Friday, 13 March 2026

More Monday Midgard

This is the third game of Midgard we have played in a row in an effort to cement the rules in our heads, and it flowed quite nicely.

In this scenario my Vikings are defending (in a very un-Viking way) a ridge line against some advancing Saxons. To even things up the scenario calls for the defender to keep two units off the table until turn four of the allotted six, which means the Vikings are outnumbered at the start:











The obelisks represent objectives and the defender gains a reputation token for each where a Viking unit manages to maintain contact at the end of a turn:

The Saxons commence the advance. For something a little different they also include a unit of light riders which I can see are going to work their way around my left flank:



It takes two turns for the Saxons to get up into the Viking faces while the cavalry works its way around in a sweeping arc. This is when I decide that the Vikings should revert to type and abandon their position on the hill to charge the Saxons. 

The obelisks are only worth a single reputation point each, and you can gain a reputation point for initiating the first charge anyway. 

Likewise being uphill helps in turns of being allotted two saving throws, but charging gains the initiative and means that any dice rolls of a 1 can be re-rolled, with a five or six being a hit. Hits are then compared against the armour value of the defending unit, with light troops being a 2, warriors a 3, and up-armoured troops 4.

Most warrior units throw a base 12 dice so a charge seems like good value at this stage. The other nasty surprise I have prepared is that I spent a bucket load of points on the center unit to make them 'brutal' meaning they hit on a 4,5 or 6:


Before the first combat is resolved the Saxon leader calls out the Viking leader for single combat.

Leaders can refuse but the army then loses a reputation point, besides which I have packed the leader with several attributes including again the 'Brutal' characteristic which also allows him to hit on a 4,5 or 6. The combat is short  and the Saxon leader loses a stamina point before both return their units.

The rest of the combats are resolved with in some cases up to nineteen dice per unit once various factors such as attached leader status have been added in, resulting in three Viking wins and with all Saxon units pushed back. This means the Vikings maintain the impetus and will continue to reroll any 1s in the next round of combat. 

The Saxons do however have a win on their left flank and push back a Viking unit in front of the newly arriving Viking reinforcements. The scenario called for a dice roll to see where on the table edge these reinforcements would arrive, and it looks like they are entering at just the right spot, or so I thought at the time:



The combat continues and the Vikings continue their success, dispersing all three Saxon units in the left and center sector. The Saxons do the same to the Viking unit of warriors on the right flank, while their cavalry finally gets into position and smashes into the rear of the Vikings on the left flank:


The Vikings only fight back at half effect, throwing six dice instead of the usual twelve, but manage to hang on.

Meanwhile the Saxons, fresh from their success against the lone Viking warrior unit on the right flank, manage to force the two newly arrived units from the table and secure that flank:



In the middle the 'brutal' Viking unit continues its rampage, doubling back and dispersing another Saxon warrior unit:



The Viking skirmishers also do their bit, ganging up on and eliminating a unit of Saxon archers.

Each time a unit is lost, the owning player loses two reputation tokens. The Viking have lost three units, but the Saxons have now lost five which means their reputation collapses and they quit the field at the end of the sixth turn.

The action was certainly fast and furious and quickly devolved into separate skirmishes across the field, which somehow felt right. The Viking 'brutal' unit, costing twice the points of most other units, and accompanied by a Level 3 brutal leader, certainly did some damage and accounted for two Saxon warrior units without losing a single figure. 

A fast and fun game which took around two hours to play, but not overly taxing on the mental faculties. Just right for a Monday evening.

1 comment:

  1. Congratulations on the win, Lawrence! Midgard certainly appears to be a bucket of dice game. Looks like your Brutal unit was money (points) well-spent.

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