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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, Pendraken, 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 as well as working on doing a campaign at some point.

WMA: Seleucids Big Night 


Seleucids Could Do No Wrong

We've had the Seleucids and Imperiall Romans face off against each other quite a few times over the years. The main reason is that we have enough forces to do a six player game, which is why they usually appear here in the update! This was an unusual contest in that nothing in the Seleucid plan went right, but they still ended up winning anyway! Both sides had a sluggish start, but it was apparent early that the Romans had no answer for the Seleucid heavy cavalry, of which there were four units (Seleucids used a "heavy" list of expensive units this time). The left flank of the Roman army not only couldn't get going (bad command rolls), but they were under pressure from heavy cavalry, which simply devastated everything in their path. Although the Seleucids didn't do much on their left flank, it was just enough to hold their own while the Seleucid center and right did their damage. In the center, the famous Roman legions that usually do a lot of damage to their opponents had a series of problems this night. For one, the Seleucids hit them with pike units first and two, they had pretty good die rolls at times, which definitely helped their cause! Around Turn 8 things were not looking good for the Romans with the Seleucids having only lost two units while the Romans were at ten. This is where WMA can at times turn into an attrition based contest, which is exactly what happened here. The Seleucids started looking for units to pick off to get to the Romans break point of 13, which they were able to do. A few desperate Roman acounterattacks just made the situation worse and on Turn 9 the Romans hit their break point and the game ended in a Seleucid victory.


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Older Updates

BKCIV 07/05/22

AOE 06/21/22

TSATF 05/09/22 

AOE 04/25/22

AOD 03/28/22

WMA 02/28/22

Hail Caesar 11/29/21

BKC IV 11/15/21

AOD 10/04/21

AOE 09/07/21

BFE2 07/26/21

WMA 06/28/21

BKC IV 05/17/21

2021 update

WMA 01/11/21

BKC IV 11/30/20

WMA 10/19/20

AOE 09/21/20

BKCIV 09/08/20

Covid-19 update

BFE2 03/09/20

TSATF 02/24/20

WMA 02/20/20

BKC IV 01/27/20

BKCIV 12/16/19

WMA 11/04/19

WMA 10/21/19