Last weekend we had another great game of IHMN, this time replacing the Servants of Ra with the Society of Thule (played by Nick) while I stuck with Lord Curr’s lot. The scenario was based on “Rescue the VIP” from the rulebook, except that the VIP was on a boat on the far side of the table and so could exit from the friendly side of table when rescued rather than having to go the whole way back to the start point.
Plans were hatched, and I as Lord Curr decided to split my forces – Lord Curr with the MG and a couple of shotguns would engage the Prussians in an attempt to slow them down, whilst everyone else would make a mad run for the VIP’s boat – their was no point lingering in cover as the Jager’s Marksman ability would ignore that. The Prussians faced a challenge in this scenario as Stroheim (their leader) and Dr Kobalt both carry the arc generators needed to animate the Todtruppen and as a result they can’t run – also, the Jagers have to stay within 8″ to be re-animated when killed, so the Thule plan had to accept that Curr’s Company would probably get to the VIP first – their plan was to kill as many as possible on the way there and block their escape route when they tried to escort the VIP to safety. Given that Thule also started with only 7 men on the table (and thus less activations), this was going to be interesting. The board set-up was much the same as last time, with Curr’s Company starting in the right hand corner and the Prussians in the left.
Lord Curr won initiative (naturally- wot?) and the game started off with Lady Felicity, Mad Mick & 5 Incorrigibles dashing for the boat covered by the MG, while Lord Curr and 2 shotguns moved though the building and on to the roof ready to provide covering fire. In response, the Prussians moved Dr Kobalt and 2 Jagers into the building opposite and moved the rest of their force towards the boat at what can best be described as a slow jog.
Because everyone was shooting at running targets or had moved themselves, shooting was fairly ineffectual in the first turn. On turn 2 (with Prussian initiative) the companies’ moves continued to plan, and in the shooting phase Mohan Singh drew first blood by gunning down a Jager at maximum range on a roof miles away. The Prussian Jagers, even with their Marksman ability ignoring cover rolled ineptly and the shooting phase ended with Curr arc-rifling another Jager – however, 2 Todtruppen now rose from the ground.
Over the next 2 turns, this zombie climbed down from the roof of the building and up onto the building Lord Curr was sniping from.
In response to the Todtruppen attacking Lord Curr, Mohan Singh moved into position to machine gun down the good Dr Kobalt, reasoning that without an arc generator the zombies would soon stop being annoying – he fluffed his shooting roll though, as did Dr Kobalt in response but the one remaining Jager to fire came good, taking Singh out at maximum range despite the barrels he was hiding behind and the fact Singh had moved.
Stroheim’s grin was short-lived though, as the 2 Incorrigibles on the roof volleyed their shotguns into Dr Kobalt and he fell lifeless to the ground, along with the Todtruppen fighting Curr (Stroheim with the other Arc Generator was over 8″ away). To add insult to injury, a now unencumbered Lord Curr with a lifeless Todtruppen at his feet arc-rifled the Jager behind the wall opposite – with no arc generator to re-animate him he stayed down – Lord Curr and his companions had wiped out the Thule flank force with just the loss of Singh.
Meanwhile in the centre of the board, Lady Felicity and Mad Mick had stopped to confront Feldwebel Krieg – a bad idea as it turned out! I hadn’t read the rules for flamethrowers, so the news that they ignore armour and that even if you make your pluck roll after a hit, your figure has to miss a turn to put out the flames or take another pluck roll next turn came as a bit of a shock 😦
The result was wholly predictable – with his SV of +2 Krieg was able to target both my figures and rolled a 9 and a 10 to hit! In response, I rolled a 2 and 3 for pluck, and both figures (and 64 points) went up in smoke. (Mad Mick has a pluck re-roll due to his Fanatic trait, but we ruled that this only applied to morale checks not saving against shooting – we could be wrong though :-))
Enraged, an Incorrigible with a shotgun who had a clear shot on Krieg managed to take him down even when his Tough attribute bonus was added.
Next turn, 2 Incorrigibles reached the VIP and started to escort him to safety. Around the fountain, the Incorrigibles tried to delay Stroheim and his 2 remaining figures long enough for the VIP to escape, but not before a Jager could get a shot in – he rolled a 1 followed by another 1, so his gun had jammed and was out of action – this left Stroheim’s Mauser as the only ranged weapon available to the Prussians. Lord Curr and his 2 shotguns raced to join in the melee – just as well really, as the Todtruppen and Stroheim downed the 2 Incorrigibles they were engaged with.
There was now no stopping the VIP as Lord Curr and his 2 remaining Incorrigibles threw themselves in front of Stroheim’s Mauser and 1 Incorrigible left the board with the VIP. The melee went badly for Curr and though he survived, both his escorts were killed. In what would be the final turn, both Lord Curr and Stroheim were able to fire their pistols in the shooting phase – though Curr missed, Stroheim managed to hit and Curr only equalled his pluck, so he went down. At that point, we ruled him captured and that gave the final 5 VPs to the Prussians.
It ended in a pyrrhic victory for Lord Curr by 27 points to 23 – in a very close game, ten of his company had gone down with only the VIP escort surviving. The Prussians got victory points for all of these figures, but we didn’t give Lord Curr’s Company points for just killing the Jagers – they had to kill the Todtruppen as well (not sure if this is right or not). Man of the match was the Todtrupper who rampaged through the fountain area – he was responsible for taking down 4 Incorrigibles and was still “alive” at the end with one wound remaining.
This was certainly more fun than a solo game and though I’m sure we messed up some rules (volleying and shooting at groups spring to mind :-)), this didn’t spoil the fun. Once again, Mad Mick didn’t get to use his grenades so we didn’t get to try out those rules, but I’ll certainly be more wary of flamethrowers in future! Next time we’re hoping to lay on a 3-player game featuring the newly-painted Scotland Yard Company in a London setting, so looking forward to that.