Wednesday, 6 August 2025

Blood and Dust: The Mad Mullah’s Uprising, 1911

Blood and Dust: The Mullah’s Rebellion"

I "invested" in some Wargames Atlantic British WW1 Infantry, and am really happy that they can serve in the more "colonial" style campaigns of the early 20th century.  A Wolseley helmet, service cap  or an Anzac style hat are among the options I can use.

As an enemy force I have a collection of Mahdist types over in Cyprus that will fit the bill for the Somaliland campaigns that raged from 1899 into the 1920s.

Just wondering where I can get a few Model T Fords to pursue the Mullah in!

Map Setting: British Protectorate in the Horn of Africa (fictionalized Somaliland), 1911

Opponents:

British Company: Lightly equipped colonial infantry, some askari auxiliaries, possibly a gun or two.

Enemy Forces: Followers of the so-called Mad Mullah, and mysterious foreign advisors providing shadowy support (possibly Ottoman, German, or rogue agents).


⚔️ Factions

1. British Expeditionary Force ("The Somaliland Field Force")

Composition:

British regular infantry, B Company, 1st battalion, The North Durham's (company strength)
Indian Army units (Sikh or Punjabi Companies)
African auxiliaries (askaris from the KAR)
Camel Corps or Mounted Infantry
Royal Engineers (fortifications, demolitions)

Commanding Officer:
Maj. Clarence Stickwyck, a practical and portly veteran.
Adj. Captain Valentine Clean, 
Sgt Maj Rigid

Objectives:
Hold key towns
Intercept Dervish raids
Destroy Hassan’s strongholds
Capture or kill the Mullah

2. The Dervish

Composition:

Tribal irregulars (spearmen, riflemen)
Cavalry raiders
Fanatical infantry
War drums and banners
Hidden advisors

Leader:
Mohammed Abdullah Hassan—charismatic, poetic, and merciless. Believed by his followers to be divinely guided.
Shadowy Advisors:
Three veiled figures whispering in Hassan’s ear—perhaps Sufi mystics, or Ottoman paymasters.

Objectives:
Destroy British morale
Rally tribes to the cause
Kidnap or assassinate key British 

3. The Sultan and his sons
Sultan Guled became ruler in Berbera fifty years ago.  Today his sons squabble over the succession all waiting for him to pass

Roble – The eldest
Duale "Aftaag", Farah, Ali, and Abdi - the rivals
Jama, Yusuf, and Egal - the rebels
Warfa - "the Turk" commands the Sudanese Regiment
Magan "Gaabo," Gatah  - the bastards (Separate uterine lineage)
Deria - that guy... The Rake of Berbera

The Palace Guard
The Harem Guard
The Tax Collectors
The Sudanese Regiment (actually just a company)
The Sultan's Artillery 1 battery but they sold the guns off.
The Camel Constabulary

🎮 CAMPAIGN STRUCTURE: 3 Linked Games

Control of regions gives strategic bonuses (supplies, intel, reinforcements). The British begin holding the coast and a few inland outposts; the Dervishes control interior villages and hidden bases.

The campaign progresses in Turns: Each turn represents 1–2 weeks of real time. On each turn:

Both sides plan movement and actions.

Skirmishes and battles are resolved.

Events or story hooks are introduced.


🔰 Game One: "The Burning Well"

Type: Meeting engagement

Setting: Oasis near the edge of the British-controlled zone.

Scenario Summary:

A patrol from B Company is sent to investigate reports of tribes rallying under the Mad Mullah. Upon arriving at the Al-Kadur Oasis, they find it already seized—and burning. Scouts report signs of recent military training and foreign weaponry. The British must engage and assess the threat.

Objectives:

British: Rescue any captives, secure the well or determine its status, gather intel.

Dervishes: Delay the British, destroy any sensitive equipment, and escape with advisors.

Special Rules:

Hidden movement for Dervish scouts.

Chance encounter with foreign (German? Ottoman?) "observers."

Randomized arrival of reinforcements.

Outcome Impacts:

British victory: Capture a “dossier” revealing outside support. Gain intel (map bonus) for Game Two.

Dervish victory: The Mullah's backers grow bolder; +1 elite unit in Game Two.


⚔️ Game Two: "Ambush at Wadi Redwan"

Type: Ambush / Asymmetrical Engagement

Setting: Narrow gorge on a supply route to a forward outpost.

Scenario Summary:

The British prepare to move on a suspected rebel encampment. As they push through the Wadi Redwan, the Mullah’s forces spring a trap, using new tactics and equipment—likely from outside sponsors.

Objectives:

British: Escort supply convoy safely through the pass (exit X units off far side).

Dervishes: Destroy supplies, inflict casualties, or capture prisoners.

Special Rules:

Hidden mines, booby traps.

"Shadowy" foreign operatives may be directing fire or coordinating ambushes (snipers or saboteurs).

Terrain is tight; artillery is limited or reduced effectiveness.

Outcome Impacts:

British victory: Advance continues, morale high, minor reinforcements in Game Three.

Dervish victory: British delay gives Mullah time to fortify; Game Three becomes a fortified assault with increased resistance.


🏰 Game Three: "The Citadel of Dust"

Type: Assault on fortified position

Setting: The ruined fortress of Jabal Kafrah deep in the desert.

Scenario Summary:

The final stronghold of the Mullah. Intelligence reveals a foreign agent coordinating regional unrest from within the fortress. The British must break the stronghold and end the rebellion—or see the region descend into chaos.

Objectives:

British: Capture or kill the Mullah, neutralize foreign agent, take the fortress.

Dervishes: Hold the fort until nightfall (escape for key leaders), or inflict enough casualties to break the British morale.

Special Rules:

Fortified positions with hidden caches or traps.

Possible nighttime escape of foreign agent (secret counter).

Morale checks influenced by previous games' outcomes.

Twist Option:

If the Mullah escapes, campaign doesn't end—he becomes a guerrilla leader, giving you a reason for Season 2 of the campaign.


🎲 More Scenario Ideas

Ambush at the Wadi

A British supply column is ambushed en route to a remote fort.

Raid on Berbera

Dervishes infiltrate the coastal town during a local festival.

The Lost Patrol

A small British patrol has gone missing near a haunted ruin. A rescue force must brave enemy-held territory.

Last Stand at Fort Harrow

The Mullah’s forces besiege a crumbling desert fort. Can the garrison hold out until relief arrives?

The Moon of the Jackal

The Dervishes attempt a midnight attack on a British Outpost.  The British officer commanding here is plagued by dreams and madness, a curse or his too frequent drinking of Absinthe


🧭 Logistics & Mechanics Ideas

Use campaign supply rules—British depend on convoys, the Dervishes on local support.

Morale tracking for both sides (including influence from religious fervor or strange occurrences).

"Intel Points" can be spent to reveal hidden enemy movement, get tribal scouts, or call in gunboat support.


🗂️ Campaign Assets

Character sheets for officers (including traits and stress/fear tracking)

Battle scenario sheets (setup, terrain, victory conditions)

Event cards (e.g., "Scorching Heat: Movement halved", "Tribal Revolt)


🔚 Campaign Endgame Options

The campaign ends after X turns or when:

The British capture the Mullah (major victory)

The Mullah  unifies the region (Dervish major victory)

A stalemate occurs, and both sides agree to a truce (minor victory/loss)


Tuesday, 5 August 2025

Port Royal, the customs house

I'm continuing my Port Royal games, with a new mat I had printed from the Firelock games game board file.  I'm going to blog this in great detail as part of my learning curve.  In effect it will act as a reminder to allow me to review and relearn the rules in future.

My Pirate crews remain as dedicated named figures.

Control the Ruins.

The Game, Control the Ruins: Secure the Customs house and it's warehouses of valuable goods.  The French Boucanier of Rathboné de Mayonnaisé are currently lurking in this area so Fat Errol and his Jamaican Pirates have their work cut out for them.  

The Jamaican Buccaneers

"Fat" Errol Thynne an his crew.  Not really hero material!

FACTION RULES

Intimidation: Once per game, after rolling for initiative but before starting the Activation Phase, the player controlling this Company may spend 2 Fortune Points to give all Characters in this Company the Terror Special Rule for the remainder of the current turn only.

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost.



The Pirates

Fat Errol Thynne (Captain) @6 EXP5. F6/6. S6/6. Res 5,  Fated (1). Command.  Rapier, pistol
Darragh Matey. Boatswain  @4. Exp5. F6/6. S6/7. Res 5.  Marksman. Blunderbuss
Gallows. Old Buccaneer.  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler, Markskman.  musket
Jasper. Sea Dog  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler. Cutlass
Cyrus.  Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5. Marksman musket
P'water Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5 Marksman musket 

Force total:

Six figures,  30 Points. Infamy rating 33.


French Boucanier


The suave Rathboné de Mayonnaise, and his crew of ill smelling Buccaneers.

FACTION RULES

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost. 

Buccaneer Tricks: Once per game when you become the Active Player, you may spend 2 Fortune Points to have every Character in this Company immediately take a free Reload action.

CAPITAINE Rathboné de Mayonnaise
Cost 6. Experience 4. Fight 5/7. Shoot 6/7.  Resolve 5
Special » Command. » Fate (1) 
Sword, pistol. 7 points
"Le Loup" Boucher. QUARTERMASTER
Cost 4. Experience 5 Fight 5/7. Shoot 6/7.  Resolve 5
Special » Hard Charger. Sword, pistol, floppy hat, 5 points
Maurice Le Coq,, Sailor Cutlass, pistol
Cost 3. Experience 5. Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger, @4
Lafarte, Sailor Cutlass. Points 4
Cost 3. Experience 5. Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger
Claude, musket, BOUCANIER
Cost 4.  Experience 5. Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman
Jacques musket. BOUCANIER
Cost 4.  Experience 5. Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman

6 figures,  30 points,  33 Infamy points

Control the Ruins: the crew of the Saucy Nancy plan to secure the Bridewell, a key location, and the city Prison (now a crumbled shell). The former Captain of the Sea Serpent, Blackheart Blackwell. Bart to his friends. (although actually he has none) 

Blackheart was arrested with a chest of silver and a map to the wreck of the Sea Serpent.  Fat Errol, my Jamaican Pirate Captain wants to free Bart for the silver and the map.  The Caribs want Bart as revenge for his constant raids.

This is a solo game, so I don't even know if Bart is inside the Bridewell or even still alive.

The Caribs. Team Carib are not scheduled to appear but any random encounters will be drawn fim their ranks.

The Caribs

The Cacique (Big chief Cackypants). @6.  Exp 4.  F5/7  S6/6.  Res 5,  Command, Fate, Hidden, Scout. Musket dagger
Shaman @3.  Exp 5.  F6/7  S7/6  Res 5. Hidden,  Scout. Stinkpot
Wayai. Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout.  Bow
Haway  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow
Divn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout
Bow
Kudn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow

The Game Setup


Scenario variations
Dangerous territory
Before deployment, each player selects one piece of ter-
rain to gain the Dangerous terrain trait.   For this solo game I'll dice to randomly allocate two.  Maybe add Colin the Croc!

The Game

The side with the lowest infamy are the Boucanier.  They place the first plunder token, and alternately four more are set down.
The deployment draw is distant approach.  The two sides are in opposing table quarters no closer than 8" to the centre point.  The Boucanier elect to deploy the first figure.

Scenario Variations
Vendetta.  Two officers in opposing companies have bad blood between them. 
Random selection by dice.  Turns out that the Boatswain, Darragh Matey, has a special hatred for the French Quartermaster "Le Loup" Boucanier.  If either is removed as a casualty the other side gains two additional strike points in addition to the point normally given for the figure's removal.

6 turns then, with the objectives being the plunder tokens.

Bidding for initiative
Six fortunes each and 0-3 bid per turn on and initiative opposed test, 3 dice each (one a primary) with the pass at 7+.  Critical s go on primary dice only.
Ties generate an event roll

Port Royal from an odd angle 

The Jamaican Pirates deploy first 

And initiative rolls for the first turn.  The Jamaicans again.

Fat Errol gets the lads settled after an advance.  A Frenchman managed to get to some loot after reacting but he seems incautious at best.

Cyrus fires at La Loup.  

Three dice each.  Cyrus needs fives. (Base 6, Blunderbuss means -2, but +1 for the cart cover) The Loup needs sevens.  Three hits one save.  But damage rolls are hard to get in this game.  The target is a ten.  

Loup rerolls but still fails.  Cyrus rolls a ten in damage rolls and La Loup is out.  And now I remember the Vendetta scenario.  Two extra strike points!

Cyrus gets a reload marker.


Errol charges La Farte.  Big sword!


Three hits, the Frenchman three fails.  He spends a fortune and rerolls.  Fails again


Errols sword is -1 pon the damage roll so that nine is a kill.  Bad luck.

My favourite move of the game.  Matey the Boatswain runs up the steps and fires directly downwards into Rathboné himself.

And Rathboné spends a fortune to reroll too.

Passed the damage rolls but it's three fatigue one for each damage roll and one for the fail.

Fatigue rolls against exp of 5.  The fail gives him three fatigue because of the two damage rolls.

Matey can't believe his luck.  He'd dance a jig but he has a wooden leg.

A reaction shot at Matey.  Missed.

Gallows prepares to charge Claude.  Claude fails his reaction roll.

And Gallows charges home.

Two hits, one successful defence.


Claude is killed.  The French have five strike points and 50% of their force lost.

Errol is attacked by Maurice.

And this time it's Errol spending to reroll.

Better

And Errol reacts with a fight back.  The 6 passes his exp of 5 easily 

Three hits two defence passes.

Maurice earns two fatigue and brown trousers.

End of turn. Rathbone rolls his strike test, eight points down.

Run away, run away!

The Boucanier leg it.

Tuesday, 29 July 2025

Heroes as a Wargames Campaign

My planned Autumn campaign for 2025, a continuation of my Heroes game.

So Far

Prince Isperich, son of King Krum, ruler of Translavonia, has been captured in a battle with the Normans.  The city of Saczow has now been besieged and Odo de Farandole, the Norman Captain has threatened to execute the hostage Prince unless they surrender.

The new Voivode of Saczow (Odo having killed the last one in battle) is Trevel, another son of King Krum, and he's clearly not too concerned about his brother.  Instead he has gathered his Druzhina bodyguard, and the city militias, for an attempted night attack on the Norman encampment.




The original Heroes map, printed out from my pdf copy of the rules.
 
Saczow  15000
Zagreb  20090 Capital
Istria   5000
Mozyr 5000
Zada 5000
Kastav   1000
Zadar 5000



Random events, per turn
  1. Political - sub table
  2. Religious
  3. Dynastic
  4. Famine or feast
  5. Trade or piracy
  6. A new foe

Political
  1. Byzantium interference
  2. Triente intervenes
  3. The Empire's game
  4. Voivodes revolt
  5. The Magyar appear
  6. A Bulgari summer
  7. The Frankish enemy

Religious
  1. A Diet
  2. Bishop interferes
  3. Denounced
  4. Blessed
  5. A Heretical Preacher
  6. A man of Godde joins you 
Dynastic
A Byzantine Prince
Son of the Doge
New Local city Lord
Heiress
Prince of the Empire
Second son of the Voivovde

Famine or feast


Trade or Piracy


A new foe
  1. A new warband - dice
  2. Raiders - dice
  3. A charismatic Captain
  4. A small fleet lands
  5. Rebel within the Warband
  6. A Lombard Duke or  Bulgar, Serv, Croatia or Slav Chieftain

My master plan for 20mm Normans in the South was to use a mixture of metal figures and the HaT 1/72 El Cid range.  The plastics keep the price of the project low, but they are nice figures and versatile in terms of representing generic 11th Century warriors.


20mm Forces in Cyprus
2 groups of 6 Elite Cavalry, Norman Knights (6 more to add) Tumbling Dice Miniatures.
12 Light Horse, Mainly Italeri and HaT Andalusian
12 Goth/Lombard Horse, Newline Designs. Using these for Slavs too.
12 Heavy Spear Tumbling Dice metals
12 Medium Spear HaT El Cid Spanish
12 Archers HaT as above
24 Goth or Lombard Spear from Newline
12 plastic Archers
6 Byzantine Cavalry Newline Late Romans
6 Light Byz Cavalry Newline Late Romans
12 Byzantine Varangians, Tumbling Dice Saxon Hussars.  Using these for Swabians too until I get a better answer 
96 mixed plastic "Spanish" HaT El Cid foot as unit builders
12 Arabic Cavalry
96 plastic HaT El Cid Andalusian Foot for unit building.
12 HaT Mounted Huns, a group of Heavy a group of horse archers to use as my Bulgars, possibly Slavs too 

Based singly, but I going to go to 3/2/1 basing.  I need a lot of singles for Pillage Games though.

Terrain already made
Norman Tower and Motte
Palisades
City gates
Dark Age buildings 

Terrain to do
Olive grove
Wagons
Slav Ring fort palisade gateway
The ship templates for a Dromon, Galley and dhow

Army Lists 24 points 

Army lists will use "character figure" rules, minor sacred standards, Holy characters.

Lombard City Force
• 3 Heavy Cavalry @ 12 points (+Leader)
• 1 Heavy Infantry Spearmen (the Popollo) @ 5 points mixed foot and crossbow.
• 1 Heavy Infantry @4 points
• 1 Lower Class Spearmen (the Commune) @ 3 points
Galleon

Byzantine Thema force
• 2 Heavy Cavalry with Bows* (+Leader)@ 10 points
• 2 Skoutatoi Heavy Spearmen @ 8 point
• 1 Light Cavalry bow @3
• 1 skirmishers Peltastoi @ 2 points
• 1 Sacred Standard @ 1 point
Dromond

Frankish (Ottonians)
• 2 Heavy Cavalry * @ 12 points * If Swabians use dismounted knights with two handed swords or axes.
• 1 Lower Class Spearmen @ 3 points
• 1 Skirmishers @ 2 points
• 1 Ottonian character figure.

Slavs, Croats, Servs
• 1 Heavy Cavalry @ 4 points
• 4 Light Spearmen @ 12 points
• 1 Archers @ 4 points
• 2 Skirmisher archers @ 4 points
Ringfort gateway

Bulgars
• 1 Elite Cavalry + bow (+Leader) @ 8 points
• 1 Heavy Cavalry @4
• 2 Light Cavalry bow @6
• 1 Archers @ 4 points
• 1 Skirmishers @ 2 points
Ringfort gateway

Norman Mercenaries
• Drilled trait @1 and Feigned flight @1
• Mounted character figure @1
• 3 Elite Cavalry @ 18 points (+Leader)
• 1 Light archers @ 3 points
Walked hill town or palisaded bandit camp

Arab Pirate fleet

1 Heavy Cavalry @4 (+Leader)
• 3 Spearmen @ 12 points
• 2 Archers @ 8 points
Dhows

 
Scenarios (the hooks)
The scenarios are listed and drawn randomly, being removed once played.  That makes them a narrative of my Norman's attempted Conquest of the Dalmatian Coast. 

Ambush on the forest road
The crossroads battle
The richest monastery
The charcoal burner's huts
Raiders and traders
The enemy fleet
The rival merchants
A plague on both your houses
The Merchant of Venetiza
Two gentlemen of Roma
The Devil's Family :The Bellême brothers
Hawking and hunting with my Lord the Bishop
A turbulent priest
Saracen pirates
Revolting peasants
The great Bulgar slave raid
Crossing the Sava river
The Sacred Item racket
A war band of Swabians
The Great Byzantine Bribe
Bandits in the forest
The Lombard Princess
Wreck of the Pantocrator's Fist
Band of pilgrims
The Pope's hostage
Bishop versus Duke
The Slav Warlord/Voivode and the ring fort
An exile of Saxony
Monasteries
Castle attack
Pillage the Village
Ship battle, the floating harbour
Fight in the Olive groves
The Ambush in the city streets.
Battle, the Vengeful Catepan
Battle, the Martial Pope 

Defeating a campaign earns reputation points and a d6 loot roll

Bonus Awards. 
Defeating some scenarios gives the characters certain bonus awards.  I'll treat these as random, granted on a 6 loot roll.

1.  The Warband leader falls ill for a month
2.  A minor character in the Warband is appointed as a Centenar
3.  A Master Archer is identified among your shooters 
4.  The enemy camp has a buried horde of silver. D6
5.  A hostage is taken
6.  The bonus d6
  1. Marry a Lombard or Slav Princess/ heiress for a title.
  2. Nearby town surrenders, gain title as count of ...
  3. An Alexandrian Scholar/ doctore joins the retinue for +1 
  4. "The Devils own luck," reroll one dice per turn cost @1
  5. Goddes Warrior +1 courage @1
  6. The benefits of family - Add a second character.

Names

EMPIRE

Domenico, Vitale, Ordelaffo, Sebastiano, Orie, Peter, Orso, Otto, Herman, Armulf, Grimoald, Conradin, Henry, Priedrik, Louis, Robert, Carl, Garloman, Roland, Renault , Therauld, Theodohat, Zwentibold, Theodoric ,

Adelchis, Thevdigisel, Chindaswinth, Albion, Wamba, Fulk, Droggo, Ebbo, Wala, Amalswintha, Sisnand.

TYRANTIA

Constantine, Alexius, The odosius, Justinian, Valentinian, Michael, Nicopherious,

Phillipicus, Anastasius, Lee, Stauracius , Androcius, Isaac, Romanus, John, Basil, Zeno

MAGYARY

Stephen, Janos, Rostislav, Bela, Ladislas, Louis, Botond, Bulcscu, Arpad, Termacs,, Gyula, Geza, Andrew, Saloman, Almos, Denes, Kalovan, Sigismund, Ulaszlo.

ASGARD

Guthräm, Eric, Einar, Ragnar, Harold, Thorgils, Swein, Cnut, Snorri,

TRANSLAVONIA

Krum, Isperich, Trevel, Sevar, Kormisos, Vinech, Telec, Sabin, Umar, Toktu, Pagan,, Teleric, Malamyr, Sabin, Asen, Kalojan, Ivajlo, Koloman, Symeon, Smilec, Ormotag.

ISPANIA

Manuel, Miguel, Peter, Carlos, Alfonso, Adielie.

RUSSLAND

Vlad, Borris, Igor, Ivan, Alexander, Vladimir , Matislav, Yaroslav, Vagrad, Vaxtang, 0leg, Petes, Svjateslav.

HERZLAVAKIA

Ottokar, Stephan, Nemanja, Ures, Mututin, Dragutin, Vladislav , Jakov, Svetoslav, Sisman, Vukasin, Hrelja, Dragas, Uggljesa, Dejanovic, Lazar,; Balsic, Hvroje, Ostoja, Hrvatinic, Herceg.

POLDAVIA

Bolesslav, Roman, Stanislaws, Jagielto, Tadeusz, Jerzy, Jozet, Kazimeirz, Janusz, Adam, Mieczyslaw, Marian, Andrzej, Witold.

ANGONIA

Aelfrith, Aethelred, Aelfred, Penda, 0swy, Oswald, Edmund, Rae đwald, Worr, Hengist,

Caelwin, Theobald, Eorpwald, Siward, Hereward, Angelthe ow , Stuff, Bearwold, Cr orlwulf,

Eadwig, Peuthwine, Scromail, Spearhafoc, Yffe.

Orwan, Feargus, Cadwallon, Dai, Gryffyd, Malcolm, Coran, Dermot, Donal, Cydog, Rhys,

Coinmail, Dubhslain, Idwal, Maelslaihta, Rhidwallon, Liam.

igan (Order 45540625)

ORENTIA

Khalid, Mohamme d, Abâul, Walid, Maslama, Omar, Othman, Yezid, Tbrahim, Merwan,

Haroun, Muavia, Abde Ime lik, Soliman, Hisham, Masud, Kayqubad, Mustarshid, Quahir.



Pillaging Normanns

 New set of rules, Pillage, based largely on the Middle earth battle game.  Worth a go I thought.

New rules.  Dark age skirmish with a focus on... Well... Pillaging. Man to man fighting and pig stealing.  It even includes some naval rules.

The Norman raiders, under the Earl.  All mounted at the moment.

And the village defenders, under the Bishop.  Mainly footmen.

The Bishop and a shot of my whacky Gandalf the cat t shirt.

I dismount some of the Earls men.

So far this counts be a small Lion Rampant game.

The Bishops men form up and go forwards.

Some good loot here.  The Earl gets his bowmen into the trees.

Turn one and the bow have a great shot.

The Earl skirts the duckpond

It ran smoothly.  I didn't really need the rulebook out.

The Bishop leads a charge

And the shooting was brushed off.

Fight in the village.  Some nice Victrix figures in my collection.

The Bishops archers do actually kill an enemy.

And the Earl charges home.

The Bishop is apparently mighty.

And 50% losses reached by the Earl who turns tail.  The Bishop is victorious.

Nice game.  I liked the single combat nature, and twenty figures a side level.  Pillage is useful as a skirmish game for limited numbers like this. I don't have the Vikings or Saxons to make this