Tuesday, 13 January 2026

The Warlord: Game Two


Game 2. The Rhine Crossing

The Warlord, Crispinus de la Croix has been given the village of Alsuum by the Duke.  He is a coastal baron with a limited Frankish/Norman retinue.  In game one Crispinus subdued the villagers and has sent out forces to mark his new territory

The campaign has six scenarios.

The crossing, complete with incomplete period ships.

2. The Rhine Crossing

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

3. The Marsh of Broken Reeds

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

4. The Forest Clearing

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

5. The Dyke and Creek

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

6. The Motte of Alsuum

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

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. 

    Crispinus when he
     realises that he's
     trusting in Hugh
     for this game

    Game 2: The Rhine Crossing

    The River Chooses Sides

    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

    The Game

    Hugh de la Croix commands a smaller retinue probing the riverbank.  He discovers the remains of Eric Ragnarson's force, loading loot and slaves aboard their boats.  Hugh is rolled as "impulsive."

    I'm using the half strength Lion Rampant variant for this game.  Both sides are 18 points, but the Vikings have 5 points of Frisian allies mixed into this.

    Random Event 7 – Uneasy Calm, Tension, but no change. __ No effect

    Tales of the Riverbank.

    Viking deployment

    The Franks arrive

    A hodgepodge of movement activations.  Eric Ragnarson sticks, despite rolling twice.

    Hugh rols a double 6 activation.  I increase his loyalty +1, and he moves at 8" in this game only.

    Turn one ends

    And Eric Ragnarson rolls double 1.  That is -1 to his loyalty

    The Frankish light foot charge their Viking counterparts.  Its a casualty each, defending light foot are tough!  The Franks move back.

    Hugh charges in after the light foot bounce.  Its a clean sweep, six casualties. The light foot kill a dismonted knight though.  Given my game is set around 1100 I give my elite foot Armour 3 rather than 4

    Risk to leader, and Courage roll passed. The Viking light foot roll low on courage and rout

    Over on the left my Frankish Archers activate on a ten and volley. One down.

    The Frankish light foot on this flank get stuck in to tge Frisians.  Two casualties per side.

    Once again both the Viking allied Frisian foot and their slingers refuse to activate.
    I'm downgrading the Frisians loyalty once again..

    The Vikings own bidowers chuck spears, needing sixes and get a kill

    The Franks get stuck into the Frisians again. They kill one and drive them back.

    The Norman knights charge whats left of the Frisians.  They kill them all.

    The last hope for the Vikings.  Eric tries to get to Hugh.
    In retrospect I should have challenged.  The light foot fail to stop him.

    But Hugh throws him back, Eric fails the courage test, most of his army has gone!

    Eric flees to his boat.  Hugh is the hero of the hour!



    Ammended random Leader Skill Table for solo gaming.
    1. Aggressive            
    2. Blessed                  
    3. Braveheart           
    4. Brutal                    
    5. Commanding      
    6. Courageous 
    7. Drunkard or Eccentric 
    8. Lionheart. 
    9. Handsome
    10. Ugly
    11. Treacherous
    12. Greedy
    13. Arrogant
    14. Fearless 
    15. Fearsome 
    16. Impulsive
    17. Insipid
    18. Inspired
    19. Knock-kneed 
    20. Lionheart 


    Sunday, 11 January 2026

    The Warlord Game 1

    The Warlord Game 1: The Village of Alsuum

    Crispinus, a man with a huge cleft chin!

    The Warlord, Crispinus de la Croix has been given the village of Alsuum by the Duke.  He is a coastal baron with a limited Frankish/Norman retinue.  

    The campaign has six scenarios.

    1. The Village of Alsuum

    The villagers of Alsuum have delayed rents and refused labor on the dykes. Crispinus sends a force to “remind” them of their obligations.  Unfortunately the "Vikings" choose this moment to get involved.

    2. The Rhine Crossing

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

    3. The Marsh of Broken Reeds

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

    4. The Forest Clearing

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

    5. The Dyke and Creek

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

    6. The Motte of Alsuum

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

    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. 

      Game 1: Submission or Blood

      The villagers of Alsuum have delayed rents and refused labor on the dykes. Crispinus and his retinue arrives to “remind” them of their obligations.

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

      Secondary Twist:The Vikings arrived at the same time as Crispinus. Raiders, looking for loot.  The villagers must decide their fate.  But if missile troops from the Franks or villages 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.

      Crispinus with his big chopper
      Pregame

      11 – Silver from the Abbey

      Church support — for now.  Brother Anselm and the cross of the Holy toothpick accompanies Crispinus.  As a former "Crusader" Crispinius returned to the coast of Frisia with a tiny sliver of wood, bought in a market in Antioch, guaranteed by the merchant selling it to have once been part of the Cross of Jesus.  It has been a fixed to a silver cross and a monk from the abbey carries it as part of Crispinius Retinue.  Crispinius pays the Abbot for this service and the cross he gets his surname from is usually kept at the Abbey.

      The Game

      Crispinus de la Croix rolls 5 for his trait.  He is "Commanding." - May reroll one failed activation per game.

      6 Mounted Knights (under Crispinus) Heavy Cavalry
      6 Dismounted Knights (Hugh de la Croix) (Elite Foot)
      12 Spearmen (Rainald the Fleming) (Heavy Foot)
      6 Archers (Odo)

      The Villagers
      12 Spearmen under Odo of Alsuum (Light Foot)
      6 skirmishers (slingers - under a house rule for the campaign)

      The "Vikings" coastal settlers and pirates
      6 Amoured axemen Huscarles (under Eric) Elite Foot
      12 Warrior Foot under Odd
      6 skirmishers (javelin men)


      The terrain.  The Franks enter from the left, the Vikings the right.

      Sleepy morning!


      Deployments.  The stance of the villagers is still unknown.

      Order of play, Franks, Vikings, Villagers

      Hugh doesn't move, neither do the archers.  Crispin gets forward with the Heavy Foot

      The foot under Odd refuse to move, everyone else goes for the village.

      And the villagers stance becomes clear.  They favour the Vikings.  

      I limited the slingers to six dice.  Even so they kill a knight.  Crispin is furious at the betrayal.

      Odo joins the Vikings side.

      Eric comes forward with his huscarles

      Into a charge by Crispinus Knights.  So fast it's blurry.

      Two Huscarles killed, one knight.

      And Odd still refuses to move.  Must have been a bad argument with the boss.

      The archers kill four of the village light infantry in one volley.  Lucky blow and Odo gets one in the eye.  

      The Courage roll is a passed.  They hold but are in trouble.  Hugh charges his elite foot in.  

      The villagers are routed.

      Eric is battered by the Knights.  He retreats.

      The Viking skirmishers are virtually wiped out by the Frankish bows.

      And the useless village slingers are forced back again.

      As Crispin reforms his knights Hugh advances.

      Eric spectacularly fails to rally.  He is on a -4 and rolls a 3.

      The slingers try one last whirl.  Nothing!

      And having refused to move five times in a row Odd and his men decide to quit.

      Crispinus is victorious and the village has to face his anger.

      Great game.

      I made the Elite infantry armour 3.  It seems more in keeping with the Dark ages.

      I'm also not a fan of bidowers and the like.  Both they and the slingers were limited to 6 dice rather than 12.

      The holy cross gives Crispin an extra command point.  That's how he kept his men moving forwards.  

      Is this bloke really
      trustworthy
      ?
      Hugh however needed prompting with Crispinus Command points (his own as Commander, and the extra one for the cross.) twice, and has been penalised on the loyalty table accordingly.  He is now level 
      1 – Defiant.  "Needs to make courage check before first activation," and "May act independently once per game."

      Hugh commands the smaller retinue for the next game, crossing the Rhine, so this could get interesting.

       


      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

        Saturday, 3 January 2026

        Frisia 1100 the figure choices.


        Figures

        I already have a Lion Rampant Norman army.  18 mounted, 36 spear, 12 archers.  These are plastics a mixture of Victrix, Conquest and Gripping Beast Dark Ages Archers.  These are great for the forces of the Count of Holland, and the German nobles, as well as the Bishop of Utrecht.


        For the Frisians I went with Victrix Late Saxon Anglo Danish foot.  It's rather late for Victrix Vikings, and the Anglo Danes, especially the ones lacking mail, look the part.

        Even the "Viking" settlers on the Frisian coasts would resemble Anglo Danes rather than the earlier Vikings. 

        On top of this I've ordered Little Big Man shield transfers.  Maximum reward for a basic painting effort!

        Henry the Fat has links to Swabia, so I intend to create some Swabian two handed swordsmen from a Victrix Norman frame.  A group of six of these "foot knights" should fit the bill as Henry's household.

        Added to that a dozen kit bashed Gripping beast dark age foot with Victrix heads and weapons as hastilly raised foot for all sides and I have it sorted.

        I'm starting with a small campaign based on the move The War Lord (1965). It will allow me a slower build up.

        Terrain

        I have Dark age buildings, but specifically for this campaign I need a motte and bailey.

        The general terrain is low lying with dyke lined fields.

        The naval aspect of the campaign is going to require three scratch built northern style galleys.  Coffee stirrer sticks balsa and some artists card.  I'll make sure the stack inside each other.

        It's a Plan!

        Three groups of 6 mounted armoured milites, and the corresponding dismounted versions, one group of lighter armed riders, three groups of 12 Foot Sergeants or Spearmen, three groups of 6 archers, and one mounted Warlord!

        The Frisians/Vikings.  Missing figures here.  One group of 12 or 2 x 6 Armoured Axemen.  These are actually my Varangians.  One group of 12 or 2 x 6 Huscarles, one group of 12 Spearmen and what should be 6 slingers and 6 javelin men, missing half their numbers.

        Loot

        Casualties and character figures