automatic -2 penalty. Dawn Assault: In this battle, the victor of the roll-off is able to surprise his foe in a daring dawn assault against his camp. The loser should deploy his forces anywhere within a 12” square zone located in the center of the table. The winner then deploys his force anywhere around the edges of the battlefield. A player that assigns ManPs to this battle type receives an automatic -1 penalty owing to the difficulty of catching the opposition off-guard. Flank Attack: The winner of the roll-off does not deploy on the opposite table edge in this scenario. Rather, he deploys (in the normal way in all other respects) along one (and only one) table side at ninety degrees to his opponent. Pitched Battle: This is the most common form of engagement. Follow the guidelines as laid out in the Mighty Armies Rulebook for setup and deployment. Any player that assigns ManPs to a Pitched Battle receives an automatic +1 bonus. Pitched Battles are the most commonly fought engagements. Example: Player One rolls 2d6 at the beginning of the Campaign Turn to determine his Maneuver Points and gets a result of ‘6’. He assigns all six points to a Flank Attack. Player Two rolls 2d6 and gets a result of ‘5’. He assigns three points to a Dawn Assault and two points to a Flank Attack. He also decides to add a single Fate Point to the three points assigned to a Dawn Attack, giving a final total of four points. The players next resolve which battle will in fact be fought. Although both players have assigned MPs to Flank Attack, Player Two has also assigned points to Dawn Assault. Flank Attack is not therefore automatically chosen. Player One gets a ‘5’ on d6, which he adds three points he assigned for Flank Attack, a final total of eight. Player Two rolls d6 for Attack but only gets a 1, giving a total of Player Two rolls a second d6 and this time

to the giving Flank three. gets a

‘6’ for Dawn Assault. He combines this with the four points previously assigned for a total of ten, making him the winner. A Dawn Assault will be the next battle fought and Player Two will have the initiative. Tactical Points actical Points (TPs) are assigned to conduct a variety of missions between battles. Each mission, if successfully executed, brings certain benefits as indicated below.

T

To check if a mission is successful, both players should roll d6 and add the number of TPs assigned to a particular mission (along with modifiers and Fate Points) or counter-mission. The player with the highest total succeeds in carrying out his mission. In cases where neither player has assigned any TPs to a mission, there is no need to make a roll. Terms of Reference pposed by. There is every chance that a mission will be successfully countered. This section indicates which mission type a player should make his opposed check against.

O

Bonus. Certain units and Strategic Locations grant bonuses to certain mission types. This section indicates how much of a bonus a player receives for having units of a certain type in his army. Counterespionage: You use double agents and set traps to capture enemy spies. You use counterespionage to prevent the opposition from gaining access to vital, secret information pertaining to your army and empire. Your Counterespionage rating is used to oppose your opponent’s Spy rating. Opposed by: Spy Bonus: You gain a +4 bonus if you control the Castle Strategic Location. Patrol: You attempt to guard against enemy incursions into your territory. A player’s Patrol rating is used to thwart the designs of your enemy. Every time you need to counter an enemy mission, you may assign points from your initial starting Patrol rating total. Whenever points are used up to defend against one mission, those same points cannot be used later to counter a second mission. You must indicate how many Patrol rating points you will expend after your opponent has announced his mission type but before he has declared his mission rating. This makes guesswork and reading your opponent vital skills before you divide your forces.

27

For example, Player 1 has assigned a total of 10 points to a Patrol mission. Player 2 announces that he will attempt to execute a Raid mission. Player 1 decides to expend 5 points to counter this threat. The success or failure of the Raid mission is then determined. Next, Player 2 announces that he will conduct a Plunder mission. Player 1 may now expend his remaining 5 points to counter this new threat. Any points that are not expended are lost for that Campaign Turn. A player may not declare a Patrol mission that he has not assigned points to unless he is in possession of the Castle Strategic Location or has mounted units in his army. Opposed by: Plunder, Raid or Scout. Bonus: You gain a +1 bonus for each mounted unit in your army (excluding Chariots and War Mammoths but including Winged Demons). This bonus is automatic regardless of whether you assign other TPs or FPs to a Patrol mission. Any player who owns the Castle receives a +2 bonus to his Patrol mission. This bonus is also automatic and neither TPs nor FPs need to be assigned to a Patrol mission. Plunder: You attempt to attack the villages and farms of the enemy to sap his morale. If a player is able to successfully carry out a Plunder mission then there is a chance that his action will lower the morale of the enemy in the coming battle. Following a successful Plunder mission the player who has suffered the attack should roll d6 for each unit in his army, excluding his General and any units that possess the Spellcaster ability. On a roll of 6, that unit suffers a -1 penalty to its Fighting score (minimum of one) for the duration of the coming battle. After the battle, that unit is no longer affected by this disability. Undead or Sorcerer’s Legion units are also affected by a Plunder mission. Plunder missions conducted against Undead or Sorcerer’s Legion armies target the graves and arcane sites of the enemy. Attacks on these areas drain the energy that animates corpses or powers demons, producing the same results as those detailed above. Opposed by: Patrol Bonus: You gain a +1 bonus to your Plunder rating for each mounted unit in your army. This does not include Chariots and War Mammoths but does include Winged Demons. Raid: You carry out a Raid against your enemy’s supply lines. If a player suffers a successful Raid carried out against him, that player loses available Army Points when selecting his army for the next

28

battle. Subtract the losing player’s Patrol rating + the rolled d6 (to give the final Patrol rating) from the victor’s Raid rating + the rolled d6 (to give the final Raid rating), then consult the table below. FINAL RAID RATING – FINAL PATROL RATING

ARMY POINT PENALTY TO LOSING PLAYER

1–3

-2

4–6

-4

7–9

-6

10+

-8

Note that it is possible for both players to successfully carry out Raid missions against one another in the same Campaign Turn. In this case both armies will suffer the prescribed AP penalties in the subsequent battle. Opposed by: Patrol Bonus: You gain a +1 bonus to your Raid rating for each mounted unit in your army. This does not include cChariots or War Mammoths, but does include Winged Demons. Repel Siege: You bolster your home guard to ensure the safety of your capital. Tactical Points assigned to Repel Siege are used to counter a Siege attack made by the opposition. Opposed by: Siege Bonus: A player receives a +2 bonus to his Repel Siege rating for every unit in his army he possesses with the Special Abilities Artillery or Long-Ranged. A player only receives these bonuses if other TPs or FPs are assigned to a Repel Siege mission. A player also receives a +1 bonus to his Repel Siege rating for every infantry unit (non-mounted) in his army. A player may receive these bonuses even if no other TPs or FPs are assigned to a Repel Siege mission. Scout: You are able to scout out likely battlefields. The player who is able to successfully carry out his Scout mission is able to arrange both his terrain features on the battlefield simultaneously along with a third bonus terrain feature (measuring the standard 3” by 3”) if he so chooses. The order of placing terrain is still determined by initiative. Opposed by: Patrol Bonus: You receive an automatic +1 bonus to this check for each unit in your army that possesses the

Scout ability. To benefit from this bonus you must still assign TPs. Siege: You divert some of your forces to lay siege to the enemy capital and defend yourself against an assault on your stronghold. If a player is able to execute a successful Siege mission, then the enemy General is delayed in arriving for the next battle. To determine the delay compare the two Siege ratings (including the d6 roll and any FPs assigned) of both players.

WINNER’S FINAL SIEGE RATING EXCEEDS OPPOSITION’S FINAL SIEGE RATING BY…

ENEMY GENERAL IS DELAYED BY…

1 – 3 points

1 turn

4 – 6 points

2 turns

7 – 9 points

3 turns

10+ points

4 turns

The enemy General deploys on the given turn in the normal way and in the normal deployment zone. The General may move or carry out any other action as soon as he enters play. In the case of an Ambush battle, the General is not included in the initial two Groups deployed but enters play on the closest

table edge to the owning player on the prescribed turn. If a Dawn Assault battle is being played out, the General does not deploy in the center area but instead enters play from the nearest table edge to the owning player on the prescribed turn. Laying Siege is time-consuming. The player that wins the siege suffers a -2 AP loss to his army in the coming battle (and that battle only) to reflect units elsewhere deployed. Opposed by: Repel Siege Bonus: A player receives a +2 bonus to his Siege rating for every unit in his army he possesses with the Special Abilities Artillery or Long-Ranged and a +1 bonus for every infantry (non-mounted) unit. A player only receives these bonuses if other TPs or FPs are assigned to a Siege mission. Spy: You are able to gain secret information about the strength of the enemy while hunting down likely spies in your own domain. Next turn the winning player nominates a category: Maneuver, Tactical, or Resources. The losing player must declare how the relevant points in that nominated category were spent before the opposing player determines how he will spend his own points in that category. Opposed by: Counterespionage Bonus: The player that controls the Castle Strategic Location gains an automatic +4 TPs assigned to

29

Spy. These points are accrued even if no other TPs or FPs are assigned to this Mission. Resource Points Resource Points (RPs) are used to equip your army or swell its numbers. RPs may be augmented by expending FPs. In all cases, no die roll is required. The effects of assigning RPs (or FPs) are automatic. Arm: For each RP spent improving the weapons of your army you may increase the Fighting ability of a single unit by +1 for the next battle only. A single unit can only benefit from this increase once per Campaign Turn. Control of the Castle gives an automatic +2 Resource Points to be spent on Arm. Hire: For every 3 RPs spent in the same Campaign Turn you receive a bonus AP. This bonus AP may be spent on a unit selected from an Army Reference Sheet other than your own. Following the end of the next battle these mercenaries move on to fight other wars for different paymasters, therefore the number of available APs for army selection will drop back down to forty. Units that have been Hired cannot be Armed. Prerequisite: To hire mercenaries you must possess the Port strategic location. Magical Research: For every 1 RP spent in the same Campaign Turn you receive a free Movement Point in the next battle that MUST be spent on Magic (your army should therefore include a Spellcaster). This extra MP is useable once only and, if unused, cannot be kept for a different battle. Recruit: For every 2 RPs spent in the same Campaign Turn recruiting new soldiers, you may receive a bonus AP. This bonus AP must be spent on a unit selected from your regular Army Reference Sheet. The recruits are absorbed into the ranks following the next battle and the number of available APs will drop again down to forty and the player should revert to using his basic army selected at the beginning of the campaign. Units that have been newly Recruited cannot be Armed. Fate Points ate Points (FPs) indicate the whims of the gods and goddesses that look down upon the world of conflict. FPs may be used instead of or to augment ManPs, TPs, and RPs. As in all other cases, any unused FPs in any Campaign Turn are lost and a player should re-roll afresh in the following Campaign Turn.

F

30

Resolution nce all a player’s points are assigned the success, failure, or effect of each action is determined. A record of the result of each action should be kept as the result will have an impact on the coming battle.

O

The Battle xcept where modified according to the results gained from actions conducted in the Campaign Turn, the battle at the end of the turn should be fought as per the rules found in the Mighty Armies Rulebook.

E

Aftermath f the battle has been fought for possession of a Strategic Location, the winner of the battle either retains control (if he was defending the location) or gains control (if he was attacking the location). The effects of owning a Strategic Location are gained in the subsequent Campaign Turn. Losses suffered in the battle are replaced in the next month through recruitment and training. Both armies will fight the next battle with their original 40 AP force (subject to modifiers for the allocation of Campaign Points).

I

Players should check how many Campaign Turns have been fought. If turns still remain and neither player has captured the enemy Stronghold, return to the beginning of the Campaign Turn. If all the Campaign Turns have expired but neither player has managed to capture the enemy’s Stronghold, determine overall victory by assigning the following points. All points are cumulative. • +1 Victory Point for each battle won. • +2 Victory Points for each Strategic Location controlled at the end of the campaign. • +3 Victory Points for each Strategic Location captured from the enemy.

THE EMPIRES At the beginning of the campaign each player should select an empire. This empire will remain unchanged for the duration of the campaign. Each empire offers certain benefits offset by disadvantages. Some empires are more complex and challenging to play than others. BARBARIAN Cunac The people of Cunac are proud artisans, politicians, and reformers that have worked to build an impressive stronghold where equality, debate, and the arts flourish. War is seen only as a last resort and the elders of Cunac would rather send diplomatic missions to discuss and resolve problems. The stronghold has attracted Humans from a wide variety of backgrounds seeking peace and stability in an otherwise wild world.

All for One and One for All: The sense of harmony that exists between the people extends to the battlefield. Large groups comprising of six units require 2 MPs to activate. Groups of up to five units require only one MP. On the other hand, without a leader, the army of Cunac often falls into disarray. Whenever a character with the General Special Ability leaves play, the army suffers a -2 penalty to its MPs every turn to a minimum of one. Eyes Everywhere: Cunac employs a great number of diplomats, all of whom have access to otherwise secret information. Each Campaign Turn the player receives a +2 bonus to Spy missions. Market: Every day a huge market flourishes in the Stronghold with a wide variety of goods and services, all taxed, being peddled. Each Campaign Turn the player gains a bonus +2 Resource Points. Peace-Loving: The people of Cunac are not warlike and the warriors to do not march with the same aggression and sense of purpose that soldiers from other empires do. The player receives an automatic -2 penalty to his Maneuver Points each Campaign Turn to a minimum of one. Wise Men of the Stone Circle This tribe is led by wise shamans that supervise the erection of immense stones into various patterns, the most popular being a circle. It is unknown exactly how these gargantuan stones are lifted into place but rumor ascribes it to the use of powerful magic that the shamans possess.

does not have to announce he will expend points until the result of the dice roll is known. Only a single point can be expended on each roll. Expended points may not be reused in the same battle. Initiate: As many Warrior units as the player chooses may be upgraded to Initiate status for the entire campaign. Such units are privy to elementary magic. Each unit upgraded this way costs 4 AP. The unit uses the same stats as a regular Warrior unit but gains the (new) Special Ability Initiate Spellcaster. Initiate Spellcaster: A unit with the Initiate Spellcaster Special Ability is able to expend Magic Points to create certain effects. It costs 1 MP to create an effect and there is no limit to the number of times during a turn that effects can be generated. As with normal magic (Mighty Armies Rulebook page 11), each magic effect may only be used on a target once, regardless of whether it succeeds or fails. These effects may be used while in close combat and all magical effects are resolved before close combat takes place in a turn. Spells The following spells are available to Initiate Spellcaster units. Arcane Shield, Local: The Initiate Spellcaster unit gains protection from enemy spells. This spell replicates Arcane Shield except that the area of protection is limited only to the Initiate Spellcaster unit and any other units that make up a large Group with the Initiate Spellcaster unit.

Destroy the Wicked: The Wise Men of the Stone Circle are sworn to destroy the false idols and beliefs of their enemies and this is often a cause for war. When assigning Strategic Locations the Barbarian player may not select the Religious Site (note: this may create a situation where the opposing player controls three Strategic Locations and the Barbarian player only a single Strategic Location). The Barbarian player must always attack the Religious Site to gain control of it until it is captured. If it is recaptured by the opposing player, the Barbarian player must once again seek to control it. A campaign can only be won by the Barbarian player if he controls both the Religious Site and the enemy Stronghold. A captured Religious Site confers no benefits to the Wise Men of the Stone Circle – do not roll to determine if units are Fearless before battle. Earth Power: Before commencing every battle the player should roll d6. During the battle the gods grant favor to the tribe. A player may elect to expend one of these points to alter (increase) the result of a die roll made by him (not by his enemy). The player

31

Bind, Local: This spell replicates the Bind spell except that there is a range limit of 5”. Enhance, Local: This spell replicates the Enhance spell except that there is a range limit of 5”. Fireball: The Initiate Spellcaster unit hurls a ball of fire at an enemy. This is resolved as a shooting attack, though it takes place before any close combat is resolved. This attack has a 5” range limit and a Shooting I rating. Line of sight is needed but it cannot target an enemy unit in close combat. The Initiate Spellcaster unit may cast this spell while in close combat, although this spell cannot be used to target the enemy unit the Initiate Spellcaster unit is in close combat with. Wise Men: This tribe is led by Shamans. The player may not select a General as a unit option. Each army must include at least one Shaman. One Shaman unit must be designated (and marked clearly) as being the leader. This unit gains the Special Ability General.

Ancient Enemy: The Avenging Nomads have tracked down more of their ancient foe (in other words, the Army controlled by the enemy player) and a berserker rage has gripped their ranks. For each unit available in the coming battle, roll d6. On a result of 1–3 the unit receives a +1 Fighting bonus, on a roll of 4–6 the unit gains the Rampager Special Ability. These additions apply only for the next battle and only apply to Dwarven units (not mercenaries). Last Stand: Avenging Nomad units that possess the Special Ability Disciplined sometimes choose death and glory in a desperate situation. If such a unit would be Driven Back, roll d6. On a roll of 5 or more the unit chooses to make a last, desperate stand. Another round of combat is fought: compare close combat results as normal (including all modifiers). If the Dwarves can score more than their opponent (the Dwarves do not have to score double), then both the enemy unit AND the Dwarven unit are destroyed. If the Dwarves fail to outscore their enemy, then the Dwarven unit is destroyed and is not Driven Back.

Wolf’s Head Tribe The Wolf’s Head tribe is a mighty band of warriors that wear helms adorned with the head of a wolf slain as a rite of passage to adulthood. Before battle each warrior viciously slashes at his own body, sacrificing his own blood to appease the spirit of the wolf. In return, his guardian spirit grants supernatural fighting prowess to those that are strong and pure in spirit.

Short Of Leg, Slow of Foot: The Avenging Nomads are slow to maneuver and deploy. Each turn the Dwarf player receives 1d6 Maneuver Points rather than the normal 2d6 points.

Blood Sacrifice: Before battle a player should determine which of his units (excluding any War Mammoth units) have been taken by the spirit of the wolf. Roll d6. On a result of 1–4 the unit has been granted superior fighting prowess for the coming battle and receives a +1 bonus to its Fighting and Support attributes. On a roll of 5–6 the unit loses so much blood that the unit is considered Weak for the coming battle (see Mighty Armies Rulebook page 15).

Graytop Mountain Clan The Dwarves of Graytop Mountain live hundreds of feet beneath the peaks of an immense range of craggy rock spires. Over successive centuries the Dwarves have mined tunnels and great halls through the rock, striking out against enemies when war threatens before retreating to the safety of the well-guarded passageways.

Any Berserker units in the army should also make this roll. On a result of 1–4 the unit gains a +1 bonus to its Fighting and Support value in the normal way. Rolls of 5–6 however are ignored and have no detrimental effect. Mercenary units are not affected by Blood Sacrifice. DWARF Avenging Nomads The Avenging Nomads are a fearsome tribe of Dwarven warriors sworn to seek out and destroy an ancient enemy. Tirelessly, year after year, the Dwarven community moves in search of fresh enemies until all are slain.

32

The Best Defense Is A Strong Offense: The Avenging Nomads are aggressive in pursuit of their enemy. Avenging Nomads may not assign TPs to Patrol missions.

Home is Beneath the Mountains: The mountain fortress is virtually impenetrable. Enemies suffer a -2 penalty to any missions requiring Tactical Points carried out against the Dwarves. In addition, an enemy may not count any bonuses for cavalry units he possesses when determining the success of Plunder or Raid missions. Short of Leg, Slow of Foot: The Dwarves of Graytop Mountain are not the speediest soldiers and are often outmaneuvered. Each turn the Dwarf player receives 1d6 Maneuver Points rather than the normal 2d6 points. Kaludera: City of Brass The Dwarves of Kaludera, the City of Brass, are adept metal workers and ingenious inventors. The engineers enjoy a privileged position in society that

almost rivals the royal dynasty. In vast workshops all manner of engines of destruction are built and tested before being deployed on the battlefield. Art of Destruction: The engineers of Kaludera are able to improve the performance of regular Dwarven war engines. Each turn an additional number of RPs may be assigned to improve the performance of any Engines of War or Mighty Cannons that have been selected. RPs spent in this way only affect a single war engine. Other war engines require additional RPs to be spent. At the end of the Campaign Turn the war engines revert back to normal owing to the wear and tear of maneuver and battle.

Improved Armor: A unit with the Special Ability Monstrous may be given stronger armor. In this case, if a Monstrous unit is nominated to be destroyed in close combat after a Victory, or from a shooting attack, roll a d6 as normal. On a roll of 4 or more, the unit ignores the Victory result and is not removed from the battle. Cost: 2 RPs Improved Engine: The speed of a war engine (Engine of War or Great Cannon) improves by +1”. Cost: 1 RP.

An Engine of War or Mighty Cannon can be improved in one of the following ways:

Improved Projectile: The range of a unit with either of the Special Abilities Artillery or Long-Ranged may add +2” to the effective shooting range of the unit. Cost: 1 RP.

Improved Accuracy: A unit with either of the Special Abilities Artillery or Long-Ranged attains a Shooting IV rank. Cost: 2 RPs.

Magic Abhorrence: The Dwarves of Kaludera put tremendous faith in rational scientific principles. An Engine of War, when fielded, does not gain the Spellcaster Special Ability. Instead the player

33

may choose one of either Improved Accuracy or Improved Armor detailed above in the section Art of Destruction as a replacement Special Ability. In addition, the player may not choose to expend RPs on Magical Research and may not hire Mercenaries with the Spellcaster Special Ability. Short Of Leg, Slow of Foot: Like other Dwarves, the Dwarves of the City of Brass are not fast movers. Each turn the Dwarf player receives 1d6 Maneuver Points rather than the normal 2d6 points. ORC Gazzan’s Wolf Riders Gazzan is respected as a cavalry commander even among his enemies. Legend tells that he was raised in the wilds by wolves and that he can talk to the fearsome beasts. He has trained his troops to conduct lightening-fast strikes against the enemy, overwhelming them by attacking their flanks from all angles. Cavalry Force: Gazzan’s Wolf Riders must be made up of at least 50% Wolf Rider units. Gazzan counts as a single unit towards this total but Nosferir and Wolf Pack units do not (see below). Gazzan: Gazzan rides into battle atop his wolf, Fang Ripper. He is a mandatory unit choice for the army roster. He has the following stats.

GAZZAN SPEED

FIGHTING

SUPPORT

AP

7”

+4

+2

4

SPECIAL

General, Mobile, Shooting III Use a regular Wolf Rider unit identified in some way to represent Gazzan. Nosferir the Great Wolf: Nosferir the Great Wolf is known to ride to battle with Gazzan at times in search of blood. Nosferir is not a mandatory unit choice. He has the following stats.

NOSFERIR SPEED

FIGHTING

SUPPORT

AP

5”

+7

-

7

Mobile,

Monstrous,

SPECIAL

Bloodlust, Rampager

Fearless,

34

Nosferir cannot be part of a group and therefore has no Support value. Bloodlust: Nosferir has no master and is a slave only to his base desires. Nosferir will always attempt to engage the closest enemy unit in close combat and will move accordingly at maximum speed. Nosferir can be represented by a larger monster based clearly marked or a suitable model can be used. Wolf Pack: Riderless wolf packs follow Gazzan and obey his commands. Any number of Wolf Pack units may be selected. Wolf Pack units have the following stats.

WOLF PACK SPEED

FIGHTING

SUPPORT

AP

7”

+1

-

1

SPECIAL

Mobile, Rampager Wolf Pack units cannot be part of a group and therefore have no Support value. You can represent Wolf Pack units by using clearly marked regular bases or by using appropriate models. Wolf Riders: Gazzan’s Wolf Riders are experts at cavalry warfare. Any Wolf Rider unit may be given the following upgrades by expending Resource Points during the Campaign Turn. Each of these upgrades is effective only in the next battle. Thereafter, the unit reverts to normal stats. Improved Fighting: Certain wolves are bred to attack the enemy in close combat. Whenever the Wolf Rider unit is in close combat the player may make a separate attack on behalf of the wolves. This attack is made at Fighting +1. If the wolves are bested in close combat, the unit remains unaffected and is neither destroyed or Driven Back (in other words, the unit is only destroyed or Driven Back if the main Fighting value is bested). Cost: 1 RP Improved Speed: The breeding of faster wolves grants the Wolf Rider unit a +2” bonus to Speed. Cost: 1 RP Improved Shooting: Armed with finely constructed bows, the unit gains Shooting II for the duration of the battle. Cost: 1 RP

Improved Charge: The wolf riders are armed with strengthened spears capable of piercing ranks of enemies before splintering. The unit receives a +3 bonus when Charging rather than the normal +1 bonus. Cost: 1 RP. Nazlak’s Goblin Horde The great Orc chief Nazlak rules over an unruly Goblin mob through might and downright viciousness. More evil and more cunning than the rest, Nazlak has bred a generation of innumerable warriors bent on death and destruction. Goblin Horde: The following Orc units are not available in Nazlak’s army: Black Orcs, Orc Catapult, and Orc Hydra Tamer. Shaman, Orc Horde, Goblin Horde, Wolf Riders, and Orc Archers are available, along with some new unit options detailed below. Warlord units are also unavailable (see below). Nazlak: Nazlak himself leads the horde. He is a mandatory unit choice and has the following statistics.

NAZLAK SPEED

FIGHTING

SUPPORT

AP

4”

+6

+3

7

SPECIAL

Fearless, General, Magic Resistant If Nazlak is ever removed from play during a battle he is considered to have miraculously escaped death and returns to the army roster for the next battle. Nazlak’s Commandos: Nazlak has trained a special group of particularly diminutive Goblins to act as commandos on the battlefield. Each unit possesses the Special Ability Hide (see below). Hide: Before deployment, the location of each unit is secretly recorded by the Orc player. The commandos lie in wait, concealed in cover, ready to pounce on any enemy that comes nearby. The location should be plotted by the player writing down the number of inches from the left hand side of the board (counting in) and the number of inches towards the far end of the board (counting forward). The center of the unit base should be placed on this location when the unit reveals itself. The unit can be revealed at any point during the battle by expending a single MP. The unit can be placed to face in any direction. Thereafter, another MP may be spent on the unit for it to perform some action.

35

The units are undetectable while hidden. An enemy unit that moves through the area will do so unimpeded.

NAZLAK’S COMMANDOS SPEED

FIGHTING

SUPPORT

AP

Death Squad units have the following stats.

DEATH SQUAD SPEED

FIGHTING

SUPPORT

AP

4”

+1

+0

3

SPECIAL

3”

+1

+0

2

Fearless, Self-Sacrifice

SPECIAL

For models, you can use regular size bases that are clearly marked or convert your own figures.

Hide (see above) Nazlak’s Death Squad: Nazlak has successfully enticed certain Goblins to voluntarily sacrifice themselves on the battlefield in an attempt to cause maximum damage to the enemy. Death Squad units have strapped explosives to themselves, set to detonate at a certain time. During the battle, each unit attempts to close with the enemy at just the right moment to cause considerable damage. Each unit possesses the Special Ability Self-Sacrifice (see below). For models, you can use regular size bases clearly marked or convert any models you desire. Self-Sacrifice: Prior to the commencement of battle the fuse for the explosives the Death Squad has strapped to them is lit. The player should nominate the end of one of his turns when the fuse will reach the explosives and detonate. Once this turn number has been decided, it cannot be changed. If the Death Squad unit is in close combat with an enemy unit at the end of the designated turn then the explosives detonate and both the Death Squad unit and the enemy unit are destroyed. In the case of fighting against a Group, the Orc player should roll a dice. This number of enemy units is destroyed and any surviving units are Driven Back. If the Death Squad unit is itself in a Group, then roll d6 to determine how many friendly units are lost at the time of the explosion. Any survivors are also Driven Back. If the explosives go off without the Death Squad unit being in close combat then every unit (both friendly and enemy) within 3” suffers a Shooting II attack at the end of the designated turn. The Death Squad unit is removed from play. In all other cases, the Death Squad unit is removed from play with no further effect at the end of the designated turn. If a Death Squad unit is destroyed or removed from play prior to the end of the designated turn being reached then the explosives are considered harmless and will not detonate. No more than a total of three Death Squad units can be fielded in any battle. Death Squad mercenaries.

units

36

cannot

be

hired

as

Tornn the Half-Orc Tornn has single-handedly united Half-Orcs spurned by their society into a highly effective fighting force. Combining Human brains with Orc brawn, Tornn has campaigned for years, fighting enemy barbarian and Orc tribes. Each success attracts new recruits to his horde, usually embittered youths stung once too often by the criticisms and hostile behavior of pure bloods. Through the years Tornn has forged close relations with Barbarian chiefs that are more interested in peace and co-operation than pointless conflict over the birth rights of Half-Orcs. Allies: Tornn enjoys close relations with neighboring Barbarian tribes. The player may Hire Barbarian Warriors, Archers, and Chariots for the normal points cost (3 RPs = 1 AP), but he does not have to be in control of the Port Strategic Location. To hire other Barbarian units or units from other army lists, the player must control the Port as normal. Animosity: Though enjoying generally good relations with Human Barbarian tribes, Tornn and his followers are shunned by weaker Goblins that refuse to join his ranks and fight for him. The player may not use Goblin Horde or Wolf Rider units at any time. Great Catapult: Half-Orc engineers have been able to develop and build a gigantic catapult. This catapult is slow to operate but is capable of throwing huge rocks over great distances. The Great Catapult sits off table and therefore does not need to be represented by a suitable model on the gaming table. To fire the Great Catapult, the player must first plot the location of where he wants the missile to land. This is done by counting the number of inches in from the left hand side of the board then recording the number of inches forward from the side of the board closest to the player. The Great Catapult will throw a projectile at this coordinate at the beginning of the following turn. To determine if a hit is recorded, roll d6. On a roll of 1–3 a hit is scored. On a roll of 4–6 roll a further

2d6 and consult the table below. 2D6 RESULT

EFFECT

2-3

Projectile lands 1d6 inches up.

4-5

Projectile lands 1d6 inches down.

6-7

Projectile lands 1d6 inches to the right.

8-9

Projectile lands 1d6 inches to the left.

10-11

Catapult fails to fire. No effect.

12

Catapult is damaged. Cannot fire this turn or the next.

If the projectile is off course, determine the variation from the plotted coordinates. “Up” means away from the controlling player; “Down” means towards the player. Any unit with more than half of its base within 2” of where the projectile lands is instantly destroyed. Special Abilities that normally allow a re-roll to ignore Shooting attacks (such as the Horde Special Ability) do not apply. Units within 2” but have less than half of their base in the area of effect suffer a Shooting IV attack. Units with Special Abilities that allow a saving throw to survive a Shooting attack may use this Special Ability in this case. The Great Catapult can be made inoperative if an enemy unit is able to come into base contact with the table edge opposite the player that owns the Great Catapult. That enemy unit must stay in contact with the board edge without being in close combat for a full turn before moving away again (for example, Turn 1: Move into contact with the board edge; Turn 2: Remain in contact with the board edge; Turn 3: Move away). The Great Catapult is always considered to be offtable and located somewhere beyond the board edge closest to the owning player even in battles where the owning player does not deploy along the closest table edge. There is no range limit on the catapult.

SORCERER’S LEGION Kakarazzk: The Demon Fortress Kakarazzk was summoned using immense arcane energies to the plane it inhabits now by an unwitting priestly hierarchy. Thousands of prisoners captured in battle were sacrificed for the summoning with the promise that when theDemons arrived, the first to benefit would be the priests. With no remorse, upon arriving, the Demons tortured then killed the priests first, robbing their followers of leaders and driving fear into the hearts of all men. Kakarazzk stands as a vast, dark portal through which immense hordes are summoned. Fate is Fickle: Unimaginable distances of time and space separate Kakarazzk from its home world. The sinister gods and goddesses of the Demon world have no power this far away. The player does not receive Fate Points at any time during the Campaign Turn. I Summon Thee: The Spellcasters that populate Kakarazzk are the most skilled in summoning Demons. Rather than the normal 4” close to a Spellcaster that a Summoned unit must appear, units summoned by Spellcasters from Kakarazzk may be placed up to 6” away. Portal: Deep within the bowels of Kakarazzk stands the portal through which the Demon legion is summoned. Each Campaign Turn the player receives a bonus +4 RPs to be spent on Hire orders. Any units hired using these points, or part of these points, automatically have Summoning +2 to reflect the sacrifices needed to ensure the arrival of the unit. The Lost The Legion of the Lost is a Demonic horde cut off from its home in the nether. In a cataclysmic accident the portal between their world and the current one was drained of power. Arch-Sorcerers at the head of the army have ascertained that a long-forgotten ancient tome lies hidden, layered in dust, somewhere among the relics and war treasure of the enemy they face. By gaining control of the book the legion hopes to return home once again before it is completely wiped out. Desperate Search: Although it is known that the enemy possesses the ancient arcane tome required to reopen the portal, it is unknown exactly where the tome lies. The Lost must gain control of each of the Strategic Locations controlled by the opposing player at the beginning of the campaign as well as the Stronghold to secure overall victory. The Lost player does NOT have to retain control of each of the Strategic Locations. It is assumed that a thorough search is conducted while the Strategic Location is controlled.

37

Eyes Everywhere: In searching for the lost book the leaders of the Legion have created an extensive spy network. In return for money, power, or more depraved desires the Arch-Sorcerers have learned a lot about their enemy. Each Campaign Turn the player receives a +4 bonus to Spy missions. No Reserve: The Legion of the Lost has been unable to return to its home world for months now, and with each battle, this once mighty army is slowly being whittled away as reinforcements cannot be summoned. The malevolent sorcerer that leads the Demons has decreed that one last, final effort is needed to gain the knowledge needed to reopen the portal. He has called for every last of his servants to follow him to battle in this last great crusade. The Lost starts the campaign with 80 Army Points. All of the units selected may be fielded in each of the battles fought. However, unlike other armies, losses are not recuperated between battles. As each unit is destroyed, it remains unavailable in subsequent battles. The army is also unable to Recruit more Demons to its service, though mercenaries can still be Hired if the host controls the Port. The army receives 1d6 + 4 Movement Points per turn in battle. If the core army is reduced to a value of 60 APs or less, the player receives 1d6 + 2 Movement Points per turn. Anytime the army is reduced to 40 or less APs, the player receives 1d6 Movement Points per turn as normal. The Damned The Damned are a regular Mighty Armies force that has been recently possessed by Greater Demons, each vying with one another to assert complete control over the host. None of the Demons have as yet gained undivided influence over the host with the result that the performance of the troops is erratic as arcane forces pull them first in one direction, then another. Select any regular army (including the same army as that used by your opponent, but excluding the Sorcerer’s Legion army). This army is exactly the same as the regular army and follows the same rules with the following exception. Demonic Influence: Different Demons of different powers and wills constantly seek to control the army. Each turn that a unit (or Group) is given an order, roll d6 and consult the table below. In the case of Groups, apply the same result to all units within that Group. Each effect lasts until another order is given to the unit. In cases where units already possess the Special Ability that affects them, ignore the result and the unit may act as normal.

38

RESULT

EFFECT

1–2

No effect. The unit may act as normal

3

Unit gains the Horde Special Ability

4 5 6

Unit gains the Fearless Special Ability Unit gains the Weak Special Ability The order fails. The unit may take no action that turn

Demonic Influence applies to all units in the army. UNDEAD Drak’kar Eu’la The Arch-Necromancer Drak’kar Eu’la travels the lands raising hordes of Undead from the battlefields of yesteryear and the graves of every village and town that his black-robed deathless warriors engulf. Where is He?: Drak’kar Eu’la is constantly moving, raising dead bodies to his vile service. As such any missions carried out against him require a great expenditure of manpower. An opposing player must assign at least 3 TPs to any type of mission carried out against Drak’kar Eu’la. A Siege can never be conducted against Drak’kar Eu’la. Drak’kar Eu’la may still assign TPs to thwart the plans of the enemy. Drak’kar Eu’la may assign TPs (and additional FPs) to conduct missions as normal. Undead Legion: Drak’kar Eu’la cannot assign RPs to Recruit and increase the size of his army. His army is always determined and limited by the number of available corpses nearby and ready for Undead resurrection. As such, no more than 40 APs are available per battle. In addition, Drak’kar Eu’la never uses mercenaries even if he is in possession of the Port. He only trusts his most loyal followers and only they follow him from battlefield to battlefield. Legion of the Damned The Legion of the Damned is made up of Undead soldiers condemned to an eternal afterlife of meaningless war. While alive the troops would practice vile magical rites to grant them immunity from death in battle. Though successful at first, the legion became greedy and demanded more from

their nightmarish gods until finally the host was consumed and condemned by the power it sought to control.

Additional units may not be recruited, but mercenary units may be Hired as long as the player controls the Port.

The Legion of the Damned can be represented by any army other than an Undead one. For example, the player can choose to represent this army using Barbarians that have been cursed. The army fights as it normally would and not as an Undead army with the following exceptions.

Immortal: Units in the Legion of the Damned are energized by strong arcane forces that defy death. Anytime a unit would normally be removed from play the player may roll d6. On a roll of 1–3 the unit remains in play and otherwise unaffected. Only on a roll of 4–6 is the unit removed. This saving throw is in addition to any other saving throws allowed by Special Abilities (for example, a Spellcaster receives a 5+ saving throw against Shooting attacks). The Immortal saving throw is made after all other failed saving throws.

Legion of the Damned: The Legion lived and died together as brothers and sinners and no outsiders are affected by the curse. At the beginning of the campaign choose an army comprising of 40 APs as normal. This selection remains unchanged for the duration of the battle but losses suffered are not replaced between battles. Units lost remain permanent losses. The only exceptions to this rule are units that have either the General or Spellcaster Special Abilities.

If the player controls the Religious Site Strategic Location, then units are saved on a roll of 1–4. Stryrik: The Bleak Kingdom Stryrik lies in the Mourn Marshes along a craggy coastline. Once the site of an immense city of

39

seafaring merchants, the population was destroyed in cataclysmic flooding. Over centuries the salt water drained and left the Mourn Marshes. Stories abounded of the ghosts of the dead walking at night and murdering foolish travelers that ventured into the region alone. More time passed and soon it became common knowledge that an Undead lord named Stryrik had gained control of the area. Ever more numerous raids were conducted against nearby population centers and those captured were never seen again. Whispered rumors report that the poor souls are kept animated in a state of non-death to act as slaves, unable to resist the will of Stryrik and his Chosen elite. Stryrik, Lord and Master: Undead Warrior units must stay within 6” of Stryrik (designated Necromancer unit) or fall to the ground, motionless and sapped of the dark magical power that animates them. A unit so affected may be re-animated at any time by Stryrik moving within 6” of the model. This reanimation does not cost any MPs. If a unit moves more than 6” away from Stryrik, keep the figures on the gaming table, but lie the base on its side for easy reference. A unit so affected cannot move, engage in combat, or support another unit. The unit has a Fighting value of +0 against close combat attacks but +2 against Shooting attacks (the troops are lying down and assumed to be somewhat dispersed). The Damned: The Bleak Kingdom is split between the ruling, sentient aristocracy and the far more numerous Undead drone workers. The workers have little skill and take time to complete tasks. As a result of this, the Undead player may roll only d6 when determining how many Resource Points he accumulates each Campaign Turn. On the other hand, the Damned is made up of a wide variety of racial types. The Undead player may hire Mercenaries without being in control of the Port Strategic Location. Furthermore, he pays only 2 RPs for each AP available to hire Mercenaries. The Chosen: The Death Knights form the proud elite of Stryrik’s army. This elite shares a common identity and purpose and equal scorn for the nonaristocratic members of society. Both Death Knight and Death Knight Cavalry units receive a +1 bonus to their Support value when supporting a similar unit. Both Death Knight and Death Knight Cavalry units receive a -1 penalty to their Support value when supporting an Undead Warrior or Undead Giant unit.

40

Mourn Marshes: The Mourn Marshes are an inhospitable wasteland and the city of Stryrik lies at their center. Owing to the harsh terrain and the nature of society, Spy missions cannot be conducted against Stryrik. Siege missions do not receive bonuses for having Artillery or Long-Ranged units available, as these units cannot traverse the marshes. Plunder missions also have no effect as the aristocratic leaders have no interest in the well being of the lower class. WILD ELF Dark Forest Elves Deep in the Dark Forest live a tribe of malicious, cruel elves. The Dark Forest Elves have skin of the purest white that contrasts starkly with their coalblack eyes. For millennia, the Elves have lived in the hidden reaches of the forest, ambushing any that dare to venture beneath the canopy. The Elves have formed a deep bond with the overgrown spiders that live alongside them and often go to battle together. Deeply Hidden: The Dark Forest is difficult to penetrate. An opponent suffers a -2 penalty when undertaking any Spy missions. Elite Units: Dark Forest Elves do not have access to any elite units. The trees themselves fear the Dark Forest Elves and the dense forest is no place for Chariots. Elite unit choices may only be selected if the player controls the Port and is able to recruit mercenaries from other army lists. Poison: Dark Forest Elves coat their blades in poison collected from spiders that dwell in the forest. Anytime an enemy unit is destroyed in close combat, roll d6. On a roll of 1 that army suffers a -1 AP penalty in the next battle due to the effects of the poison. Any AP losses incurred are only applicable to the next battle. Spiders: Large spiders make their homes in the Dark Forest. The Elves are able to herd these spiders and use them to obstruct the advances of the enemy. In each battle the General may place a number of spider markers on the battlefield equal to half the number of units he deploys (rounded down). The marker should be the size of a regular unit base. This marker starts the game in contact with the designated controlling unit. The spider marker can move 3” every turn (no MPs need to be assigned) in any direction. Any unit (including a Dark Forest Elf one) that attempts to move over the spider marker suffers a 50% movement penalty. An attempt to Charge through the spider marker causes the attacker to suffer a -2 penalty to close combat resolution. The spider marker can be attacked by moving into base contact. Victory is automatic and the spider marker is removed from play (the spiders disperse).

Units able to use missile weapons may fire over any spider markers. Spider markers may not be attacked by missile troops. Artillery fire is similarly ineffective. Each spider marker can only remain in play for 1 + d3 turns before the spiders disperse and the marker is removed from play. This should be determined and recorded at the beginning of the battle. Earth Tree Tribe At the center of the Earth Tree Tribe stands the immense Earth Tree, believed to be the oldest living tree in the known world. Around the gargantuan tree the tribal Elves have created a society at one with nature.

possible while minimizing their own losses. Each turn roll d6 for each unit. On a roll of 5 or 6 the unit is overcome by an intense bloodlust that grants the unit a +1 bonus to its Fighting value. If the Forsaken are unable to clinch victory quickly they will often retreat before they suffer overwhelming casualties. If a Forsaken army is ever reduced to 75% of its original number of units (rounding round) then the army will retreat and victory is conceded automatically to the enemy. All losses of all kinds count towards this total with the exception of Hired mercenary units.

Reconnaissance: Earth Tree Elves are extremely swift of foot. The Earth Tree General may count any units with the Scout ability as Cavalry when conducting missions that grant bonuses for Cavalry (such as Patrol). Countermarch: Owing to the rapid speed that the Earth Tree Elves move, the General gains +2 bonus Maneuver Points each Campaign Turn to determine the type of upcoming battle. Treemen: Treemen may deploy in a similar manner to units that have the Scout ability. A Treemen unit may deploy after all other units are set up within 1” of a forest terrain piece and more than 8” away from an enemy unit. If this is impossible, then the Treemen unit must deploy in the stipulated zone with his army (according to the type of battle being fought). It is feasible that an inability to deploy close to a forest may only become clear once all other units have deployed. In this case, place the Treemen unit in his deployment zone before any other units with the Scout ability. The Forsaken The number of Forsaken is dwindling every year as the forest around them slowly dies. To protect the few that still live, the Forsaken have evolved special tactics for use in battle. Disciplined: All Forsaken units (not mercenaries) are Disciplined. This reflects the recognition that to gain quick victory and ensure the protection of the utmost number of troops all units have to work together.

For more information and some great armies, check out Rebelminis.com and MightyArmies.com

Home Guard: The Forsaken are unwilling to risk large numbers of troops striking deep into enemyheld territory. The Forsaken player can only assign up to half his cavalry units to Plunder and Raid missions. The Forsaken never undertake Sieges. We Must Survive: In battle the Forsaken attempt to inflict maximum damage in as short a time as

41

WELCOME TO MIGHTY ARMIES, THE GAME OF CLASHING HORDES, HOLLOW DEFEATS AND RESOUNDING VICTORIES! You will have the chance to build and paint a great force, then march against the armies of your opponents to prove who is the greater general! In the new version of Mighty Armies you will be able to build your own armies from any miniatures available, so your choices in an army are endless. There are also new spells, commands and abilities! This set of rules also comes with missions and a campaign system! Each battle will take around twenty or thirty minutes, but you will soon discover it takes a lot longer to actually master the game and become an expert at Mighty Armies!

SO, GRAB YOUR SWORD, GENERAL, RALLY YOUR STANDARD BEARERS AND LEAD YOUR FORCES TO VICTORY! More Mighty Armies information at:

www.RebelMinis.com and www.MightyArmies.com

Related Documents


More Documents from "Hugo Mantilla"

Mighty Armies Wargame
March 2021 0
Abramos La Biblia
March 2021 0
35372034.pdf
January 2021 3
February 2021 4