I was cleaning my desk at work this week, and turned up this game a coworker gave me a few years back:
Since the teens at work have expressed increasing interest in fantasy miniatures games, I thought I'd give it a shot. I still hope to try
Dragon Rampant in the next week or two with the Paperboys minis, but as they've also been 3d-printing physical minis with an eye to painting, they might like this - and as a starter set, it might be a better intro to formal miniatures games. The catch being that this is probably a two-player game. I'll try it solo first.
The box contains a double-sided hex map (which may come in handy in other games, including DnD), eight "clicky" miniatures plus an empty base that represents an invisible Frodo, 4 dice, and a rulebook that's shorter than it looks, as it's in seven languages.
I'm a bit concerned that half the miniatures are "named" characters - Strider, Lurtz, a freakin'
Ringwraith - but hey, alt-universes, right? Who knows, maybe I can get the kids to watch the movies or read the books and get the original story. Ever since my first encounter with
Warhammer and 40K, I've never enjoyed playing with "special characters," preferring the generic types that would actually appear in a battle the size of your average table. Besides, that way you can create your
own heroes - which dovetails with the fantasy roleplaying I'm hoping to segue into.
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Lex not only likes my Cigar Box mat, she seems to like hex paper and clicky minis too. Luckily the minis are a soft plastic, so when she knocks them off-table there's no damage. |
This is my first clicky game - they were popular a decade or two ago when I first moved to this area, but I never got into them. I'm hoping the statistics and point-tracking sliders right on the base will be easier for my more reluctant players, as this is more "gamist" than I have tried before.
"Armies" are rated by point-total and named heroes, who can control as many minions as they have action points. That means the armies in the box are 400 points each:
- Nazgul
- Lurtz
- Uruk-Hai
- Orc Spearman
Vs.
- Aragorn
- Frodo
- Lothlorien Archer
- High Elf Spearman
The good guys, with 8 action points, could field a further six minions, and the bad guys seven. 1,000 points would make a 30-45 minute game, so let's see how fast I can kill these characters off!
The full rules are four pages long, but there is a two-page "Combat Hex Play Card" (read Quick Rule Sheet) that will be useful if I can figure out how to copy and print it properly. No scenarios are provided, but there are two victory conditions:
One side loses 50% of its figures before the other.
Frodo either dies (auto-loss for good) or walks off the far side of the board (auto-win for good).
I randomly choose Good as the attackers; they get first turn. As this is a solo game, I'm going to actively play the Good side, while the separated Evil guys will simply head straight for the Good guys to either kill them or prevent Frodo from escaping past them.
In
Turn One, everyone moved up the board. In
Turn Two:The elven archer took four shots at the Uruk-Hai minion, needing fives to hit - and got all twos. (I belatedly realized this cost four of his five action points.) The Elf spearman stupidly isolated himself. In the Evil turn, both Lurtz and the Nazgul got into combat with him. Oops!
Combat is a "chain;" the baddies get seven dice to the goody's one. The Nazgul also gets a free attack during movement in exchange for an action point, rolls a 6 to hit and a 3 to wound against the elf's 3 Toughness. The elf attacks the Nazgul, as it has a lower Toughness to target than the orc, but misses. The baddies get three hits (of 4+); they could convert their two 1s to hits with action points, but no need at present and action points are one-use only - they'll need them to kill Frodo and Aragorn. Needing only threes to wound, they pass on two dice and the elf breathes his last. One more dead good guy and evil wins...
Turn Three: The surviving elf moves back up the hill (giving him an extra shot) and fires into the orc minion again. This time he gets two hits, converts both to wounds, and kills the orc. Then Aragorn circles the black hex (impassable) and pays two points to attack Lurtz as he goes by to outflank him (thus gaining +1 attack, while Lurtz gets none at all). Aragorn gets four hits on 4+, but needing 5+ to wound only causes one.
In Evil's turn, Lurtz turns to face Aragorn, the spear-orc moves behind Lurtz to give him an extra attack (spears can fight in two ranks in these rules), and the Nazgul races to cut off the Ringbearer. Yes, he could outflank Aragorn instead, (and the next kill will win the game) but that doesn't seem very characterful for a Nazgul...
Aragorn gets four attacks to Lurtz's five. Aragorn gets three hits, Lurtz two. Aragorn wounds once, Lurtz twice, in exchange for two action points (he rolled a 6 and a 1).
Turn Four: Frodo's in trouble now! With his short legs, he only moves three hexes; even if he moves a fourth in exchange for an action point, moving forward or sideways will still allow the Nazgul to reach him. He'll have to run directly back.
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Frodo has up to four movement points. If he crosses an orange hex-side, he pays two; if a blue side he pays three. This means he can't cross the river on his turn (he'd need five points), and the Nazgul is still within its own five-hex range. |
Oh! Except...!
I just noticed that Frodo has the Sneak ability (denoted by, of all things, a lizard) that allows him to ignore terrain.
Fast little bugger, ain't he?
That's better:
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Now the Nazgul needs ten movement points to reach an adjacent hex; he only has six, so he'll need two turns. Three if Frodo keeps moving, and I just had an idea... |
Meanwhile, the elf moves off the hill and launches two arrows at the Nazgul. Both roll ones. He spends his last action point to convert one to a hit and... rolls a one to wound.
That is one unlucky elf!
The Nazgul, temporarily thwarted, turns towards Aragorn. Time enough to take the ring after the Man is dead.
It is now the Nazgul's turn, and I just had an eeeeevil idea. If Frodo puts the ring on, the Nazgul must chase him; and it will take him out of the game for a couple turns - hopefully long enough for Aragorn to take down one of those pesky orcs. Sadly, he only gets one ability activation per turn and it must be at the start of his turn anyway. (The Sneak and Ring abilities are "always activated," costing no points, but I assume they must still be spent?) Problem...! Aragorn will have to survive this turn first!
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Aragorn is flanked by the Nazgul, who also activates his Dread power, costing our hero extra activation points for his own abilities. |
Aragorn could pay his last two points for two extra attacks (one for each adjacent enemy), but against Lurtz he might need to be able to convert a 1 to a 6 at some point. Nah, what the heck. Two extra attacks. He swings six times for four hits, whilst Lurtz makes five for himself and the spear-orc, scoring two hits. The Nazgul makes four more attacks and three hits - as he is behind Aragorn, Lurtz is Aragorn's only target.
Aragorn converts two hits to wounds, taking down Lurtz. If he can survive this turn, Good wins - otherwise it's a draw!
Down to the dice now. Evil has five to-wound rolls on 5+; two passes and Aragorn is dead.
One wound! And thank Eru, no 1s, which could be converted to sixes. The Ranger is bloody, battered but unbowed. The forces of Good have triumphed this day.
Of course, he's still pretty much f*****, since the Nazgul is still behind him. Frodo could draw off the Nazgul, but that would be bad for HIM.
Heck with it, let's test the rules and see what happens.
Nominal Turn Five: Frodo steps back a hex and dons the Ring.
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... and fails his "struggle" roll to master the evil artifact, losing a wound. |
Aragorn spins and charges the orc, taking what DnD would call an Attack of Opportunity for breaking away from combat with the Nazgul, but surviving by the skin of his teeth (the Nazgul rolled a six to hit and a four to wound!). He circles round to outflank the Nazgul - thus able to fight him without fear of being hit in return. He wounds the Nazgul once.
On Evil's turn, the Nazgul breaks away and heads for Frodo, while the spear-orc flanks Aragorn and stabs him in the back - but fails to wound.
The elf moves between Frodo and the Nazgul, as Frodo tries again to fight the Ring and fails. Aragorn breaks from combat again and hits the Nazgul from behind. He scores three wounds - the Nazgul is down to one!
On its turn, the Nazgul must break away from Aragorn, who gets another AoO ... and makes it! On a five to hit and six to wound, the Nazgul fades away into the air.
The spear-orc can't reach Aragorn on his own turn, so no further combat.
On Turn Six, Frodo successfully wrenches the Ring off his finger. Crisis averted. I'll stop there. I mean, the orc could continue to go after Aragorn with a fair chance of killing him, but is that realistic?
Like any wargame is all that realistic, right?
It was fun, and I think the teens will understand it better than they did the previous game.
This game shares similarities with Games Workshop's - particularly the Action Points, which correspond to Might, Will and Fate. Since I intend to use Fate Points in my summer RPGs, that'll provide a further tie-in. Relying on dice alone also is problematic in a skirmish game this small. It's relatively simple, though, and even after one playthrough I think I can successfully GM it. Next week?