Mortem et Gloriam Wiki
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Mortem et Gloriam Wiki

Rules of Thumb[]

An odd number of TUGs is good[]

Your army breaks on 50% of TUGs breaking, so an 11 TUG and a 12 TUG army both break on 6.


Competent Ally generals are alarmingly cheap and alarmingly likely to avoid joining in[]


Think about how many cards vs how many UGs you have.[]

An UG can't move without a card so if you have three competent commanders and 14 UGs then a lot of your army is likely to be sitting around doing nothing. That is not the end of the world if you have lots of missile weapons but it can be just a bit frustrating to have too few cards.


Try to consider how your army will operate when you pick your generals.[]

An army with four similar UGs that are likely to deploy and move together really needs a talented general to allow you to move 4 UGs as a group.

Small UGs are more fragile.[]

Losses are almost inevitable in MeG and a 4 base TUG or 6 base SUG that has lost a base is not too far from turning tail and running.

Allies need to have a specific job[]

An allied contingent only has one general, if you mix infantry and cavalry you are likely to end up with either the infantry or the cavalry in the wrong place, or out of command

Mixing

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