Sunday, 22 February 2026

Monday Evening Midgard

 My Monday-evening gaming partner Dale has been busy assembling two armies for Midgard, a Viking and a Saxon force, in 28mm and he has finally got them to the stage where he can put on a decent-sized game of Midgard of 300 to 400 points a side.

The first game was very much a run through with two very small forces, and we ended up making so many mistakes in the second game that we essentially abandoned it, so the third encounter was our first real game. 

For this one we used a scenario from the Midgard rules called 'None Shall Pass' where the attacker has six turns to force the crossing of two bridges; a difficult task for which the attacker is allocated 300 points to the defender's 200. 

The table Dale prepared as per the scenario looked like the following, with groupings of his force arrayed around the two bridges:





















I chose the Vikings comprised of six warrior and three missile units, and a Level 1 Hero with enough attributes to put a Tiger II tank to shame, and readied them for the attack:











Movement is by 'spear throw', with most foot units able to conduct two moves per turn. The first is 'free', and the second requires a command test which is passed by anything but a 1 or 2 on a D6. 

Heroes can use a 'mighty deed' to reroll a failed command test, of which they are allocated either one, two or three each turn depending upon their status. Consequently it doesn't take long to get to grips with an opponent, although I had one unit who failed several tests and started to lag behind:











Units can be assigned attributes such as increased armour, extra combat dice while at full stamina and the ability to pass discipline tests on lower rolls. I grouped my two less able warrior units together, supported by a unit of slingers and a more experienced warrior unit, and sent them against the left-hand bridge:











While the veterans attacked the right-hand bridge:





















Combat is joined on the right-hand bridge while the missile troops pelt away at each other. Combat is a very bloodthirsty affair with warrior units starting with a base 12 D6 and adding additional dice for attached heroes, mighty deeds and special attributes. 

This resulted in me throwing up to 19D6s at times with a hit being recorded on a 5 or 6. Hits are compared against the defending unit's armour value, so if they have a typical armour value of three they lose a stamina point (represented by the removal of a figure) for each three hits. Charging and following-up units also get to re-roll any 1s.

The Saxons had charged my Vikings, but I survived the first round of combat and managed to push them back, while my slingers on the right flank dispersed their opposite number and were therefore able to support the warriors in combat:











At the same time I allowed myself to also get charged on the left-hand bridge, but my less resilient warriors here were pushed back:





















The right flank is performing well, with the defending Saxon warriors now dispersed along with their other supporting group of bowmen:











I charge on to the bridge to disperse the last of the defenders, but they manage to hang on and even though I temporarily gain control of the structure am repulsed.

I never gain control of the left-hand bridge however, in spite of managing to surround the defenders when they follow-up on to my side:











The narrow frontage and the defender's rear support prevents me from pushing home my numerical advantage:











Six turns have been completed and the Saxons comprehensively retain control of one of the bridges, meaning a Saxon win.

The rules play well and are clear and well-written, although as Dale observed they do feel a bit beer and pretzels. When you are throwing up to twenty or more dice a side to resolve a single combat it is probably going to feel a bit like that, although it must be said there is a definite feeling of excitement as you count up all your fives and sixes.

The game took us just under two hours to play, which is not bad especially as we spent a bit of time looking things up. My attack on that left-hand bridge could have been better judged and I suspect greater familiarity with the rules may have made it a more even fight.

Dale has been having great fun building up his 28mm Dark Ages collection, which my hastily taken pictures don't do justice to. Just right for a Monday evening and we will no doubt play a few more games over the coming months.

13 comments:

  1. A nice looking game Lawrence, certainly lots of people seem to be playing mid guard, although I don’t really need any more rules at the moment ?

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    1. It was more an excuse to get the Dark Ages figures out for a few games. The other one we're going to try with them is Pillage, so another set of rules to learn.

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    2. Getting the Dark age figures out is clearly a good thing 👍

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  2. Great looking game sir! Have to try Midgard rules someday.
    Best regards

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    1. Thanks Michal, a lot of people seem to be playing and enjoying them.

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  3. Great to see a game report, Lawrence! You provide a very good overview of the rules. Tossing 19D6 at a time certainly qualifies as a bucket of dice game in my book. Many of the mechanisms are very familiar from other rules.

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    1. Thanks Jonathan. I was hoping the brief outline of certain aspects of the rules would be useful without making the report too dry.

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  4. Looks and sounds like a fun game although I know what you mean about the number of dice, same sort of thing applies to Sharp Practice, and, if I recall rightly, Chain of Command.

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    1. We are about to try a few games of Sharp Practice, so probably not the time to put the dice mountain back in storage just yet.

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  5. Enjoyed your report and reading about some of the rules.

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    1. Thanks Richard. The rules grew on me a bit more during this scenario, although I still feel the focus is very much on entertainment with luck playing a large part.

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  6. Great looking game Lawrence, I've gotta get my finger out and have a go at the rules myself.

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    1. Although they are probably not entirely my cup of tea we are starting to warm to them. They gave us quite a few laughs so the entertainment value is definitely there.

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