I've been working on a campaign using Lion Rampant set during Henry the Fat's attempt to conquer Frisia in 1100. However I've had a rethink — Blood & Crowns is actually a stronger fit than Lion Rampant for what I wanted, as long as I can dial the period back and lean into retinues, banners, and political leadership rather than later medieval weaponry.
I've done a reinterpretation for the Frisia 1100 AD project using Blood & Crowns as the engine, but re-skinned for the early 12th century rather than the mid 1300s. This would work well for earlier 11th Century games too.
I’ll explain:
- What changes when using Blood & Crowns
- What an 1100 AD Frisia army looks like in B&C terms
- Faction lists (Henry, Holland, Frisians, Vikings)
- Campaign & scenario feel
- What to ban or reskin from the 14th century rules
No rules text is reproduced — this is a compatibility guide, not a rewrite.
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| My working copy of the map |
1. WHY BLOOD & CROWNS WORKS FOR 1100 AD
Blood & Crowns already models:
- Retinues around lords and sub-commanders
- Banners as morale anchors
- Command friction
- Limited missile dominance
- Battles decided by leadership collapse, not annihilation
All of that fits 1100 AD Frisia and by extension the later dark ages very well.
What changes:
- Fewer professional infantry
- Less armour overall
- Cavalry still powerful, but not yet shock-charge dominant
- Many troops are free men, not feudal levies
This is post-Hastings, pre-crusade Europe.
2. CORE ADAPTATIONS (SYSTEM-LEVEL)
A. PERIOD ADJUSTMENTS (GLOBAL)
Apply these to all factions:
- No handgunners, artillery, pavises
- Crossbows are rare and expensive
- Most infantry count as Medium rather than Heavy
- Mounted men-at-arms are fewer, but elite
B. ARMOUR ASSUMPTIONS
- Heavy armour = mail shirt + helmet
- Shields are ubiquitous
- Very few fully armoured foot knights
C. MISSILE TROOPS
- Archers are common but shorter ranged
- Javelins and throwing spears are widespread
- Crossbows: mostly mercenary or ecclesiastical
3. FACTIONS IN BLOOD & CROWNS TERMS (1100 AD)
⚔️ HENRY THE FAT, MARGRAVE OF FRISIA
Imperial Enforcement Host
Army Character:
Small elite core, poor local support, brittle morale if leaders fall.
Typical Retinue
Henry’s Banner
- Mounted Knights/Milites (Men at Arms, Henry + household)
- Foot Men-at-Arms (dismounted Milites)
- Sergeant Spearmen (Saxon retainers)
Sub-Commander Retinue
- Mounted Sergeants
- Spear Militia (pressed locals)
Optional Support
- Crossbowmen (Imperial or Italian mercenaries)
- Archer Levy
Army Traits (Narrative Use):
- +1 to command rolls while Henry lives
- If Henry is killed or routed → immediate army morale test
Battle Style:
Advance methodically, secure crossings, punish resistance.
🏰 FLORIS II OF HOLLAND
Emerging Feudal County
Army Character:
More flexible, more infantry, politically cautious.
Typical Retinue
Floris’ Banner
- Mounted Milites
- Foot Men-at-Arms (dismounted Milites)
- Sergeant Spearmen
Town Retinue
- Archer Militia
- Spear Militia
Optional
- Light Cavalry (scouts, messengers)
- Crossbowmen (coastal towns)
Army Traits:
- Can reroll one failed command per game
- Gains bonuses in defensive or urban scenarios
Battle Style:
Combined arms, careful positioning, avoids risky charges.
🌾 FRISIAN FREE CONFEDERATIONS
The Anti-Feudal Host
Army Character:
Large infantry forces, excellent morale at home, weak cavalry.
Typical Retinues
Chieftain’s Banner
- Fierce Foot (axes, spears)
- Shieldwall Spearmen
Clan Retinues
- Spear Militia
- Javelin Skirmishers
- Archers
Rare
- Light Cavalry (wealthy farmers)
Army Traits:
- Infantry gain bonuses in marsh, dikes, villages
- Never suffer morale penalties for lacking knights
- Gain bonus if fighting a “feudal lord” banner
Battle Style:
Defensive depth, ambushes, grinding attrition.
⚓ VIKING ADVENTURERS (1100 AD)
Late Norse Sea-Raiders
Army Character:
Small, elite, aggressive, unreliable.
Typical Retinue
Sea-King’s Banner
- Heavy Infantry (huscarls)
- Fierce Foot (berserks)
Raider Retinue
- Archer Skirmishers
- Light Infantry
Optional
- Mounted Sergeants (very rare; mercenary horsemen)
Army Traits:
- First turn aggression bonus
- Suffer command penalties if leader is wounded
Battle Style:
Fast strikes, brutal melee, disengage early.
4. WHAT A GAME LOOKS LIKE ON THE TABLE
Battlefield Themes
- Dikes, causeways, tidal flats
- Scattered farmsteads
- Small churches or toll stations
- Rivers matter more than hills
Victory Conditions
Rarely “kill them all”:
- Hold a crossing
- Kill or capture a banner leader
- Escort tax carts
- Burn settlements and withdraw
Typical Engagement Size
- 2–4 banners per side
- 1 main lord + 1–2 sub-commanders
- Games feel political and personal
5. CAMPAIGN IN BLOOD & CROWNS TERMS
My map campaign plugs in perfectly:
- Each territory = one banner slot next battle
- Losing a banner = territory unrest
- Killing Henry = immediate strategic collapse
- Holland benefits from survival, not domination
- Frisians win by endurance
6. WHAT TO REMOVE FROM 14TH CENTURY RULES
Remove / Rare
- Polearms beyond spears
- Plate armour
- Large disciplined pike blocks
- Gunpowder
Reskin
- “Foot Men-at-Arms” = mail-armoured retainers
- “Sergeants” = free men with spear & shield
- “Light Infantry” = javelin men, hunters
7. FINAL VERDICT
Blood & Crowns for 1100 AD feels like:
A brittle imperial expedition, a cautious rising county, an angry free people, and opportunistic sea-wolves — all fighting over dikes, tolls, and pride.
It will play:
- Slower than Lion Rampant
- More political
- More narrative
- More tragic (perfect for Henry the Fat)

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