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can somebody please explain to me what the general concept of the warhammer 'mighty empires' expansion is. all i see is a bunch of hex's with a landscape on them. how do you use these in playing warhammer? i know it isnt out yet and stuff, but if anybody knows anything about it, please let me know, becuase im clueless about it :/
No more NG spearmen, thanks! Now I need some pump-wagons!
I've always like map-based campaign games like Total War, Risk and HOM&M, so I took one look at this and said "Mine!"
Definitely looking forward to a proper campaign system.
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Warhammer? meh, I'm getting this set to use as Settlers of Catan hexes
I have unfortunately heard rumors from a high-up GW employee who said that Mighty Empires was a beautiful set of hexes, but that the booklet was 4p per language (16p total) and that there really weren't any rules inside.
I hope he's wrong, as I'm very much looking forward to it too, and am always on the hunt for good campaign rules to beat to death, adapt, and modify...
"Politics is the womb in which war develops"
I had a look through the rulebook this lunchtime. The rules are about 5 pages long and are hardly what you call detailed. It is not so much a campaign system more a sort of way of challenging each other to any game of WHFB of any size. There are rules for ...
These rules are sort of options you can select each campaign turn with the weakest empire having first pick each campaign round.
- teaming up together against one opponent.
- spending gold for more points in a battle.
- playing a scout "joker" to get the enemy to set up first and you have first turn.
- building castles and mines in provinces to enhance them.
- disrupting your opponents cashflow
- taking as mant special & rare units as you like in a battle.
Although the rules are simple (even more so than those campaign rules in the main rule book) they seem a good basis for adding your own rules to make the campaign more interesting.
Personally I have played in some campaigns where the campaign rules were far too complicated and the campaign rules became more important than getting the lead out on the table and playing some battles. A campaign system should be a way of generating plenty or wargames with some sort of narative. It shouldn't be all about economics, diplomacy and map movement with WHFB relagated to a combat system for some GM's master campaign system. Those sort of campaigns become unbalanced and fail early.
i suppose you could always get holds of a copy of the original Mighty Empires game from ebay and use the 3d hexes.
Personally i just like the idea of having the 3D map- although id probably use the node campaign rules from Lustria or the one from the Generals compendium
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I've taken a look at the rules, they look perfectly fine to me and don't need many pages to be good. The hexes are ideal for just about any land in the Warhammer world and I have also heard that the next WD might have some freebie special hexes thrown in soon.
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The new haxes contain river confluences on one side and extra farms on the other.
It's a shame they don't make coastline hexes for island campaigns etc.
I've also thought about getting a craft knife and whittling down the edges on all the hexes to make them flush with the terrain then using some superglue and sand to re texture the edges.