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WMA


Based off of the popular Warmaster Fantasy rules, this version adds most armies from the Classical, Dark Ages, and Medieval periods. Each unit consists of three stands with a simple, but every effective command and control system that creates a unique level of chaos. Each army is led by a general and several leaders, plus a set number of units that must be in the army, leaving the remaining points up to the players to choose their forces. We use 10mm figures by Old Glory, Magistar Militum, Minifigs, and Kallistra. We find that WMA and WMM are fast playing, a lot of fun, and is certainly suitable for large groups where we occasionally use up to 2500 points per side. We currently have around a dozen armies and are looking to paint more plus do a campaign at some point.

WMA: Seleucids vs Indians

 

Successors Against The Horde

Successors vs. Indians is always a fun battle because the amountof Indian units on the board in a 2000 points per side game is staggering! You have 20 infantry and archer units alone, then you add skirmishers, elephants, cavalry, etc., and it is quite the horde. In fact, they have a break point of 14, which is pretty hard to reach in a game, which means you need to grind them down and hope you don't suffer a few reverses yourself. In this game the Successors did well at the start, but could never quite get their heavy troops to charge all at the same time. Instead, there were a series of running fights across the board where the Indian numbers eventually overwhelmed the units facing them. By turn 8 the Successors were nearing the end and down to their final unit before breaking, so they risked everything on a series of charges, which all failed! This left them dangerously exposed to Indian attacks and with the end in sight the game was called as an Indian victory. A very bloody game that went the distance and took about 3 1/2 hours to play, including set up and take down, whichis pretty good for how many units there were.

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