Thursday, 20 February 2025

My Port Royal Kickstarter

Having done the digital Kickstarter and with loads of Blood and Plunder and pirate types in hand Port Royal delivered this week.  Not without a few problems but having res the rules I'm enthused.  Time to give Port Royal a go!

It's the morning of June 7, 1692, and a massive earthquake has caused the liquefaction of the soil and brought on a tsunami devastating the town, killing thousands.  A tragedy, but for some an opportunity to loot and get rich.

My Blood and Plunder games established my English Pirate Captain as "Fat" Errol Thynne, and his Nemesis, the French Capitaine Rathboné de Mayonnaise of the Bouccanier.  Both of these worthies have their ships company in town and are set on making their fortunes.

Meanwhile somewhere in Rumtown back in the hills the defrocked Priest Father Louis de Pénis Frere Dimanche ( Brother Sunday) to his flock is also waiting, with his own group of Mission Carib Indians and the local Rumtown Maroons, intent on getting a share of the loot.

Governor Appleton has vanished but a company of soldiers and local militia, has been mustered to secure the city under the nominal command of the gouty Colonel Daiquiri currently hiding in the old colonial fort.

Lieutenant Cecil Brown-Trousers of the 50th Foote and Sergeant Drew Peacock have been sent out to quell the looting, with a mix of newly enrolled militia and a handful of actual soldiers.

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. 

CAPTAIN
Errol Thynne
Cost 6.  Experience 5
Fight 6/6.   Shoot 6/6.    Resolve 5
Special » Command.  » Fate (1)
Rapier.  6 points

BOATSWAIN Darragh Matey
Cost 3.  Experience 5
Fight 6/7.    Shoot 6/7.   Resolve 6
Special » Marksman, musket, Cutlass 4 points

OLD BUCCANEERS (3)
Cost 5.  Experience 4
Fight 6/6.  Shoot 6/6.  Resolve 5
Special » Marksman.  » Brawler
Old Cyrus, Blunderbuss, Cutlass, 7 points

SEA DOGS
Cost 3.  Experience 5
Fight 6/6.  Shoot 7/7.  Resolve 5
Special » Brawler
"Gallows" O'Hara, Cutlass, musket.  Five points

FREEBOOTERS
Cost 3.  Experience 5
Fight 6/6.  Shoot 7/7.  Resolve 5
Special » Marksman
Jasper Hawke.  Musket 
"Pisswater" Crowe. Musket, eight points.

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

QUARTERMASTER (1)
"Le Loup" Boucher
Cost 4. Experience 5
Fight 5/7. Shoot 6/7.  Resolve 5
Special » Hard Charger
Sword, pistol, floppy hat, 5 points

SAILOR
Maurice Le Cow, Cutlass, pistol
Lafarte, Cutlass. Points 8
Cost 3. Experience 5
Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger

BOUCANIER (3)
Claude, musket,  Jacques musket. 8 points
Cost 4.  Experience 5
Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman

6 figures,  30 points,  33 Infamy points


Crown Forces
The men of the 50th Foote, and militia "volunteers from the Marshalsea Prison.

FACTION RULES
Steady: Once per turn, a Character in this Company may re-roll a failed test that uses its Resolve value.
Issued Weapons: When creating a new Company, up to 3 Soldiers or Officer Characters in this Company gain a Musket for free.

CAPTAIN
Cecil Brown-Trousers of the 50th Foote 
Cost 5.  Experience 5
Fight 6/6.  Shoot 7/6.   Resolve 4
Special.  » Command.  » Fate(1).  » Drilled. Sword, pistol.
7 points

NCO
Sergeant Drew Peacock
Cost 3.  Experience 5
Fight 6/6.  Shoot 6/7.  Resolve 5
Special » Drilled. Halbard, Pistol. 5 points

SOLDIER
Corporal Balthazar Puddingstone, Musket, plug bayonet
Private Wobblebottom Crumpet, Musket, plug bayonet
Cost 4.  Experience 5
Fight 6/6.  Shoot 6/7.  Resolve 5
Special » Expertly Drilled.  6 points

MILITIA
Militiamen Horace Bumblewick, Musket
Reginald Poppycock, Musket
Marmaduke Hiccups, Musket
Digby Noodleshite, Musket
Cost 2.  Experience 6 
Fight 7/7.  Shoot 7/7.  Resolve 5
Special » Drilled.   11 points

In reserve:
Fiddlesticks Featherstone
Thaddeus Tiddlywinks
Reginald Poppycock
Barnaby Spindlearse
Percival Trotterbottom

Eight figures, 30 points. 35 Infamy Points 


The Carib Raiders
The insane Father Louis de Pénis or Papa Dimanche to the locals and his Carib friends.  As a priest he carries stinkpots but won't assault anyone.  My Caribs are Ghost Archipelago plastics armed with bows, blowpipes poisoned arrows and daggers.

FACTION RULES
Strike & Fade: After rolling for Initiative but before starting the Activation Phase, the player controlling this Company may spend 2 Fortune Points to give every Character in this 
Company a free Conceal action if they are more than 4” away from an opposing Character.
Limited Reloading: Anytime a Black Powder weapon is used by a Character in this  Company, it always gains an additional reload marker. 

OFFICERS
The following options represent the Company’s important members.

CACIQUE* (1)
Aroha Kaikai
Cost 6   Experience 4
Fight 5/7  Shoot 6/6  Resolve 5
Special » Command  » Fate (1)  » Hidden  » Scout
Musket, throwing axe,  Cost 8

SHAMAN (1) 
Priest Father Louis de Pénis/ Frere Dimanche  Cost 4. Experience 5
Fight 6/7. Shoot 7/6. Resolve 6
Special » Scout. » Inspiring.  Stinkpot.   Cost 5

WARRIORS
Tajimura Waya.  Bow
Kuna'ta Xalaka. Bow 
Marekhu Hupa.  Bow
Boli Mayar.  Bow (pipe) and poisoned arrows
Cost 3.  Experience 5
Fight 5/8  Shoot 6/6.  Resolve 6
Special » Hidden. » Scout.             Cost 16

Six figures. 30 points. 31 Infamy points

Names in reserve
Pelekai Nala.
Roko Sanara
Aluna Kanawi
Tajiri Mahu
Yanka Akita

My Project Notes

The " to do" list.
The map.  I'm using an additional two sided Pirate Island map, as well as the official mat from Firelock.  It cost me a small fortune but I'm a fan of flip mats.  

Shipwreck on two levels ✔️ done
Jollyboat ✔️
Swamp ✔️
Quicksand x 2
Crocs from milliput.
Snakes or snakepit
Insect swarm
Bodies and bits
Maroons - Warlord Seminoles
Currency - pieces.
Company cards A5
Custom Dice.  Maybe yellow!
Sunken building
Garden of horrors (snakes?)
Civilians
Native American. Caribs.  Ghost Archipelago - Tribals, figures to get the loincloth look?  ✔️
Prone marker.
Weapons cache Markers

Periods/Games I think the Port Royal mechanisms would work for:

Medieval city sack, Limoges, Constantinople, Famagusta.
Napoleonic Badajoz sack
Fantasy RPG Frostgrave type game
The streets of Musketeer Paris
Montague vs Capulet
Pompeii
London during the Great Fire. 
Rome during the Plague
The retreat from  Moscow
Robert Rodgers attack on St Francis, French Indian War
The San Francisco Earthquake 1911
28mm 

Thursday, 13 February 2025

The first Samurai game

My first play through of the Samurai game:

Not totally complete yet but workable.

The Taira draw.  I'm limiting the clan lords to five each.  Tara Place two.

And they plan to take the emperor from his monastery.   A 20mm milliput emperor not yet finished.  Needs more painting and a label.

The Minamoto can only place one Lord! 

Looks like a march on Kyoto.

The Fugiwara place one lord.

Out on an island.  Poor cards.

Much stronger for the Hojo.

And they plan to take the Heir.  I used a babe in arms figure.

And the Hojo are also looking at the Regalia nearby.  I really must paint that chest.

That ends the setup.  First random event is a forced march for the Hojo.

They go for the Regalia.

And add another powerhouse Lord nearby 

The Hojo are building a powerbase.

The Fugiwara get good winds and land.  Looks like a challenge to the Hojo 

Not too strong though

The Minamoto march on Kyoto and take the city.

A second Minamoto lord is started within marching distance of Kyoto.

Big army with the Minamoto boys.

The Taira take the Emperor.

And place another lord nearby

And the Hojo take the Regalia.


But the Heir falls to the Fugiwara.



So far so good.


But the Taira close in on Kyoto.  Two big armies face off but no attack yet.

And the Hojo act to take the Heir from the Fugiwara.  Its a battle.





The Hojo have 150 points with Toranaga




The Fugiwara have only 80 points with Surimoto but are in a 50 point monastery so this will be quite even.

Game paused whilst I decide whether to paint up troops or just use numbers and dice.

A work still in progress




The Longstreet Campaign

The Longstreet Campaign

The Union

Colonel Floyd "Parson" Farthingdale 
11th Massachusetts 
12th Massachusetts 
13th Massachusetts
Whigg's Blackhats 15th Massachusetts
All 10 base units

Floyd is an ardent abolitionist and Minister of the 5th Lutheran Fire Eaters.  He fights holding a copy of the King James Bible.  A proud son of Massachusetts

The Confederacy

Colonel Quincy Whitmore
San Antonio Academy Regiment 
12 bases
6th Texas 8 bases
7th Texas 10 bases
9th Texas 10 bases

A professor at the San Antonio Academy where he taught Latin, he has had a varied and storied career.  Still enrolled a Captain in the Texas Rangers he is rumoured to have been an Officer in the Prussian army at Waterloo, and a Sea Captain.  He rules his troops with the same willow switch he used to beat his young students when they failed to conjugate Latin.

Colonel Gaston Auguste Parker 
1st Louisiana Fire Zouaves 6 bases
2nd Louisiana Fire Zouaves 6 bases
6th Louisiana 10 bases
8th Louisiana 10 bases
10th Carolina 8 bases

Famed on Bourbon Street the last bastion of decadency in the States, Colonel Parker is from "old money" in Louisiana.  Known for brandishing a silver plated Remington revolver, he raised and equipped his Zouaves, and perhaps for this, and not his Bourbon street adventures, he is known as "Red Pants Parker."

Colonel J.E.B Quilp
1st Virginia Light Horse
1st Carolina Cavaliers
3rd Louisiana Dragoons
1st Richmond Light Horse Battery

Colonel Quilp was formerly a Head of Sciences at Harvard, and is a close personal friend of Professor Bunsen.  He is a total hypochondriac who employs the somewhat creepy Doctor Lecter as his personal physician.


1861 - Manassas
1862 - The Peninsula 
1862 - The Seven Days
1862 - Northern Virginia
1862 - Maryland
1862 - Fredericksburg
1863 - Chancellorsville
1863 - Gettysburg
1864 - The Wilderness



Nine battles are fought, each representing part of a larger engagement.  Campaign cards are used between the battles to steer the games.  The Union Brigade will face either of the Confederate ones, and at Gettysburg and will face both together.

The scenario games above will be slotted into the historical context of the current battle, and will be generated randomly.

Losses may be replaced, depending on the campaign cards and the Officers will be promoted during the war.  

Tuesday, 11 February 2025

A Samurai Project

I have had an inspirational few weeks playing the Club President's new version of Kingmaker on a nice snazzy board.  

Back in the 1990s I did Kingmaker hand drawn in A1 size with card buildings for the towns, cities and castles as well as 10mm Pendraken counters.  This was a fusion with DBA.  

On many levels this was a success, on quite a few more not so successful, that DBA bit for one!

Which brings me to my venerable 1980's  copy of Samurai by Avalon Hill.  As a Kingmaker clone it always seemed a little "clunky" to me, but having seem the new Kingmaker I am of the opinion that it can be updated to suit my needs.

I never liked the "chit cup" where players drew counters and transposed them to a clan mat, allocating them to different units.  My aged eyesight likes it less!

I also didn't care for the muddled history, although it's something I could live, with it needs a damned good tidy up.

My wishlist to update the game as a project is as follows:

It must play solo, against a system, as well as more traditionally against opponent(s). I'll introduce a card deck for this.

The map is great.  It has a traditional 1980s feel.  But..  I will need a bigger map because I want to use 10mm figures as (or based on) the counters. A1 seems right!  


Japan is at an odd angle for a rectangular map, but redrawing at a different angle would allow me to make it bigger for my counters.  I would do away with the tables using card draws instead.  

I might want to "fight" some of the encounters as wargames, and I think that a version of Arrowstorm can work.  Simple and quick.  The Battlefield would be gridded and terrain pieces could be placed in the grids.

Mountainous areas can be built up as 3D using foamcore shapes.  This maybe a bit much for me time wise though.

Buildings are more of a problem.  For my Kingmaker game I glued them down and stored the map by hanging it on the back of my war office door.  Not feasible these days.  They would need enough weight not to move so I may just go with the towns and cities as map printed.

The ships are easy enough and could even have a recess to transport a few 10mm figures.

Which brings me to Wargames Atlantic.  Having purchased a sprue of the new 10mm Samurai I realised that I can get 4 factions worth of counters out of one sprue!

That doesnt excuse the two further boxes, one Samurai one Ashigaru that I intend to buy! 

Making the game 3D I have converted a couple of 20mm plastic Boxer Rebellion civilians as the Emperor and the Heir.  The regalia will be a treasure chest and Kyoto a small Milliput model.  I intend to make the Buddhist temple pavilions as models too.

The game has four "Court factions."  If more players wish to take part these can be split in two as "clans."   Japan had a lot more than eight clans but let's go with that.  I will split the factions and limit them to five commanders each.  My recent Kingmaker experience tells me this is a reasonable number.

Those horrid little chit counters have to go too.  Fortunately many people have had this idea and cards are available to replace them.  I'll also do my own event deck whilst I'm at it.

Some event cards I'm looking at range from some of the current events, storms, plagues and the like to specific events.  Revolts within a faction, the Sengou Jidai, the rise of particular historic figures and their clans.  The Oda, the Takeda, the Chosokabe on Shikoku and the Shimazu on Kyushu all appear with a single leader in a designated province and draw a hand of cards for him, becoming in effect non-player characters.

Each Court faction will start with a single home province as per the game rules.  If they draw a second and later play it, then it represents allies.  I will name the clan for each province on the province card, but the eight Court clans start with randomly assigned home bases.  I may change this.

Using cities as troop strength points for a clan seems an odd idea to me. A city or town in  the game can owe allegiance to a Diamyo in a far distant province.  Cities in your own province can add troop strength to a rival.  It's a game mechanism but I will replace this with Minor Clans under named leaders with the relevant spread of points values.  

The Honda under Honda Tadakatsu add 50 troop points to the clan that holds his card and so on.

"Stratagem" cards will be added to the deck to allow things like palisades, ambushes, betrayals and battlefield formations. These will be " retain in your hand until used" cards.

The various earthquakes tsunamis and plagues in the original event rolls seem way over the top to me.  One comment in our Kingmaker game was that it was all a little "plaguey" in 15th Century Kingmaker land.  I'll stick with it for now though as part of an event deck.

I'll replace Mongol invasion with Ikko Ikki rising and prevent the Korean invasion until a shogun is appointed.

Very much a work in progress.

Event cards

Earthquake 

All locations in the affected province(s) have their garrison strengths cut in half (½) for the rest of the turn. All lords of the phasing player have their normal land movement reduced to two (2) areas and cannot use road movement. Sea movement is unaffected. Roll 2-12 dice to determine which provinces are affected by the Earthquake: dice roll Earthquake affected province(s)

2 or 3 Yamato
4 Settsu and Harima
5 Shinano
6, 7, 8 or 9 Mutsu, Dewa, and Echigo
10 Kawachi and Iga
11 or 12 Suruga and Hida

Famine

Each lord in the affected province(s) must return at least 30 troop points to the fate cup. Roll 2-12 dice to determine which provinces are affected by Famine: dice roll Famine affected province(s)

2 or 3 Hitachi and Nagato
4 Iyo, Satsuma, and Osumi
5 Owari and Mino
6, 7 or 8 Yamashiro and***
9 Hyuga and Tamba
10 Awaji and Tsushima
11 or 12 Aki and Dewa

***and the province with the greatest number of leaders over three (3) in it. If two or more provinces tie for greatest present, all those provinces suffer famine.

Pirate Intervention

All ships in the affected sea area must go to the nearest friendly port or unoccupied minor port (whichever is closer). Roll a 1-6 die to determine which sea area is affected by the Pirates: die roll sea area affected

1 Osumi and Bungo Straits
2 Amakusa Sea
3 Korean Straits
4 Wakasa Bay
5 Sea of Ise
6 Sea of Japan and Sendai Bay

Pirate Raid

Lord who is Admiral of the Imperial Navy (AoIN) is instantly moved to the affected area, as well as lords with the ships Yagato, Kaii, and Musu. If AoIN has no ship, he is placed in the area of his choice on the coast of the area. Roll a 1-6 die to determine which sea area is affected: die roll sea area affected

1 Amakusa Sea
2 Osumi and Bungo Straits
3 or 4 Inland Sea
5 Toyama Bay
6 Sea of Japan

Defection

The phasing player must remove from the game the lord with lowest total troop points. All holdings, even non-transferable ones, are given to the nearest lord of another clan.

Rebellion (not Ronin Rebellion)

All "untrustworthy" troop strength points to the discard pile immediately.

Mongol Invasion removed

Invasion of Korea

Lord who is General of Invasion (Gol) is removed from play. His General of Invasion (Gol) office is permanently removed from the game, and all the lord's remaining holdings are returned to the fate cup. Ignore if this result occurred before, and/or if no lord is currently General of Invasion (Gol).

Kyoto Cherry Blossom Festival

Each clan must instantly transfer two lords to Yamashiro province. No battles within this province are allowed for the rest of the turn (including no sieges of Kyoto). Lords not on Honshu must have a ship. Lords besieged in a location may not be transferred. A clan may transfer more than two lords if desired. A clan may ignore, or occasionally must ignore, the summons to the festival, but may have to commit Hari-Kari (see hari-kari rules).

Ocean Storms

All lords currently at sea must be immediately transferred to the nearest friendly controlled port or unoccupied minor port (whichever is closer). No lords may move into a sea area for the rest of this turn.

Plague

Each player with lords in the affected province must lose one lord of his choice. When the lord is removed, all his holdings are returned to the fate cup. Roll 2-12 dice to determine which provinces suffer the plague: dice roll province(s) affected

2 Sado and Suo
3 Izumi and Hizen
4 Izumi and Tosa
5 Iki and Suo
6 Bitchu and Ise
7 Sagami and Nagato
8 Tango and Noto
9 Bingo
10 Kaga and Tosa
11 Kaga and Hizen
12 Bingo

Tsunami

All lords at sea in the affected sea area(s) and/or province(s) are lost and all their holdings returned to the fate cup. Roll a 1-6 die to determine which sea area(s) are affected: die roll sea area affected

1 Amakusa Sea and Osumi Province
2 Cape Muroto
3 Sea of Ise
4 Toyama Bay, Sea of Japan, and Sado
5 Cape Nojima and Cape Shioya
6 Sendai Bay

Uprising

All lords holding a province with an uprising must return that holding to the fate cup. If this is the lord's home province, he is removed from the game and all his other holdings are also returned to the fate cup. To determine which province(s) have uprisings, check the table below three times. Each time, roll a die twice and cross reference the rolls: first die roll second die roll

1 1 or 2      3 or 4      5 or 6
2 Hida       Hizen.      Sado
3 Etchu     Osumi.     Oki
4 Settsu     Awa         Dewa
5 Kazusa   Shimot'e   Iyo
6 Kaga       Awaji.        Higo

Fire

All lords in the location suffering fire are killed, removed from the game, and their holdings returned to the fate cup. Roll a 1-6 die to determine where the fire occurred: die roll fire occurs in:

1 Port city of Oka
2 Port city of Osaka
3 City of Yami
4 City of Kagoshima
5 City of Kofu
6 Mito Castle

Imperial Summons

The phasing player may cause any one lord of any clan to be instantly transferred to Yamashiro province. If another clan's lord is summoned, any additional lords of that clan may also be transferred to Yamashiro if that clan desires. A clan may ignore a summons, but may have to commit hari-kari with the lord summoned (see rules).

Forced March Card

The phasing player receives one forced march ability marker, which he can use, save for a later turn, or trade to another clan. When used, a forced march marker allows a player to double the normal move of any one lord, on land or sea. Multiple markers cannot be used on the same phase to further increase the speed of the same lord, but different markers can be used for different lords on the same phase. A double move is equivalent to two full movement phases, including one type of move in the first phase, and another type of move in the second phase, if desired.

Storms

The phasing player cannot move any lord more than two areas, except by road. No lords may move into a sea area for the rest of this turn, but lords at sea may debark in the sea area they occupy, or remain at sea in that area, as desired.

Takeda Shingen in Kai
The rise of the Takeda.  Shingen is deployed in Kai and draws a full hand of cards.  He will be the single representative of his clan as a non player character. He will seek to conquer all surrounding provinces towns and castles, and will attack any force he outnumbers within three moves of his home province.  After an attack he returns to his home territory.

See also
Uesugi Kenshin in Mutsu

Motochika Chōsokabe in Iyo

Shimazu Yoshihiro in Satsuma

The Ikko Ikko Revolt
Osaka and the Buddhist Monasteries surrounding Yamashiro rise up and March on Kyoto.

Muskets appear on Kyushu
Any Diamyo in Kyushu may swap an ashigaru card for teppo. 

Muskets appear on Honshu (and Kyushu and Shikoku)
Any Diamyo may swap an ashigaru card for teppo.  



Saturday, 8 February 2025

The field of Hazels, battle at the Burnt Moor

Scenario 4 - The Rebellion.  

Robin of The Hode has escaped the Bishop's dungeon in Cestria and seeks the aid of Lords Lumley and  Lambtun.  Both declare support for King Richard, and a battle is arranged on the Burnt Moor, a field of honour being readied for a fight between the two sides.

Honour is not really something the Bishop believes in however.


The field of Hazels, battle at the Burnt Moor

The King's Men

Richard Lord Lambtun

Gaston, Lord Lumley

Clugney, Lord Stanley

Hoody Bob and his poachers

The Prince's Men

Conrad Bishop of Cestria, Lord Finchale

Gilbert, Lord Ravensworth

Roland, Lord Wessingtun



BURYING THE HATCHET - 750 points 

The hazelled field is a tradition brought to Britain by the Vikings. This game represents the formal arrangement between combatants to do battle at a certain place and time.

The Lambtuns have brought in allies in the form of Lumley and Stanley, the Bishop opposing them as the winner of the previous game is with Ravensworth and Wessingtun.

The feuding nobles have brought their armies to this place to settle their differences with blood and iron, expending the lives of their followers in pursuit of their goal.

Determined to settle things once and for all, the lords have  agreed to meet on a stretch of open ground called the Burnt Moor, a sinister place, identified in folklore to be the battleground between Sir Richard's ancestor and the local dragon.  


House Rules, Blood and Crowns for the Barons War

Figures are armed and armoured as seen. 

Each Knight (6 only in this campaign) has a single command point that may only be spent on his own retinue.  Foot are mustered into groups from the combined forces of the Knights involved under the command of a Centenar, Captain of 100 who also gets a command point. 

I may also allow one Captain of archers per side as the Vintenar rule.

Raising Troops

The Earl Bishop summons his vassals to the Minster Square in Cestria. Each of the Knights is required to supply a retinue of sub vassals freeholders and freemen.  Those not wishing to serve may pay scutage to allow the Bishop to employ others in thier place, or pay to maintain service longer than the 40 days required.  If a general levy is called all men 16 to 60 including Villeins are mustered in the villages, the best or a tithe being marched to join the local Knight.

The Bishop himself maintains a Famila of Knights and Mounted Men at arms who also dealt with administrative and military problems within the bishopric.

I will follow the Assise of Arms 1181, as updated by the 1285 statute of Winchester.

Knights and Freeholders (wealthy landowners) are required to possess a hauberk, a helm, a shield, a sword, horse and horse armor (I take this to mean a caparison).  North Durham has six knights in my campaign but each of these Lords has brothers and uncles that can also serve with this level of equipment.

Freeholders with lands valued at more than 20 pounds were required to have similar equipment, including chainmail, sword, and shield.  The campaign has 24 freeholders, these are not Knights but could be called Sergeants at arms.  They are divided between the six lordships.

Freemen of lower wealth (those with land or goods valued at less than 20 pounds but more than 10 marks) are required to possess a spear sword, shield, and helmet. The Statute of Winchester alters this to include bows, influenced by Edward's Welsh wars, and the subsequent spread of the weapon.

Other Freemen are required to have a spear or bow and arrows.  These are Footmen or Archers, English.

Villeins muster with other weapons suitable for defense, though the quality and specifics depend on their financial means.  These are levy or archers.

Mercenaries can also be raised, based on the forces of Captains who act as characters in the campaign.  These may include ship Captains.

The English Crown may sent an Earl or rival Bishop North as an Emissary to the Scots.  This almost never goes peaceably.

The Scots raid from across the Tweed and the Tyne, or from the Pennines on a regular basis.

French, Scots and Scandinavian pirates are always a threat.

The "Prince" Bishop of Durham is constantly seeking to "recover" the body of St Cuthbert.  The pilgrimage revenues make this a Manor area of conflict.  Durham also maintains six knights and their retinues.


My forces for the Barons War

18 Mtd Knight figures   
6 Mtd Sergeants             
18 foot Knight figure        
12 Foot Sgt Spearmen  
12 Peasant bowmen     
18 levy Spear                  
18 Crossbowmen           
Two ships

Planned Solo campaign, The Scottish King's Ambitions
1.   The Dawn Raid - 200pts
2.   Spring The Trap - 250pts
3.   Bullying the Bishop - 300pts
4.   A Spilled Pint - 200pts
5.   The loss of Wessingtun- 300pts
6.   The Final Battle - 400pts

The Game.  Rebellion

Deployment done.  The Outlaw force has not yet arrived.  Time to roll on my pre battle events:

D6 Pre fixed battle events

6.  A portent is seen.  An extra favour is given to one of the sides.
5.  Delays.  A contingent is removed from deployment and rejoins on the baseline after an Edna roll at each turns end.
4.  An encounter battle.  Starting with a single group on the baseline one group arrives per turn, anywhere on the baseline.  It's a solo game so randomised allocation of the order in which units arrived.
3.  Treachery.  Silver changes hands, promises are made.  Roll for a random contingent to change sides.  It is removed from deployment and on a dice roll of six after turn three appears to a flank on the side of the enemy.
2.  Mist.  Deployments shift d6 x 3 inches.  Odd numbers to the left flank, even numbers to the right.
1.  The rain it raineth dismally, also mud.  Bow ranges halved, bow effects halved.  Movement halved

 Treachery intervenes.  The Bishop has paid off Stanley with 100 silvers, rather than the traditional thirty. 


The Bishop loses one favour point.  Clugney, Lord Stanley, may yet appear but now on the Bishop's side.

Lords Lambtun and Lumley take the field, with a quarter of the Loyalist forces missing.  

Lumley advances but the Bishop manages to flank him with archers.

The Bishop charges and Lambtun counter charges.  The Bishop loses two and is thrown back.  Not a good start.

Clugney Lord Stanley appears on the Bishops base line.  Boo, hiss, traitors!



But in a duel of crossbow bolts against arrows the Kings bowmen win out.

Lord Ravensworth holds Lumleys advance using veteran spearmen.


The Bishop is unfrocked and takes a thumping from Richard of Lambtuns himself.

And it's all over as the Bishop is captured.  The Princes plans are in tatters.  The King can now return in safety.