The raiders from last post have a ways to go through the mountain passes back to the safety of their tribal holdings.
The beacons have been lit, and opponents gather to trap the raiders who robbed Minceheimikov. The raiders still have four swordsmen, a horseman and a musketeer; against them are five unhappy locals, three with projectile weapons.
As suggested by the venerable Major General, I've "lengthened" the board using hill pieces to make a V-shaped road for the raiders to escape by.
Then I realized I'd used the back of my rules sheet as the "board" and had to move and replace the pieces...
| The raiders round the bend; the archer at the point of the V leaps down to attack with his spear. |
| Starting to get exciting. The spearman at back tries to stop a raider getting by, one defender comes down from the hill, and a raider climbs up to attack the musketeer. |
Close combats are at first inconclusive, but the raider atop the hill is knocked off by the defender's shot and stunned! Then the lead raider is killed in close combat.
| The fellow at back tries to escape the spearman, while the rest form a wedge to break through the defenders in their way. |
Forgot to roll armor saves for much of the game, and also forgot the climbing rules - the raiders could have tried to take a short cut and hack down the pesky shooters on the way.
The spearman stuns and then kills his opponent, as the second defender climbs down. The three surviving raiders are about to be in the fight of their lives!
| Two beleaguered raiders remain. |
| They head for the hills. Only his shield keeps the straggler alive. |
| His companion shot down, the last survivor limps towards the finish. |
| But the enemy clambers after him. He has a chance... but an arrow cuts him down before he can jump down into cover. |
An exciting little game that came down to the wire for the last man. None will return home to the Afghan peaks to tell of the battle; only vengeful yells echo in the pass.
Thoughts:
- Shooting was huge in this game - I couldn't believe how many sixes I was rolling for wounds. In the previous game, I learned that it wasn't necessarily a "win button," but it sure was here. There were a few critical stunnings, too, particularly the leader who took two in the same turn, which I decided meant his horse was dead.
- Moves were slightly faster - I took a shortcut by using baselengths as the measure, which (with 15mm bases) meant 50% greater moves. But the game went faster this way, with less measuring.
- I didn't remember until late that the raiders could also climb the hills, which could have afforded a short-cut. Climbing in Minceheim effectively stuns the climber - they can't move for exhaustion for a turn afterward.
- I left out the 6+ "armor" save for quilted robes, which might have made a difference given how many sixes I rolled, but maybe not.
| A teaser for next time. |