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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: Assyrian Armored Defense


Assyrians Grind Down the Egyptian Attack

Two straight nights of WMA battles! This battle featured about 1700 points each of Assyrians and Egyptians, with the Assyrians having the advantage that most of their force had armor, while the Egyptians only had the chariot units that featured any kind of saving throw. This would definitely be a "quality vs. quantity" type battle as the Egyptian break point was higher than the Assyrians. The Egyptians were certainly on the attack this night, using their chariot runners, chariots, and skirmishers to move quickly to harass the Assyrians. The Assyrian command rolls, especially at the start weren't very good, but they pretty much defended in place, then after defeating the first few Egyptian attacks moved out to engage them. The Assyrian armor saves certainly came into play here, rolling up entire Egyptian units while taking few casualties themselves. By Turn 8 it was pretty much over, with the Egyptians at their break point of 13 while the Assyrians were just at the halfway point to their break point of 10. The Assyrian heavy infantry had done the dirty work, with their chariots mainly watching from the sidelines!

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