Showing posts with label dark ages. Show all posts
Showing posts with label dark ages. Show all posts

Tuesday, 21 February 2023

Battle of Brunanburh, 937

On Saturday I ventured up to the Herts Volunteers for a Hail Caesar game of the Battle of Brunanburh.  There was an impressive range of 28mm Dark Ages figures arrayed on the table of which I made a small contribution (along with some suitable buildings).

I took command of two units of Anglo-Saxons on the left wing facing off against a horde of Strathclyde Welsh, Scots and Irish.  I was feeling pretty outnumbered and the wily Scot's horse moved around to threaten my flank which didn't help make my position feel any more secure.

In the end the Welsh were terribly reluctant to get into the fight but the Scot's were up for it and I ended up with a desperate fight outnumbered 2:1.  Fortunately a blunder by the Irish commander to my right meant his troops withdrew and freed up the Saxons next to me to come to my rescue.  I managed to hold on despite being pushed back to the table edge and having lost my stronger unit.  But the Viking assault across on our right wing collapsed and the battle was won there by Athelstan.  A most historic result.

Here are a couple of photos I took on the day:

Looking up the table - Saxons to the right

And from the other end

The wily Scots horse moving around my flank

Battle is joined!

Tuesday, 5 April 2022

Battle of Edington 878

A few weeks ago I popped up to the Herts Volunteers for a Dark Ages game.

This was a large affair based on the Battle of Edington between Alfred the Great leading the army of Wessex against Guthrum leading the Great Heathen army.

The rules used were Hail Caesar with a few minor mods from the relevant supplement.

My command was on the far right of the Danish line which, unfortunately, doesn’t appear in the first photo below (doh!).








Monday, 20 April 2020

Dux Britanniarum: Raiding a Border Tower

We thought it had been way too long since we had managed to get the Too Fat Lardies' Dark Ages rules, Dux Britanniarum, to the table so we staged a game at the club a little while ago.  Here are some pictures of a Raid on a Border Tower:










Thursday, 4 January 2018

The Battle of Winingamere 971AD

A little while ago I managed to catch up with some friends from my old club for a Dark Ages game using Hail Caesar.

The game was a representation of the Battle of Winingamere (possibly Newport in Essex) in 971AD which was an assault on an Anglo-Saxon burh by the Danes.

As part of the Anglo-Saxon contingent I was given command of the forces defending the burh whilst the others were send out to delay the Danes whilst the livestock outside the walls was gathered in.

Our plan revolved around forming a shield wall anchored on some woods, holding the Danes and then falling back inside the burh. Unfortunately one of our leaders had other ideas - he was rather too keen on enhancing his personal reputation and achieving glory!  So one half of the shield wall held as planned whilst the other charged on into the advancing Danes and engaged them in a rather piecemeal manner.  Rather predictably these units were engaged, out flanked and destroyed leaving our original plan in tatters.

With the troops outside the walls either dead or fighting for their lives, it was left to me to defend the burh.  But with waves of Danes lapping around the whole burh the outcome was a bit of a foregone conclusion.

Here are a couple of (unfortunately rather poor quality) photos from the game:



Saturday, 8 March 2014

Going A-Viking

I managed to get along to the club today and played in a viking game.  Here are a few photos:














Friday, 23 November 2012

First Look: SAGA The Raven's Shadow

I had a chance to pop into Orc's Nest again today (always a mistke for my wallet) and luckily they had a few copies of the second supplement for Saga and so I decided to pick one up.

Like the Northern Fury, the previous supplement, The Raven's Shadow is published in a similar style to the main rule book and is accompanied by four cardstock battle boards.  This supplement is slightly longer than the previous one at 28 pages and introduces four new factions - the Franks, the Irish, the Norse-Gaels and the Kingdom of Strathclyde - along with some new rules, Q&A and an errata.  All the new factions utilise the existing available dice (Franks = Normans, Irish = Scots, Norse-Gaels = Vikings, Strathclyde = Welsh).

There are two new rules for Saga introduced by the Raven's Shadow - Melee/Reaction Abilities and War Banners.  Melee/Reaction Abilities are, as you might expect, new abilities but these can be used prior to the existing melee steps.  War Banners allows you to substitute a banner for one figure in a hearthguard or warrior unit which then allows the unit to rest any time during a turn (assuming this has been "paid" for with the appropriate dice).

As before, each faction has a brief introduction, any special rules, new Heroes and the faction's specific abilities which run to around four pages per faction with a few accompanying photographs of appropriate figures.

The Franks allow you to choose between a Merovingian, Carolingian or Capetian Frankish warband each of which have different builds.  The Frankish Warlord and hearthguard must be mounted.  The Irish have the option of fielding Wolfhounds in place of a warrior unit and upgrading individual hearthguards to Curaidh champions.  The core feature of the Norse-Gaels seems to be challenges and the Strathclyde warbands are mostly mounted and can deploy some off table initially.

As I have figures for some of these factions already and am particularly interested in the Irish I thought this would be a useful addition to my Saga collection.

Monday, 29 October 2012

First Look: SAGA Northern Fury

I was wandering past Orc's Nest the other day and decided to pop in for a look.  Whilst browsing I spotted the first supplement for Saga and decided to pick it up.

Northern Fury is a 22 page booklet published in a similar style to the main rule book and is accompanied by four cardstock battle boards.  The supplement introduces four new factions - the Anglo Saxons, the Bretons, the Jomsvikings and the Scots - along with an new scenario.  The first three factions utilise the same dice as factions from the original rules but the Scots have their own new dice (assuming you are bothered about the custom dice).

Each faction has a brief introduction, any special rules, new Heroes and the faction's specific abilities which run to around four pages per faction with a few accompanying photographs of appropriate figures.

Superficially, the Anglo Saxons are geared around large levy units, the Bretons javeline armed cavalry, the Jomsvikings have a variable level of "Wrath" which enables/enhances various abilities and the Scots spear armed infantry; however, each faction looks like they have their own playing style and each differ from the others and the original four factions.

The scenario, Wooden Oaths, is designed for two teams of players and looks interesting.

Since I have figures for some of these factions already and am particularly interested in the Anglo Saxons and the Scots I though this would be a useful addition to my Saga collection.

I see another supplement is due out shortly and has some Irish too ....

Friday, 24 August 2012

Wargaming Weekend: The Chronicles of the Dux Britanniarum

In the 477th year of our Lord the Saxons came to the Kingdom of Rhegin.  Theomund, known in their tongue as the Devout, and his followers Eadlyn the Thrifty and Halig led their pagan horde to raid our lands.

Thanks be to the Lord that Albanus the Righteous answered the call in out time of need.  Along with his Comanipulares, he gathered to him that man mountain, Ursus the Hairy, and the noble Philippus along with their Milites.  Together they raised the local Numeri and raced to meet the pagan foe.

Theomund had consulted their pagan gods but despite the bad omens pressed on.  Albanus chose to fortify the men with ale before the fight.

The heathen force approached the village from the east whilst our valiant men came from through the woods to the north.  Both knew that whilst the river was crossable, the bridge was the key.

The Saxons are coming!

The Saxons advanced across the moorland and part of their force marched straight for the river bridge and the village beyond.

The pagan horde advances

Our forces advanced through the woods towards the village, hoping to reach it before the enemy.

Albanus and his Comanipulares

The Saxons reach the bridge

The Saxons gained the bridge and advanced into the village just as Albanus reached it.
  
The Saxons enter the village

The Saxons charged into the Comanipulares and battle was joined.  The British held the charge and pushed the Saxons back.  Then Albanus decided to Carpe Diem and ordered A Strong Arm and missiles were thrown before the charge.  It was at this moment that Marcus the Champion became a Hero of the Age as he cut down the foe left and right.  The Saxons were thrown back in disarray and the British advanced across the corpse strewn ground.

Then Theomund rallied the Saxons and combat commenced anew.  But Ursus and his men had now arrived and reinforced the British line.

The Thick of Battle

The battle was bravely fought and many men fell but the weight of the British numbers carried the day. The Saxons tried to cross the river and outflank the main British force but Philippus blocked their way and with the main Saxon force defeated in the village their moral broke and the fled the field.

The Saxons cross the river (the hard way!)

The British pursued the fleeing Saxons and the land was made safe once again.

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This was our first game of Dux Britanniarum and it played extremely well.  The campaign system seems to deliver what was promised and the tabletop game is easy to pick up and overall it delivers a nice narrative.  I think the card play can have a larger impact than some of the other of the Lardy rules - as can be seen from my playing of the Carpe Diem card and a run of other Dragon suit cards which combined gave me quite a punch in the combat.  These are definitely going to be hitting the table again.

Saturday, 4 August 2012

First Look: Dux Britanniarum

Dux Britanniarum is the latest addition to the Too Fat Lardies range.  The sub-title "Wargames Rules for Dark Age Warfare in the Age of Arthur" clearly places these in the early Dark Age period after the Romans had gone and when Britain was threatened by the Saxons.

Similar to their other recent publication - IABSM3 - this is a full colour perfect bound book accompanied by a set of printed cards (normal playing card size this time) and, in this case, an A3 colour map.  The rules are 92 pages which, following the introduction, are broken into five main sections, or "books".

Book One covers setting things up in four sections:

  • Setting Up Your Campaign
  • Selecting Your Kingdom
  • Assembling Your Forces
  • Creating Your Characters
The rules are intended to be driven by a simple to manage campaign system which provides a context for each game and an opportunity to develop your leader characters and forces.  This allows a variety of games to be played which have more meaningful objectives.  This is an approach I really like as it will avoid that "last two minutes of the superbowl" style play where everything is thrown in recklessly near the end of the game with no thought to the consequences!


Your initial force will contain a Lord, two other leaders, a champion and a number of units.  Units are Levy, Warriors or Elite troops (6 figures) or Harassing troops (4 figures with missile weapons).  Tabletop games can then affect the size and composition of your force, for example, cavalry may become available later in a campaign.  An initial British force will have one Elite unit, two warriors, three Levy and one of missile troops; whilst a Saxon raiding force will have two Elite, three warrior units and one of missile troops.

Book Two goes on to explain the campaign, development and the like in 7 sections:

  • Beginning Your Campaign
  • Career Paths
  • Filthy Lucre
  • Objectives
  • Force Deployment
  • Campaign Structure
  • Raids & Battles
Book Three then covers the actual tabletop rules, which have a number of similarities to other Lardies sets.  The rules are card driven (although with no equivalent of the "Tea Break" card - which means everything activates each turn).  They also have units receiving "shock" as a result of combat which can be removed by leader actions (IABSM, Sharp Practice, Through the Mud & the Blood).  They have a separate tactical card deck and also allow formations (like shieldwall) to be formed from multiple units (similar to Sharp Practice).  But these have been combined with enough specific elements to make these play differently from those other sets.

Each game is broken down into three phases, the first covers events before the game, the second the game itself and the third after the game.  Games may either be raids or battles - which operate slightly differently.

Phase One helps you set your initial morale level and the opportunity to prepare your men for the fight through speeches, drink, consulting the gods or having a single combat between each sides' champions.  Then the initial Fate Cards (tactical cards) are dealt.


The Fate Cards have three characteristics, they may have a suit (Saxon Boars or British Dragons or neither), they may be Pursuit or Retreat cards and they have their primary function as described by the main text.  Cards with suits may only be played when a leader is activated where as the ones without a suit may be played at any time; additionally they may provide bonuses to the player whose suit they belong to.  Cards with Pursuit or Retreat printed on them may be retained for use in the third, post game, phase.  The other cards generally provide a bonus to fighting, movement, activation or have an effect on your troops or your opponent's.

Phase Two covers the actual tabletop action.  As with some other Lardies' rules activation is driven by the main card deck.  Each leader and group of missile troops has a card in the deck.  When a leader's card is drawn they may activate a number of units or formations at a distance determined by their status (1-4) to move, join a formation or remove shock, or they can spend an initiative "buying" a card from the Fate Deck.  His troops then carry out their actions and a Fate Card may be played.  Once complete he may draw a further Fate Card (unless he has his maximum already) and then the next activation card is drawn.  Un-commanded troops may only activate after all the cards have been drawn; however, they cannot move into combat or join formations on their own.  One little wrinkle to this sequence is the Carpe Diem card which, if played, allows a player to play multiple Fate Cards at one time - which can be very useful - however, you still only get to replenish your hand one card per activation.


Movement is variable, usually 3D6, with modifiers for terrain, interpenetrating other units etc.  Combat is typically 1D6 per figure fighting to hit with a separate roll for effect.  Shock is accumulated as a combat result and ultimately will lead to the unit withdrawing unless removed by a leader.

The game is ended either by a force's morale collapsing or by them achieving their scenario objectives.

Phase Three, the post game part, allows you to resolve whether a withdrawing side will be pursued or can evade their pursuers - this is where those Pursuit and Retreat Fate Cards come in - which then affects the scale of the victory.  The the results of the game are calculated and the appropriate table consulted to see the effects - generally, how long it takes to recover losses, whether you get reinforcements and how much loot you may have got away with.  This then gives you options as to how you can develop your leaders, forces and the campaign as a whole.

The first three books are followed by The Book of Battles which contains the rules for terrain and scenario generation and The Book of Kingdoms which provides a map and brief background on the British Kingdoms of the time to allow you to anchor your campaign.


The rules are available in hard copy (£20), pdf and tablet-enabled pdf (with lots of easy to tap link buttons) for £15 each.  You can download and print the cards or buy the professionally produced set either separately for £8 on in combination with the rules.  The Lardies also sell starter armies for the rules containing figures from Gripping Beast.

As I was lucky enough to be one of the first 800 to ordered the rules I also received a 28mm "Arthur" figure:


All in all I think the production is very good with a nice graphical style, clear layout and the cards, in particular, are very pleasing.  I am hoping to get them to the table in a couple of weeks to try them out in anger and will report back on how they work in action.