Friday, 26 December 2025

FRISIA AFLAME: THE FALL OF HENRY THE FAT (1100–1101)

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:

  1. What changes when using Blood & Crowns
  2. What an 1100 AD Frisia army looks like in B&C terms
  3. Faction lists (Henry, Holland, Frisians, Vikings)
  4. Campaign & scenario feel
  5. What to ban or reskin from the 14th century rules

No rules text is reproduced — this is a compatibility guide, not a rewrite.

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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