I haven't had much leisure for play lately - more interested in reading, and it also feels like a drag to pull terrain and minis out and set them up for a larger game. Having put together a Charge! Pocketmod, I was thinking of trying Blasthof Bridge. Then I spotted my copy of Minceheim, and realized I could do that even quicker.
Scenario: A dwarf mining team is in its base when goblins supported by monsters turn up. Can they hold out?
All the dwarves have light armor, two have shields, the foreman has a mining tool that is +2 to wound but can misfire like a gun.
The goblins have bows, one "prodder" with a spear, a Troll (Goliath) and a Giant Spider (Horror).
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Lex wanted to play so badly, I felt guilty shooing her off the table every couple minutes. Amazingly, we managed to avoid disruption. |
The trained miners head for the high ground, whilst their apprentices hold the camp. Their opponents also climb - the spider races over the crags, but one of the archers falls and is stunned for a turn.
The spider charges the one miner who's gotten up. He can only save, since he's effectively stunned (no move this turn) by the climb, and is wounded and killed. The others immediately return to the ruined building, and one is hastily exchanged for a handgunner (read: he found a gun in the team's baggage).
The bad guys have rested from their climb, and the one who fell recovers. They advance or climb as appropriate.
The spider charges again, clambering over the broken-down walls of the camp as the handgunner aims, not wanting to hit his mate.
Both miner and spider roll a 1 and recoil. The handgunner blasts the spider and wounds it, then the other dwarves charge from the ruin with earsplitting battle cries. The foreman causes another wound to the freakish monster.
As the Goblin climbers recover their breath, one archer reaches position to fire whilst the troll clambers down, ready for its turn. The spider wounds the foreman, whose armor saves him. He strikes back, but neither he nor his plucky fellow manage to wound the beast. The handgunner hurries to get into LOS of the troll.
At last the dwarves win initiative - the gobbos have been going first all this time. The handgunner settles his aim on the troll.
The spider parries an attack from the junior miner and retreats an inch, towards the troll. The foreman follows up, but fails to hit him. Uh-oh...
On the bad guys' turn, the troll can't reach anything because the spider is in its way. A tie causes both spider and foreman to back up - but the only way for the spider to go is over the troll. I decide this means they will fight each other on the gobbos' next turn! The handgunner switches his aim to the goblin archer and knocks him back an inch.
The dwarves win init again and clamber back into their nice, safe ruins. The spider stuns the troll - the dwarves have a breather!
The gobbos decide to fall back out of sight of the handgunner and wait for the titanic battle to resolve itself. So do the tired dwarves.
The troll is bitten again by the spider, but its tough hide protects it. It rises again to its full towering height and on the next turn crushes the spider with its massive rock. Before it can celebrate its victory, a dwarven slug smashes into it. The foreman follows up with another charge, and would have wounded the beast but for its tough hide. The troll returns the blow, driving the foreman back, at which point a feathered goblin shaft strikes him and knocks him down. Back to danger!
The Troll furiously drives down upon the fallen foreman, and only his heavy dwarven armor saves him. The handgunner, finding his LOS blocked by the troll's bulk, fires into it, but its 6+ hide saves it again (for at least the third time this game!
Two of the dwarves hasten to save their master, exposing themselves but still too far to reach. The goblin archer takes his opportunity, but his arrow snaps on the dwarf's stout armor. The goblin spearman leaps from the heights to confront the junior dwarves. Since he has to recover from his jump, he cannot avoid a hammer-blow that knocks him off his feet.
The troll aims another fearsome blow at the winded foreman, whose armor protects him. Then he and the other dwarves have their own go. One dispatches the fallen goblin spearman, but the others are driven back by the wildly swinging troll.
The hammer dwarf clambers up the stone face to confront the goblin archer, who shoots and stuns him. The dwarves on the ground are more successful (for once!). They charge the troll and stun it twice.
Next turn, the troll cannot parry, only roll a 6 to save against more dwarf blows in his flesh. He makes both saves! The third dwarf survives a blow from the goblin archer. The handgunner risks a shot into the archer, but his gun jams... the other goblin archer chances a shot into the melee below but hits the troll instead - and wounds!
(Hits are automatic, but I randomized the target 1-4 dwarves, 5-6 troll and rolled a 5.)
The frustrated dwarf handgunner tosses his gun aside and scrambles to help his equally frustrated comrades. It is his blow that at last slays the frustrated troll.
The goblin archer dispatches the brave but foolhardy dwarf on the heights. Staring daggers at his abashed companion, the surviving gobbos fade back into the hills. The dwarves have defeated two monsters, but at grave cost - there will be a new grudge inscribed into the annals.