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I've just finished my first reading of the rulebook and I really liked most of it. I got the impression that MAYHEM combines the best parts of Warmaster and Hordes of the Things. I still have to find out how it plays though.
Glad to hear that your liking what you see so far!
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First, is the Generals Compendium also available to buyers of the print edition?
It should be available soon for those that purchased the print edition only. Stay tuned for updates.
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While I liked the rules their presentation needs some work. Many things are left implicit are are only explained at a later point. For instance, the section explaining the turn sequence should be moved to the beginning.
Where to put specific portions of the rules is always a tough decision. In this case, I felt that if I put the turn sequence at the front of the book without any reference point for the various rules that it used that it could be confusing for players that get easily overloaded with too many 'forward references'.
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(1) What exactly does "squaring up" mean? Does it just mean pivoting the unit at the point of contact until its front edge is parallel to the contacted edge of the opponent, or is the unit also shifted laterally until its front corners touch the corners of the opponent?
Both. The leading edge of the moving unit is placed flush/parallel with the unit that it contacts with the front corners of the two units touching.
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(2) Is there a difference between "beat back" and "drive back"? The explanations are exactly the same, except for beat back being caused by "besting in combat" while "drive back" is caused by "causing harm". (Is there a difference?) If these are really different, their descriptions should explicitly state which parts differ and which are the same.
The mechanics for resolving beat back and drive back are exactly the same [as you already noted]. The difference is measured by which units are immune to [or have rules creating unique interactions with] them.
For example, a unit that is
disciplined [
page 17] would not be driven back by volley fire, BUT it could be beaten back by a troll behemoth if it were bested in combat.
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(3) I haven't yet played a game, but just from reading the rules I got the expression that the leadership value of an army is way to cheap. Probably I'm missing something.
The leadership values are good.

I would recommend using the same leadership for both armies for your first few games. After that, I would try not to have more than a one-step difference in leadership values until you have a good handle on how everything works together.
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"skirmisher" The specification "1/4 the size" is ambiguous. Does it refer to the area of the base or to the length of a side?
It means that is your army is:
- based on 60x60mm squares then your heroic skirmisher should be based on 30x30mm squares
- based on 50x50mm squares then your heroic skirmisher should be based on 25x25mm squares
- based on 40x40mm squares then your heroic skirmisher should be based on 20x20mm squares
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"chaos": What are abominations combining both? Are these just units with both traits? How would this work?
That will be revealed soon!
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"construct": You specify two times that one uses the attrition rule.
I did. I was just trying to drive home the point.
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"stronghold upgrades": First you give an example with 3 upgrades, then you state that 2 are the maximum.
Keeps may have a maximum of 2 upgrades no matter how many sections it is made up of.
Strongholds may have as many upgrades as there are sections.
Thanks for the feedback! I hope you enjoy the game, and I'm around if you have any questions.
