MA is a stand-based game. That means that a number of miniatures (usually 4 minis) are mounted on a base or stand instead of being individually based with each figure having its own base. Some players note that MA appears to draw some inspiration from a couple of stand-based games de bellis anitquitas (DBA) which features historical armies and the fantasy ruleset by DBA's authors called Hordes of the Things (HOTT). I have read both of these previous games and have to say that MA is not a clone of these earlier offerings and nicely shines on its own merits.
To be up front with a criticism that's been leveled at the game, the metal miniatures for the armies are not its strongest selling point. They work well enough for the game and adequately depict the characters and creatures fielded in the various fantasy armies presented. They are, however, admitttedly not the best on the market. That said, there are a number of saving graces for MA, which I'll explain later in the review: good, understandable rules; a complete starter army and necessary basics included with each set; and a very reasonable price ($25 US).
Armies are built using army points (AP) with the usual total being 40 APs. A boxed army comes out to this amount, so you're off and running pretty quickly. The minis and bases are unpainted so there is some hobby-work aspect to the game. Nothing in the rules says you have to paint the minis, but it does add to the visual impact of the game.
The game is typically played on a 2' x 2' flat area or board such as a tabletop or special gamemat if you want to spend money to make your games extra nice. Terrain such as trees, rivers and the like are not necessary for the game, but they do provide more variety and challenge to the system than just playing on a flat 'plain'.
Once both players (assuming a two player game to keep things simple) are set up, the first player--chosen by dice roll--take his move. During a turn, you roll a single die to tell you how many move points you have. MPs can be used to move a unit or group (more on that later), to reform, to cast magic or to summon a unit (more on that later, too).
The army reference card provides all the 'at a glance' info you'll need to make sure you're moving and fighting properly with the units you've deployed. It is also handy because it has a picture of the core units so you know which stand is which (I didn't know which of my Undead were wraiths and which were warriors without the reference card).
Each stand is a unit unto itself. However, you can temporarily align units into groups that can move as a larger element. There are limits on the number of stands you can do this with--to simulate the limits of command efficiency--to form a single unit.
MPs can also be used to reform the units in a group. Movement is normally limited to straight forward for a unit or group but a reform order can help you rearrange your troops to better suit the situation. The reference card for your army will give you the info needed to move a unit (as some units are faster than others).
MPs also fuel magic spells if you have a spellcaster. There is a list of spells used to help your troops or to harm your opponent. Summoning costs MPs as well. Some units, typically certain undead and other nasties, don't begin the game on the table. Their army must sacrifice MPs in order to 'port them from wherever they were into battle on the table.
Close combat occurs whenever two or more opposing units are brought into contact. Flanking an opponent, charging, rear attacks and choosing the terrain on which you launch your attack are all important considerations that have bonuses and penalties depending on who's getting hit and who's doing the hitting.
Combat is resolved by each player rolling a single die, calculating up the factors for the fight (e.g. flanking) and then comparing this result to the rules. The fighting units can be forced to withdraw some distance from the fight (driven back), completely destroyed or locked in a draw depending on the outcome of the die rolls and modifiers.
Some units have ranged weapons that can be used to shoot at enemy troops. Shooting units are rated on their firepower/accuracy and this is cross-referenced with their target's fighting score. Shooters have a table that references these factors and which tells them what roll is needed to score a hit on their targets. There are restrictions on shooting such as not shooting into close combat (you might hit your own guys, after all) and whether or not the unit was stuck in some close combat this turn and hasn't had a chance to ready their flintlocks, bows, or what have you.
Victory is simple. Destroy more than half the opposing army and you're the winner. Once a player has satisfied this condition, it's an immediate game over. Movement, close combat, shooting and magical stuff is pretty much the summary of a turn. The rules and turn sequence are easy to pick up and there are a LOT of diagrams to help minimize confusion.
Expanding the game is also possible. Every army has or will have special units that are available for separately from the core boxed set. These units can be deployed using APs just like the units that come in the starter set---the only catch is that you're still usually limited to 40 APs. My Undead Army, for example, has a giant skeleton thing to thump my opponents with and a unit of skeletal horsemen/death knight types to go wear people out with.
Special units typically have some sort of perk that makes them useful in battle. Special units plus the core units allow you to mix and match to make a force that meets your vision of what your army should be. Of course, you can always buy an extra boxed set to expand your options as well.
In addition to a wider variety of special units, the rulebook provides information on how to play larger and multi-player games. To expand, you can create 'divisions' of 40 APs each. In effect, these divisions would fight as separate armies under one player's control. MA looks like it will expand nicely, allowing players to field as large as game as their time and budget will allow for.
MA is priced very competitively as a starter game. Very few minis games on the market give you everything you need to start for $25 US. The price is low enough that many players (from accounts told on various web forums and the FLGS rumor mill) purchase multiple armies to add more variety to their gameplay. At present, dwarfs, barbarians, undead, and wild elves are available with a sorcer legion and 'knights' army planned for later in 2005.
Overall, MA is a nice, uncomplicated game. The rules (16 pages total) nicely cover just about any situation that could arise. The starter armies also have everything needed to play except for glue and paint for the minis. If you like fantasy minis games or think you might, you owe it to yourself to try out Mighty Armies. MA is easily a 4/5 rating but the minis quality is an issue that, unfortunately, may make some players shy away from the game.

