Thursday, 4 December 2025

Odd's Stand at Grimmsteade

 Odd's Stand near Grimmsteade

Game three

Odd has raided the farm of Grimm son of Groat, and is withdrawing back home with the loot.  Plokka, furious about that poem naming him a sheep sh*gger, has gathered his Kinsmen, Rolf and Eric and a half dozen big hefty lads.

Odd turns his carts into a defensive line and makes a stand.

Odd and the loot meet with the locals!

Plokka leads the attack 

Actual 15mm sheep models!

The defensive line at the carts.  Odd's bowman gets to work

Plokka charges and bounces back wounded.

It's a carve up.  Odd's Danish axe kills three in a row.  Plokka flees.  Rolf stands but is wounded and fails to escape.  Odd wins again.


Odd's Saga: the Ambush

Odd's Saga

 After a factious ball game Odd son of Hrut has drunkenly composed a poem which could be understood as mocking Plokka son of Ulf.  He called him "Pleasant Plokka the sheep sh*gger!"  A Skald passing through Ulfsteade repeated the rhyme.

The unanswered question of whether it was intentional hangs over the valley.  

The feud roll is a 4.  Odd has been challenged.

Odd draws a "fated dream" card.  He accepts the challenge and takes five men (2d6 = roll of five) with him as he heads to recruit the mercenary Wolf.  He is ambushed on his journey.

My Characters

Ulf, old Ulf, family head.  A lawyer and noted bowman.
Rolf. Ulf's eldest son.  A Viking hero
Plokka the sheep sh*gger Ulf's second son 
Ari Ulf's kinsman 

Wolf. An outlaw and mercenary

Hrot. Farmer of Hrotsteade.
Odd. Hrot's son
Arse, Hrot's kinsman
Grimm, a sheep herder and Hrot's old mate

Egil. A wise councillor with an unpleasant wife (Thora) and daughter (Hild)

Feud Levels:
0 – Neutral
1 – Insults
2 – Compensation demanded
3 – Raiding
4 -- The Challenge * (game one level)
5 – Blood Feud
6 – Kill-on-sight

Actions like killing, burning property, winning duels, or refusing compensation change this track by + or -1.

High feud levels give bonuses (vengeance) but also penalties (must attack).

B. Legal Phase

Between battles, players attend the Althing:
Pay compensation
Call witnesses
Attempt outlawry against rivals
Recruit new allies
Trigger plot events
Reduce (or escalate!) feud levels
A diplomacy / court phase makes narrative progression rich.

Fate / Prophecy Cards
A deck that represents omens, dreams, curses, and prophetic warnings.
“The Fated Dream” – see opponent’s deployment
“Bad Omen” – morale penalty
“the scorned woman” – vengeance bonus
These add the supernatural flavor without breaking historical realism.

The Scenarios
The High Pass Ambush
Odd's Stand at Grimmsteade
The Sheep Dispute
Duel at the Hrotfljót
Attack at Arsendi
Final Standoff – Odd's Last Stand

The High Pass Ambush

The High Pass ambush.  Ari and Grim hold the high ground.
I'm using Pillage for this game.  Lion Rampant didn't give the right feel.

Ari and Grimm sent by Plokka to kill Odd.  This way Plokka can deny involvement.

Odd and his kinsman Arsë

The ambushers begin a furious charge

Odd's only bowman kills one of Ari's spearman, a guy who clearly needs a repaint.

Odd wield's a Danish axe.  Devastating but slow.  Turns out Odd's miniature is an old Mike's Models guy from the 70s.

Arsë wounds Ari.  Time to dig out the micro dice!

I separate out the melees so it makes sense.  Odd is winning!

Odd does well and after another round of combat the enemy is going backwards

And this is a bloody game!

Grimm falls to odds axe.

Ari flees with only three men surviving.

Grimm and the other three are fallen.

Next game Odd's Stand at Grimmsteade.

Raid on St Bawdwick's Abbey

 Scenario I — Raid on St Bawdwick's Abbey

Type: Bloodbath or The Raid
The Earl of Bellend raids the Abbey.
Effects: Bellend win = Arsingford loses 1 territory
The 15mm Anglo Normans.  I forgot that I had these guys!


THE EARL’S FEUD –  LION RAMPANT 

The County of Cockshire 1175

Scenario I — Raid on St Bawdwick's Abbey

Type: Bloodbath or The Raid
Bellend raids the Abbey.
Effects: Bellend win = Arsingford loses 1 territory

Two mounted units, two spear foot units and two archer units each!

Bellend advances aggressively.

I marked the command bases with an additional foot standard, but also name tagged the leaders.




But Arsingford fails the action test to move repeatedly

Bellend does get shot at however.  Lion Rampant has casualty removal so I'm taking bases off and using micro dice to indicate part base losses.


Bellend gets stuck in, killing a base of 4 spearmen and losing a mounted knight.

Bellend's bowmen hold up well against the bigger crossbow unit.

Arsingford failure to move allows the Bellend foot to bait him onto a spear wall.

The results are predictable.  The knights bounce.  Arsingford gives it up and quits the field.  Bellend claims the Abbey territory.