Thursday, 8 January 2026

The Warlord 1965 and 1100AD

It's a movie that's almost as old as me.  "The Warlord" 1965.  The plot, such as it is, Chrysagon de la Cruex, ( a 20th century made up name, Crispinus de la Croix is closer) is a Norman (Frankish?) knight whose Duke gives him a Flemish village to rule and protect, commanding him to keep their goodwill. He and his men arrive in time to beat off Frisian raiders.  In terms of historical accuracy it goes downhill from there.

Charlton de la Heston is however a great wargames protagonist. 

I have some peeves, of course I do!  The "castle" is a single round tower, 200 years out of time.  The costumes, well, the "Normans" are surprisingly fair, but the Frisian "Vikings.". Not so much.

Historically this is the period of Henry the Fat and his attempt to subdue Frisia, so I can build some of the Hollywood nonsense into my campaign.

Crispin Heston's forces

I can make a solid, historically grounded estimate that works very well for a skirmish-scale campaign, even if the film itself is a bit vague.

It all comes down to what's on screen and what’s plausible for an 11th-century marcher lord.

1. What the Film Implies (On Screen)

Charlton Heston’s character is a minor coastal lord, not a great baron. His force is:

  • Small enough to ride fast and operate independently
  • Large enough to dominate a village and fight off raids
  • Clearly professional soldiers, not a peasant levy

On screen, we mostly see:

  • A core of mounted men-at-arms
  • Several foot soldiers
  • A few missile troops (crossbows appear, though they’re anachronistically common)

Visually and narratively, his warband feels like one household retinue, not an army.


2. Historically Plausible Size (11th–Early 12th Century)

For a Frankish knight-lord holding a coastal fief, a realistic personal warband would be:

Total Strength: 40+/- fighting men

That’s the sweet spot for:

  • One fortified manor or motte
  • Year-round maintenance
  • Independent action without calling a levy

Anything larger starts to imply a count or duke.


3. Breakdown by Type (Film + History Hybrid)

Mounted Men-at-Arms (6–12)

These are his core professionals.

  • Crispinus de la Croix himself
  • Household knights / mounted sergeants
  • Mail hauberk, shield, spear, sword
  • Fight mounted but dismount readily (so I need foot knights to match)

Skirmish role: Elite fighters, leaders, shock troops
Campaign note: Usually dismount to fight in marshy terrain (very Frisian)


Foot Sergeants / Retainers (8–16)

The backbone of the force.

  • Spear and shield
  • Axes or short swords
  • Leather or partial mail

These are not peasants — they are paid household men.


Missile Troops (6–12 total)

Crossbowmen (2–6)

  • Present in the film
  • Plausible but still elite/specialist in this period
  • Often bodyguards or siege specialists

Archers or Javelinmen (2–6)

  • Much more historically common
  • Could be local Frisians or lower-status retainers

Non-Combatants (Not on Table)

Important for campaign flavor:

  • 1–2 squires or servants
  • Grooms, boatmen, guides
  • Camp followers

These explain logistics without bloating combat numbers.


The Roster 

Crispinus de la Croix’s Warband (24 figures)

  • 1 × Lord (mounted or dismounted)
  • 5 × Mounted men-at-arms
  • 12 × Foot sergeants/Spearmen
  • 6 × Archers
  • 6 × Crossbowmen

It's a Lion Rampant sized force!  Possibly add in a second mounted group and a second spearman group.

Coincidentally it's around the size of the Pillage Norman Warband pack from Victrix!


    Scenario Variants 

    Marsh Patrol / Raid

    • Dismount all cavalry
    • Fewer crossbows, more spears
    • 12–18 figures total

    Punitive Expedition

    • Full mounted presence
    • Extra missile troops
    • 25–30 figures

    Last Stand at the Manor

    • No horses
    • Reinforced foot sergeants
    • Improvised militia allies

    Six named supporting characters for Crispinus de la Croix’s warband:


    The Warlord, Crispinus de la Croix

    Unit. Mounted knights

    Reliable, veteran soldier (Aggressive)
    Background: a coastal Frankish baron in service to the Duke.

    1. Bors of the Cross

    Senior Man-at-Arms, Brutal Lieutenant

    Unit: Foot Serjeants (Aggressive)
    Reliable but prone to rash charges

    Bors is Crispinus’ hardest man — a veteran of sieges and punitive raids. He enforces discipline with his fists and expects obedience. Villagers fear him more than they fear Crispinus.

    2. Hugh de la Croix

    Younger Brother, Knight Errant

    Unit: Mounted Men-at-Arms
    Brave but Impetuous

    Hugh serves under his elder brother but chafes at his authority. He seeks glory and believes mercy is weakness. His loyalty is real — but strained.

    • Rivalry events
    • May challenge Crispinus’ decisions after defeats

    3. Rainald the Fleming

    Captain of Archers

    A mercenary from Flanders, Rainald knows siegecraft and river warfare. He cares little for local customs but is fiercely professional.

    • Demands higher pay after victories
    • May refuse reckless orders

    4. Odo of Alsuum

    Household Sergeant, Veteran Retainer

    5. Lambert the Younger

    Light Foot Leader

    6. Brother Anselm of Saint-Willibrod

    Chaplain & Political Agent (attached) for Moral Support.  Carries the Cross of St. Willebrod.


    CRISPINUS DE LA CROIX – RETINUE (Lion Rampant 2e)

    Core Rule for the Campaign

    Each retinue leader has a Loyalty Track from 1–5.

    • Starts at 3 (Steady)
    • Modifies Activation rolls, morale, or post-battle events
    • Loyalty is tracked per leader, not per unit type

    1. Crispinus de la Croix

    Lord of Alsuum

    Unit: Mounted Men-at-Arms
    Traits:

    • Leader (free)
    • Disciplined
    • Chivalrous (optional if you want moral tension)

    Loyalty Track: Authority

    Loyalty Effect
    5 – Commanding May reroll one failed activation per game
    4 – Respected +1 to first activation attempt
    3 – Steady No modifier
    2 – Questioned −1 to first activation
    1 – Defied Unit must test Courage before first activation

    Loyalty Track: rival

    Loyalty




    Effect
    5 – Devoted Gains Fierce again if lost
    4 – Eager +1 to Attack on first combat
    3 – Competitive No modifier
    2 – Resentful Must charge if able
    1 – Defiant May act independently once per game

    Loyalty Track: Fear

    Loyalty Effect
    5 – Terrifying Enemy −1 Courage within 6"
    4 – Obeyed +1 to Attack
    3 – Feared No modifier
    2 – Unchecked −1 to Control activations
    1 – Hated May ignore Hold orders

    Loyalty Track: Duty

    Loyalty
    Effect
    5 – Unbreakable Reroll first Courage test
    4 – Reliable +1 to Control activations
    3 – Faithful No modifier
    2 – Weary −1 Movement
    1 – Broken Cannot Advance twice in a row

    Loyalty Track: Coin

    Loyalty Effect
    5 – Well Paid Reroll one Shooting roll
    4 – Satisfied +1 to Shoot activations
    3 – Professional No modifier
    2 – Disgruntled −1 Shoot activations
    1 – Mutinous May refuse one order per game


    Loyalty Track: Confidence

    Loyalty Effect
    5 – Elusive Free Evade once per game
    4 – Alert +1 to Move activations
    3 – Watchful No modifier
    2 – Shaken −1 Shoot
    1 – Panicked Cannot Charge

    Adjusting Loyalty (Post-Battle)

    After each game:

    • Win & leader survived: +1 Loyalty
    • Loss or routed: −1 Loyalty
    • Leader wounded: −1 Loyalty
    • Leader achieved objective: +1 Loyalty
      (Max 5 / Min 1)

    Why This Works in Random Scenarios

    • Units remain self-contained
    • Loyalty adds friction without overwhelming dice
    • Characters feel distinct even when separated
    • Success breeds confidence — failure creates tension

    Optional Rule: Fractured Command

    If two leaders are at Loyalty 1, Crispinus suffers −1 to all first activations next game.



    THE CAMPAIGN OF ALSUUM

    Six Skirmish Scenarios


    1. The Village of Alsuum

    Submission or Blood

    Hook:
    The villagers of Alsuum have delayed rents and refused labor on the dykes. Crispinus sends a force to “remind” them of their obligations.

    Primary Objective:
    Control the village center (church or hall) at game end.

    Secondary Twist: Unfortunately the "Vikings" choose this moment to get involved.  If Frankish missile troops fire on each other first, all their Foot units suffer −1 Courage for the rest of the game (uneasy consciences).

    Terrain:
    Clustered buildings, lanes, low fences, gardens.

    Campaign Impact:
    Victory here restores authority. Defeat fuels unrest in later scenarios.


    2. The Rhine Crossing

    The River Chooses Sides

    Hook:
    A ford and crude jetty on the Rhine are being used to smuggle men and weapons. Both sides race to control it.

    Primary Objective:
    Hold the crossing point for 2 consecutive turns.

    Secondary Twist:
    Any unit charging through shallow water rolls one fewer Attack die.

    Terrain:
    Wide river, muddy banks, reeds, boats, narrow crossing.

    Campaign Impact:
    Control improves movement and resupply in future games.


    3. The Marsh of Broken Reeds

    Ambush in the Wetlands

    Hook:
    Local fighters vanish into the marshes, striking patrols and melting away. Crispinus orders a hunt.

    Primary Objective:
    Force the enemy to Rout or destroy one enemy unit.

    Secondary Twist:
    At the start of each turn, one random unit must test Courage or become Disordered (lost footing).

    Terrain:
    Marsh creeks, reed beds, soft ground, narrow paths.

    Campaign Impact:
    Victory reduces ambush risks later; defeat emboldens resistance.


    4. The Forest Clearing

    Where Oaths Are Tested

    Hook:
    A clandestine meeting is taking place in the woods — elders, warriors, or rival lords. Violence may decide the matter.

    Primary Objective:
    Control the central clearing at game end.

    Secondary Twist:
    The first unit to enter the clearing must immediately roll a Courage test.

    Terrain:
    Dense woods, narrow tracks, one open clearing.

    Campaign Impact:
    Success brings allies or informants; failure spreads dissent.


    5. The Dyke and Creek

    Hold Back the Sea

    Hook:
    A vital dyke has been sabotaged. Repairs must be protected while enemies harass the workers.

    Primary Objective:
    Defend or destroy the dyke section (scenario role-dependent).

    Secondary Twist:
    If the dyke is breached, flood one table edge; units entering suffer −1 Movement.

    Terrain:
    Raised dyke, water channels, marshland, footpaths.

    Campaign Impact:
    Flooded land affects later scenarios’ terrain density.


    6. The Motte of Alsuum

    Lordship on Trial

    Hook:
    The struggle comes home. The motte and hall of Crispinus de la Croix are threatened — by revolt, raid, or reprisal.

    Primary Objective:
    Defend or capture the motte.

    Secondary Twist:
    If the defending side loses their leader, all units test Courage immediately.

    Terrain:
    Motte & bailey, palisade, ditch, hall, outbuildings.

    Campaign Impact:
    Victory secures rule; defeat may end the campaign or force exile.


    OPTIONAL CAMPAIGN LINK RULE

    After any scenario:

    • If the same leader participates in two consecutive victories, gain +1 Loyalty.
    • If a leader loses twice in a row, roll on a Doubt or Defiance event.

    Between Scenarios

    Roll 2d6 both before after each scenario, the first is for strategic uncertainty, the second for narrative continuity. 


    RANDOM EVENTS TABLE (2D6)

    The Campaign of Alsuum


    2 – Open Defiance

    The locals refuse obedience outright.

    • One Foot unit starts next game at Loyalty −1
    • The opponent may place one extra piece of difficult terrain (barricade, marsh, hedge)

    3 – Desertion in the Night

    Men slip away under cover of darkness.

    • Random non-mounted unit starts next game at half strength
    • If already half strength, it cannot be chosen unless no other option exists

    4 – Ill Omens

    Bad signs spread unease through the camp.

    • All units suffer −1 to their first activation attempt next game
    • A Priest/Chaplain (if present) negates this effect

    5 – Rumors and Whispers

    Stories — true or not — circulate.

    • Choose one leader:
      • Either −1 Loyalty
      • Or the opponent gains +1 Victory Point in the next game

    6 – Quiet Preparations

    Nothing dramatic, but useful.

    • Choose one unit to gain +1 to its first activation next game

    7 – Uneasy Calm

    Tension, but no change.

    • No effect

    8 – Favorable Ground

    Guides, maps, or good scouting.

    • You may reposition one terrain piece after deployment
    • Or reroll one failed Scout/Move activation

    9 – Men Inspired

    Confidence runs high.

    • One leader gains +1 Loyalty
    • If already at 5, gain a free reroll on one activation next game

    10 – Reinforcements Arrive

    Extra hands join the banner.

    • Restore D3 figures to one depleted unit
    • Cannot exceed original strength

    11 – Silver from the Abbey

    Church support — for now.

    • Remove −1 Loyalty from any one leader
    • Or immediately reroll this event

    12 – Oath Renewed

    A public display of loyalty and power.

    • All leaders at Loyalty 2 or less increase to Loyalty 3
    • Crispinus gains +1 Authority for the next game

    OPTIONAL RULE: EVENT TIMING

    • Roll before scenario selection for strategic uncertainty
    • Roll after scenario resolution for narrative continuity

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