Tuesday 6 June 2017

LOST CITY PULP WITH THE MEN WHO WOULD BE KINGS

We recently played a 3-player game at the skirmish level with TMWWBK, although the scenario would work with up to 5 or 6 players.

The three factions were German, Belgian and Mercenaries. They each had three units, 2 regular infantry and 1 veteran regular infantry, command and leader abilities were rolled as usual.

Background
Following the map stolen from the renowned British archaeologist, Professor Mortimer-Whining, you have discovered the mysterious lost city he was excavating. You are not interested in the scientific value of this ancient site, just how much loot you can get away with.

A minor obstacle to your path to riches is that the local tribes are still up in arms over the Professor’s defilement of their sacred site. They are determined to kill any outsiders that dare to enter the city. You need to grab as much loot as possible and escape before the natives arrive in force. Preferably leaving your rivals empty handed to face the wrath of the outraged tribesmen.

Markers
Each of the 8 markers represents a possible piece of valuable loot. In order to search the marker a unit must spend a whole turn using a Stand To action. Having searched a marker, the player draws a chit from the pot and the treasure marker is removed.

1= Success, an item of value! Roll 1d6 loot at the end of the game. (4 Markers)
2 = Ambush. Place a unit of tribesmen up to 6” away from the searching unit, with a LOS (must be closer to the target unit than any other). (3 Markers)
3= The Lion’s Den. A disturbed lion immediately attacks the searching unit.
Attack 3d6 4+, 6 wounds. Auto action is Attack. Unless killed, the lion will remain in place and automatically attack any unit that moves within 4” of it’s den. (1 Marker)

Loot
Treasure can be carried by a unit at no penalty (a unit cannot carry more loot markers than it has figures). If a pinned unit retreats or routs off table it will drop the loot before moving.
At the end of the game roll 1d6 for each loot in the player’s possession (+1 for each loot removed from the table). The highest score is the winner!

Tribesmen
An unengaged unit of tribesmen will move towards the nearest enemy unit in sight, using cover if possible. If it is within 8” of an enemy, it will attempt to Attack.


We had great fun playing this, especially as the Belgian player managed to trigger all 3 of the ambushes on his own troops!

Some in-game pictures.