www.rebelminis.com
Saturday, May 19, 2012 Register  Login
RebelMinis-ForSparta
Mighty Army: Barbarians
 Mighty Forums
 
  Mighty Forums  Mighty Armies: ...  MA:A Discussion  New Commands
Previous Previous
 
Next Next
New Post 12/9/2011 2:17 PM
  Morts
8 posts
No Ranking


New Commands 
Hi Just started playing and we have come up with the following new commands for Mighty Armies. Comments and suggestions appreciated. A unit or group may only receive 1 command per turn. Following commands are optional - Cost 1 AP to be able to use. Dodge :  1MP to select a specified unit or group, and add +1 FS until the next turn (so can be used against shooting) Double Attack : Unit can have two attacks, but at ½ FS (Round up) each. Effectively a temporary Horde - Roll 2 dice and keep the best, so can be used if part of group. Long Range Aim : Through aiming, Archer (missile unit) can extend shooting range by 2” inches for 1 MP. Hidden/Ambush : 1MP to become hidden in rough going / woods (not monster) making it impossible to be shot at, and attacker -1 on attacks against hidden opponents, and giving extra +1 to charges when charging from hidden. Die Hard : 1MP Lasts until your next turn - if killed to avoid death roll 5/6 to save (Temporary Rampager) Improved Leadership : 2MPs - next turn roll 2D6 for MPs pick the best Intimidate : 1MP to ‘convince’ an enemy unit (must be within 10”) not to attack a given friendly unit. Roll D6 - if greater than FS of target unit, it becomes intimidated. Note: Monsters can intimidate other units, Cavalry can intimidate Cavalry/Infantry, Heavy units can intimidate Light units etc. Goad : 1MP to force an enemy unit (within 10”) to charge! Roll D6 - if greater than FS of target unit they immediately charge (out of turn) unit/group using normal move/charge rules. If target unit is disciplined -1 to D6. If unit is Horde, Rampager, Swarm or +2 Cavalry Charge +1 to D6. Sneaky Shot : 1MP to move, fire, move, (Total move up to normal speed for that unit)   Cheers Nick
 
New Post 12/9/2011 2:21 PM
  Morts
8 posts
No Ranking


Re: New Commands 
Sorry - I'm having trouble with formatting the text!!
I can only seem to get basic text box to work.
 
New Post 12/9/2011 2:23 PM
  Morts
8 posts
No Ranking


Re: New Commands 
The commands in an easier to read format!

A unit or group may only receive 1 command per turn.
Following commands are optional - Cost 1 AP to be able to use.
Dodge :  1MP to select a specified unit or group, and add +1 FS until the next turn (so can be used against shooting)
Double Attack : Unit can have two attacks, but at ½ FS (Round up) each. Effectively a temporary Horde - Roll 2 dice and keep the best, so can be used if part of group.
Long Range Aim : Through aiming, Archer (missile unit) can extend shooting range by 2” inches for 1 MP.
Hidden/Ambush : 1MP to become hidden in rough going / woods (not monster) making it impossible to be shot at, and attacker -1 on attacks against hidden opponents, and giving extra +1 to charges when charging from hidden.
Die Hard : 1MP Lasts until your next turn - if killed to avoid death roll 5/6 to save (Temporary Rampager)
Improved Leadership : 2MPs - next turn roll 2D6 for MPs pick the best
Intimidate : 1MP to ‘convince’ an enemy unit (must be within 10”) not to attack a given friendly unit. Roll D6 - if greater than FS of target unit, it becomes intimidated. Note: Monsters can intimidate other units, Cavalry can intimidate Cavalry/Infantry, Heavy units can intimidate Light units etc.
Goad : 1MP to force an enemy unit (within 10”) to charge! Roll D6 - if greater than FS of target unit they immediately charge (out of turn) unit/group using normal move/charge rules. If target unit is disciplined -1 to D6. If unit is Horde, Rampager, Swarm or +2 Cavalry Charge +1 to D6.
Sneaky Shot : 1MP to move, fire, move, (Total move up to normal speed for that unit)  
 
New Post 12/13/2011 12:12 PM
  Crocus
7 posts
No Ranking


Re: New Commands 

Nice work Morts - lovely to see a recent post!

One of the things I like about MA/A is its simplicity - because you can tinker with impunity! A few thoughts on your ideas:

Dodge - what's to stop dodgers to melee more stoutly? Maybe stipulate vs missiles only?

Double attack - n ot sure I understand this, can you give an example?

Long Range aim - brilliant! This should supercede the existing shooting command.

Hidden ambush - perfect! I'll use this in my next game with my wily Picts.

Die Hard - could make a super troop type and that is scary!

Intimidate and goad are powerful as you delineate them and happen to be immersed in a reaction system I would prefer. But tell me how you get on.

Sneaky shot - powerful. Again I would apply this to skirmishers alone and probably not the iceberg throwing frost giant unit!

You playtested these Morts?

Crocus

 

 

 

 
New Post 12/14/2011 1:48 PM
  Morts
8 posts
No Ranking


Re: New Commands 
Modified By Morts  on 12/14/2011 11:53:58 AM)
There is life here then ......

We haven't play tested these all yet - we have other "house rules" we want to try as well.

Dodge - what's to stop dodgers to melee more stoutly? Maybe stipulate vs missiles only?

- Fair comment on Dodge, certainly I thought of it as more against missile attack. I suppose not limiting to missile fire was the idea of bracing yourself against a powerful charge. Will think some more on this ....

Double attack - n ot sure I understand this, can you give an example?

The idea for this that a unit could be made to fight more recklessly (but not necessary be a berserker/rampager), so if in a group of 4 spear armed units were in combat - one unit in the front rank could give up half of its fight score so the group would roll 2 d6 and pick the best. Probably should be limited to when that group make contact. Make more sense now?

Long Range aim - brilliant! This should supersede the existing shooting command.

Hidden ambush - perfect! I'll use this in my next game with my wily Picts.

- Glad you liked these 2.

Die Hard - could make a super troop type and that is scary!

-True but a number of the super troops get a save away - could help you save a general and it is not guaranteed. Also in the few games we have played not one save has been made!

Intimidate and goad are powerful as you delineate them and happen to be immersed in a reaction system I would prefer. But tell me how you get on.

- I have a say I like these as I think there are historical precedents for both. Perhaps they a little cheap in AP and or MP terms. From our games groups of units are powerful , so being able to disrupt then would make the game a challenge - where to spend the MPs? Really want to test these two.

Sneaky shot - powerful. Again I would apply this to skirmishers alone and probably not the iceberg throwing frost giant unit!

- Yep - should be limited to light troops only.

Hopefully will get a couple of games in over the holidays, so will feedback sometime. Please let us know how you get on with any of these.

Cheers

Morts
 
Previous Previous
 
Next Next
  Mighty Forums  Mighty Armies: ...  MA:A Discussion  New Commands

 

Mighty Army: Orcs