Cjbennett22
Mighty Empires can be played as a stand-alone game or as a campaign tool. The card tiles are available to download, as are the rules - you can use anything to represent the pieces - I use Warmaster Stands because I don't own the original game...besides it looks better imo to use an orc stand to represent an orc army rather than a human stand with a coloured banner. I'm not sure if you were interested in ME as a game or to play a campaign. My opinion of the game is that it's great fun, 1 set is only really good for 3 players and you need two lots of tiles really to play 4-6 players. I think someone else mentioned that the more players there are the longer turns take. Tbh it's been so long since I played a game I can't remember much about it apart from the fact that we always left out the dragons...I never really saw the point. As I said previously, I used to play it online on Vassal and that made the games a bit more manageable - you didn't have to leave all the tiles out until the next time you got together.
Include the extra rules for mines, necropolis and wizard towers if you can, if you download the right version of the rules they are all included and you don't need to get the old copies of WD!
As a campaign tool, the sculpted tiles look great and are ideal for campaigns but YES it's a lot of work. Campaigns are one of the most fun parts of our hobby but there are many, many pitfalls to doing so. I would recommend reading an article Rick Priestley wrote in the Wargames press (I have it somewhere) that detailed different types and different ways to play as well as his experience with trying to run them.
One thing most people will tell you is that people have different levels of commitment. A campaign might take 12 consecutive Monday nights, can all players commit? What happens if just two of the four of you show up one Monday? One thing I've done is ensure that each "power" has two players. If both show up - they confer and play together, if one shows up - that person plays alone, if no-one shows up we used house rules - usually moving their armies back to their capital and leaving their territory up for grabs as we played turns without them.
The other thing is that a 4 power campaign might quickly involve one player quickly eliminated - you have to allow for that. We would often incorporate this by "absorbing" the defeated "king" into the conquering power as conferring player...sometimes within two campaign years two players are out and two are left. It can happen very quickly.
I've been playing a mapless campaign of WFB 3rd edition with some friends. It's really just a series of linked battles (the Legend of Sheepy Hollow) but this Sunday will be only the third Sunday in two Months we've been able to get lead on table. Real life gets in the way!
The GW "General's Compendium" is also very good if you can get a copy (it's on SCRIBD) and describes a variety of ways in which a campaign can be played.