In the mountain cold of January 2, 1723, a raiding party of Afghans pounces on a tiny village somewhere on the Oxus River.
With the start of the new year, I decided to try a couple rounds of Minceheim, because it ought to be easy to run quickly and on a small scale. Let's find out!
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| The invaders, armed with swords and a single jezzail... |
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| Are met by a returning hunting party with bows and swords! |
Everyone is assumed to be in light armor. The field is a sheet of paper with three biodegradeable plant pots for huts.
Turn 1: After three (!) tied initiative rolls, the locals go first, surprising the raiders in their ransacking. All units move forward, meaning no-one can attempt to shoot next turn. (They must spend a turn aiming.)
Turn 2: The Jezzailchi aims as his riding commander dashes forward, and two swordsmen move around the buildings. The locals duck into cover.
Turn 3: The locals activate first and move towards the raiders. A second archer moves into view as his companion aims.
The jezzailchi fires! His target is wounded and out of the fight, as the other raiders advance, their mounted leader urging on his mount. (Hits are automatic, but armor saves and an injury roll keep this from being a series of one-hit kills - as you'll see shortly.)
Turn 4: Luckily the locals activate first again, and the surviving archer aims his bow at the hastily reloading jezzailchi. The two local swordsmen gang up on the rider, but only one of them can reach. Will this be a one-sided fight? The local rolls a 3, but the rider rolls a 2 (+1 for parrying with his sword). A tie, and both figures recoil one centimeter.
Turn 5: This time, the raiders get first go, and the rider, assisted by a swordsman on foot, lunges into the hapless locals. The fights are inconclusive; one local loses his fight but is only pushed back one cm. The jezzailchi steadily aims at the archer he's been duelling with all game, and the other swordsmen dash towards their foes.
In response, the archer lets loose - but it glances off as the jezzailchi makes his 6+ armor save! The local swordsmen try to gang up on one of their opponents, but one doesn't quite have the move. The scores are tied, but the raider parried with sword and shield for +2, and the local is pushed back. Things aren't looking good for our villagers...
Turn 6: Raiders go first. Swordsmen charge, screaming wildly, towards the cool but beleaguered archer, and the two locals on the far side of the building take more charges. The melee is again inconclusive, and the locals are outnumbered...
Turn 7: The locals go first. Our heroic archer looses a shot point blank, but again it is only a glancing blow. One of the local swordsmen races to help, while his compatriot holds off the enemy - but the horseman thunders after him and pushes him further back. The jezzailchi has no target with his friends around the archer, so switches targets and aims between the buildings at the standing-off swordsmen.
Turn 8: The raiders go first, and the jezzailchi fires. His target is stunned! The horseman charges, but is held off. The stunned man is attacked, but his light armor (thick robes, rather) save him. In his turn, he has no action, while our archer takes a bead, hoping to go first next turn before the charging swordsman gets him. The third man manages to hold off the horseman another round.
Turn 9: Raiders go first again, managing to stun the downed man for another turn. Other combats inconclusive, whilst the Jezzailchi reloads. Ignoring his peril, the archer holds his ground and draws the string to his ear...
Turn 10: ... and stuns his opponent with a point-blank shot. Huzzah! The poor stunned villager is also put out of his misery. At this point, I think our desperate locals will slip away and leave the raiders to loot their find... but might they gather others to ambush the enemy on their way home?
A surprisingly exciting game. Shooting isn't quite as powerful as it looks, and close combat was often worryingly inconclusive (or maybe that was just my rolling). Only the active side attacks, unlike in Warhammer, and I kept rolling 1s and 2s on the wound chart, ties to hit, or beating the attacker's roll with a parry roll. In all of these the opposing figure is only driven back 1cm. So in the next turn, there were a lot of countercharges. Perhaps I would make horsemen a little more powerful, or provide a bonus for outnumbering. Though in the event, outnumbering sides could simply make multiple attacks.
The game went quickly, even with writing and photographing. I think I'll try again tomorrow as the angry villagers pursue the raiders thru the hills. They'll need reinforcements, but the raiders will have a wounded man to carry... All in all, a very nice simple ruleset. Would play again!