Might of Arms

Introduction from the Text

     Might of Arms (MOA) is a set of rules for set-piece battles using miniature figures for armies from the stone age through the fifteenth century AD. The game focuses on the battle roles of heavy infantry, heavy cavalry, mounted skirmishers, and foot skirmishers. The game is about the decisive events in a large battle rather than about the details of weapons, formations, and small unit actions. The overall objective of the game is to produce a believable outcome for a large battle.

     The rules for morale, shooting, and melee are simple and easy to learn. Rules governing movement and charging into contact with the enemy are more detailed. MOA is a fast-paced, clean game with minimal ambiguity of rules interpretation, while at the same time providing a depth and breadth of tactics that will require several games to explore. The game is particularly well-suited for several players on a side.

     The game is broad in scope. It is suitable for skirmishing armies, infantry armies, cavalry armies, chariot armies, and medieval armies. The rules necessarily emphasize the principles of the military art common to battles in different periods, rather than the details that distinguish different periods. Each type of troop performs best when used according to its historical tactics. Different types of armies have a different feel and need to be handled differently. Historical tactics work.

     The game is simple enough that players who want to add additional rules to reflect their ideas about warfare for a particular period can do so without disrupting the way the various rules work together. Omitting or adding to the morale modifiers, the tactical melee modifiers, and the situations for required morale checks are ways of changing the rules without changing the mechanics of play. You can use optional rules to introduce more detail or variations into the game. The optional rules might suggest to you other changes to make.

     Above all else, MOA is supposed to be fun. If you find the length of the rules text daunting, then just read enough about troop types and movement to get started. The game is much easier to play than to read about. You can wing it using the reference card, which shows practically all of the mechanics and tables that you need to play the game. As your experience with the game increases, you can refer to the rules as necessary to learn the details. The text is illustrated by a large number of diagrams. The diagrams are often sufficient to refresh your memory about what to do in a given situation.

     Descriptions of 150 armies in the form of lists of troops characteristic for each army are included. You can tailor your army, using a points system, to suit your own preferences by choosing the numbers and types of troops you want from the options available for each army.

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