Tuesday, 12 August 2025

Adalhard's hard day

My new "Pillage," mat arrived, rather small but what I was after for the level of game I'm looking for here.  I also wanted to print this to evaluate it's use for terrain pieces I can get printed and then cut out from the fleece.  It's looking great for that!

50 cm by 70cm.  Small but it cost a fiver so let's give it a go.
These "Later Frankish" warbands represent rival noble factions vying for control over strategic coastal territory, shipping rights, and allegiance from local freemen — all the while defending their lands from Viking and Saxon and Norman raiders, and each other.
Count Adalhard, on his old fashioned and slow horse armoured dray!

The Locals 

Warband 1: The Retinue of Count Adalhard of Hastlingen

Warband 2.  The Warband of Hrothgar of Dokkum

Warband 3: The Host of Eilrad the Fat of Westergo


⚔️ Warband 1: The Retinue of Count Adalhard of Hatlingen

Background: Once a loyal nobleman under Charlemagne, Adalhard now defends the Frisian frontier against pagan raiders and rebellious lords.

Count Adalhard Mounted Elite Spear, Sword, Shield 8 pts

2 Frankish Retainers Mounted Spear, Shield 6 pts each. Clovis Big Head, Little Pepin

Lothair

Foot Soldiers (7):

Nurbald

Carloman

Arnulf

Charles

 

Pepin, but not that one.

2 Autun Levy Archers Foot, Ranged Bow 4 pts each, Arnulf, Charles

3 Town Militia Spearmen Foot, Spear Spear, Shield 4 pts each. Lothair, Nurbald, Carloman

2 Rural Freemen Foot, Spear (no shield) 3 pts each Louis, Grimald

Total Points: 56 pts

Faction: Franks

Total gp: 350

Max Cost: 600

----------------------
• Chieftain (1 × 65 = 65)
   - Armour (5)
   - Shield (5)
   - Hand Weapon (10)
   - Horse (25)
• Warrior (2 × 50 = 100)
   - Armour (5)
   - Shield (5)
   - Spear (5)
   - Horse (25)
• Warrior (3 × 20 = 60)
   - Unarmoured (0)
   - Shield (5)
   - Spear (5)
• Warrior (2 × 20 = 40)
   - Unarmoured (0)
   - Sling (10)
• Warrior (1 × 35 = 35)
   - Unarmoured (0)
   - Bow (25)
• Warrior (2 × 25 = 50)
   - Unarmoured (0)
   - Shield (5)
   - Hand Weapon (10)

⚔️ Warband 2: The Warband of Hrothgar of Dokkum

Hrothgar and his retainers move in to defend the village.

Background: Hrothgar, a Frisian noble with distant Frankish ancestry, claims rule over the old missionary lands near Dokkum. A staunch Christian and shrewd war leader, he seeks to restore order — under his rule.

Unit Name Type Equipment Points

Hrothgar of Dokkum Mounted Elite Spear, Sword, Shield, Mail 8 pts

2 x Mounted Household Retainers Spear, Shield, Light Armor 6 pts ea, Gundobal and Audoin —“old friend

2 Hearth-Warriors Foot, Spear Spear, Shield, Light Armor 5 pts ea Sigebert and Merovar

3 Village Archers from Dokkum Foot, Ranged Bow 4 pts ea Theuderic Fat Childeric and Dagobart 

2 Bondi Spearmen Foot, Spear Spear, Shield 4 pts ea Little Lothar, Ansegisel

Total: 56 pts


⚔️ Warband 3: The Host of Eilrad the Fat of Westergo

Background: Eilrad, a fiercely independent Frisian warlord, opposes any return to Frankish-style rule. Pagan-leaning and proud, he commands fierce loyalty from the coastal clans of Westergo.

Unit Name Type Equipment Points

Eilrad the Red,Mounted Elite, Axe, Shield, Mail 8 pts


Ansegisel — the veteran

Gundobad — battle-hardened

Theuderic — skilled horseman 

Foot Soldiers (7):

Bernard — trusted veteran 

Audoin — loyal 

2 Coastal Riders, Mounted Spear, Shield, Light Armor 6 pts ea Ansegisel — the veteran, Gundobad — battle-hardened

2 Slingers of the Salt Marsh Foot, Ranged Sling 4 pts ea. Ansegisel, Merovech — 

3 Clan Spearmen of Westergo Foot, Spear Spear, Shield 4 pts ea Dagobert — strong, Childeric Lothar ,Experienced

2 Shield Brothers of the Fen Foot, Spear Spear, Shield, Light Armor 5 pts ea Bernard — trusted veteran, Audoin — loyal 

Total: 56 pts


Additional Notes:

Names are based on Frisian/Frankish naming conventions from the 9th century.

Setting: This setup places these warbands on the northwestern coastal frontier, where local lords now fight for power in the absence of strong imperial oversight.

Cultural flavor: Both Adalard and Hrothgar lean toward the Carolingian model (Christian, semi-centralized), while Eilrad represents more traditional Frisian independence and lingering pagan customs.

Missile choice: Adalard and Hrothgar’s archers reflect growing Frankish military influence, while Eilrad's slingers are more traditional for local marshland clans.

Father Liudger, named "the Bishop in Waiting" attempts to dissuade the raiders.
And the Priest gets thumped and taken hostage.

Adalhard gets stuck in.

And Adalhards Mounted guys are mighty, well their dice are!

Adalhard on his Goth armoured horse cuts through the Franks.

As the Infantry fight over a field wall.

The enemy break, it's a win for the Count.
Nice those Goth Cavalry.

Notes

Fractured Authority: After Charlemagne’s death (814 AD), central control weakened. Marches (frontier districts) became militarized and autonomous 

Paul Budde History

Dark Ages History

Frisian Resistance and Collapse: Frisia was repeatedly in revolt—Redbad, Poppo, later suppression—showing both independent Frisian power and Frankish conquest 

Dark Ages History

Cavalry Tradition: Frisians and Franks maintained mounted warbands; Frisians were noted horse breeders, and cavalry tactics (ambush, feigned retreat) were integral 

Frisia-coast-trail!



Wednesday, 6 August 2025

Blood and Dust: The Mad Mullah’s Uprising, 1911

Blood and Dust: The Mullah’s Rebellion"

I "invested" in some Wargames Atlantic British WW1 Infantry, and am really happy that they can serve in the more "colonial" style campaigns of the early 20th century.  A Wolseley helmet, service cap  or an Anzac style hat are among the options I can use.

As an enemy force I have a collection of Mahdist types over in Cyprus that will fit the bill for the Somaliland campaigns that raged from 1899 into the 1920s.

Just wondering where I can get a few Model T Fords to pursue the Mullah in!

Map Setting: British Protectorate in the Horn of Africa (fictionalized Somaliland), 1911

Opponents:

British Company: Lightly equipped colonial infantry, some askari auxiliaries, possibly a gun or two.

Enemy Forces: Followers of the so-called Mad Mullah, and mysterious foreign advisors providing shadowy support (possibly Ottoman, German, or rogue agents).


⚔️ Factions

1. British Expeditionary Force ("The Somaliland Field Force")

Composition:

British regular infantry, B Company, 1st battalion, The North Durham's (company strength)
Indian Army units (Sikh or Punjabi Companies)
African auxiliaries (askaris from the KAR)
Camel Corps or Mounted Infantry
Royal Engineers (fortifications, demolitions)

Commanding Officer:
Maj. Clarence Stickwyck, a practical and portly veteran.
Adj. Captain Valentine Clean, 
Sgt Maj Rigid

Objectives:
Hold key towns
Intercept Dervish raids
Destroy Hassan’s strongholds
Capture or kill the Mullah

2. The Dervish

Composition:

Tribal irregulars (spearmen, riflemen)
Cavalry raiders
Fanatical infantry
War drums and banners
Hidden advisors

Leader:
Mohammed Abdullah Hassan—charismatic, poetic, and merciless. Believed by his followers to be divinely guided.
Shadowy Advisors:
Three veiled figures whispering in Hassan’s ear—perhaps Sufi mystics, or Ottoman paymasters.

Objectives:
Destroy British morale
Rally tribes to the cause
Kidnap or assassinate key British 

3. The Sultan and his sons
Sultan Guled became ruler in Berbera fifty years ago.  Today his sons squabble over the succession all waiting for him to pass

Roble – The eldest
Duale "Aftaag", Farah, Ali, and Abdi - the rivals
Jama, Yusuf, and Egal - the rebels
Warfa - "the Turk" commands the Sudanese Regiment
Magan "Gaabo," Gatah  - the bastards (Separate uterine lineage)
Deria - that guy... The Rake of Berbera

The Palace Guard
The Harem Guard
The Tax Collectors
The Sudanese Regiment (actually just a company)
The Sultan's Artillery 1 battery but they sold the guns off.
The Camel Constabulary

🎮 CAMPAIGN STRUCTURE: 3 Linked Games

Control of regions gives strategic bonuses (supplies, intel, reinforcements). The British begin holding the coast and a few inland outposts; the Dervishes control interior villages and hidden bases.

The campaign progresses in Turns: Each turn represents 1–2 weeks of real time. On each turn:

Both sides plan movement and actions.

Skirmishes and battles are resolved.

Events or story hooks are introduced.


🔰 Game One: "The Burning Well"

Type: Meeting engagement

Setting: Oasis near the edge of the British-controlled zone.

Scenario Summary:

A patrol from B Company is sent to investigate reports of tribes rallying under the Mad Mullah. Upon arriving at the Al-Kadur Oasis, they find it already seized—and burning. Scouts report signs of recent military training and foreign weaponry. The British must engage and assess the threat.

Objectives:

British: Rescue any captives, secure the well or determine its status, gather intel.

Dervishes: Delay the British, destroy any sensitive equipment, and escape with advisors.

Special Rules:

Hidden movement for Dervish scouts.

Chance encounter with foreign (German? Ottoman?) "observers."

Randomized arrival of reinforcements.

Outcome Impacts:

British victory: Capture a “dossier” revealing outside support. Gain intel (map bonus) for Game Two.

Dervish victory: The Mullah's backers grow bolder; +1 elite unit in Game Two.


⚔️ Game Two: "Ambush at Wadi Redwan"

Type: Ambush / Asymmetrical Engagement

Setting: Narrow gorge on a supply route to a forward outpost.

Scenario Summary:

The British prepare to move on a suspected rebel encampment. As they push through the Wadi Redwan, the Mullah’s forces spring a trap, using new tactics and equipment—likely from outside sponsors.

Objectives:

British: Escort supply convoy safely through the pass (exit X units off far side).

Dervishes: Destroy supplies, inflict casualties, or capture prisoners.

Special Rules:

Hidden mines, booby traps.

"Shadowy" foreign operatives may be directing fire or coordinating ambushes (snipers or saboteurs).

Terrain is tight; artillery is limited or reduced effectiveness.

Outcome Impacts:

British victory: Advance continues, morale high, minor reinforcements in Game Three.

Dervish victory: British delay gives Mullah time to fortify; Game Three becomes a fortified assault with increased resistance.


🏰 Game Three: "The Citadel of Dust"

Type: Assault on fortified position

Setting: The ruined fortress of Jabal Kafrah deep in the desert.

Scenario Summary:

The final stronghold of the Mullah. Intelligence reveals a foreign agent coordinating regional unrest from within the fortress. The British must break the stronghold and end the rebellion—or see the region descend into chaos.

Objectives:

British: Capture or kill the Mullah, neutralize foreign agent, take the fortress.

Dervishes: Hold the fort until nightfall (escape for key leaders), or inflict enough casualties to break the British morale.

Special Rules:

Fortified positions with hidden caches or traps.

Possible nighttime escape of foreign agent (secret counter).

Morale checks influenced by previous games' outcomes.

Twist Option:

If the Mullah escapes, campaign doesn't end—he becomes a guerrilla leader, giving you a reason for Season 2 of the campaign.


🎲 More Scenario Ideas

Ambush at the Wadi

A British supply column is ambushed en route to a remote fort.

Raid on Berbera

Dervishes infiltrate the coastal town during a local festival.

The Lost Patrol

A small British patrol has gone missing near a haunted ruin. A rescue force must brave enemy-held territory.

Last Stand at Fort Harrow

The Mullah’s forces besiege a crumbling desert fort. Can the garrison hold out until relief arrives?

The Moon of the Jackal

The Dervishes attempt a midnight attack on a British Outpost.  The British officer commanding here is plagued by dreams and madness, a curse or his too frequent drinking of Absinthe


🧭 Logistics & Mechanics Ideas

Use campaign supply rules—British depend on convoys, the Dervishes on local support.

Morale tracking for both sides (including influence from religious fervor or strange occurrences).

"Intel Points" can be spent to reveal hidden enemy movement, get tribal scouts, or call in gunboat support.


🗂️ Campaign Assets

Character sheets for officers (including traits and stress/fear tracking)

Battle scenario sheets (setup, terrain, victory conditions)

Event cards (e.g., "Scorching Heat: Movement halved", "Tribal Revolt)


🔚 Campaign Endgame Options

The campaign ends after X turns or when:

The British capture the Mullah (major victory)

The Mullah  unifies the region (Dervish major victory)

A stalemate occurs, and both sides agree to a truce (minor victory/loss)


Tuesday, 5 August 2025

Port Royal, the customs house

I'm continuing my Port Royal games, with a new mat I had printed from the Firelock games game board file.  I'm going to blog this in great detail as part of my learning curve.  In effect it will act as a reminder to allow me to review and relearn the rules in future.

My Pirate crews remain as dedicated named figures.

Control the Ruins.

The Game, Control the Ruins: Secure the Customs house and it's warehouses of valuable goods.  The French Boucanier of Rathboné de Mayonnaisé are currently lurking in this area so Fat Errol and his Jamaican Pirates have their work cut out for them.  

The Jamaican Buccaneers

"Fat" Errol Thynne an his crew.  Not really hero material!

FACTION RULES

Intimidation: Once per game, after rolling for initiative but before starting the Activation Phase, the player controlling this Company may spend 2 Fortune Points to give all Characters in this Company the Terror Special Rule for the remainder of the current turn only.

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost.



The Pirates

Fat Errol Thynne (Captain) @6 EXP5. F6/6. S6/6. Res 5,  Fated (1). Command.  Rapier, pistol
Darragh Matey. Boatswain  @4. Exp5. F6/6. S6/7. Res 5.  Marksman. Blunderbuss
Gallows. Old Buccaneer.  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler, Markskman.  musket
Jasper. Sea Dog  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler. Cutlass
Cyrus.  Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5. Marksman musket
P'water Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5 Marksman musket 

Force total:

Six figures,  30 Points. Infamy rating 33.


French Boucanier


The suave Rathboné de Mayonnaise, and his crew of ill smelling Buccaneers.

FACTION RULES

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost. 

Buccaneer Tricks: Once per game when you become the Active Player, you may spend 2 Fortune Points to have every Character in this Company immediately take a free Reload action.

CAPITAINE Rathboné de Mayonnaise
Cost 6. Experience 4. Fight 5/7. Shoot 6/7.  Resolve 5
Special » Command. » Fate (1) 
Sword, pistol. 7 points
"Le Loup" Boucher. QUARTERMASTER
Cost 4. Experience 5 Fight 5/7. Shoot 6/7.  Resolve 5
Special » Hard Charger. Sword, pistol, floppy hat, 5 points
Maurice Le Coq,, Sailor Cutlass, pistol
Cost 3. Experience 5. Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger, @4
Lafarte, Sailor Cutlass. Points 4
Cost 3. Experience 5. Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger
Claude, musket, BOUCANIER
Cost 4.  Experience 5. Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman
Jacques musket. BOUCANIER
Cost 4.  Experience 5. Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman

6 figures,  30 points,  33 Infamy points

Control the Ruins: the crew of the Saucy Nancy plan to secure the Bridewell, a key location, and the city Prison (now a crumbled shell). The former Captain of the Sea Serpent, Blackheart Blackwell. Bart to his friends. (although actually he has none) 

Blackheart was arrested with a chest of silver and a map to the wreck of the Sea Serpent.  Fat Errol, my Jamaican Pirate Captain wants to free Bart for the silver and the map.  The Caribs want Bart as revenge for his constant raids.

This is a solo game, so I don't even know if Bart is inside the Bridewell or even still alive.

The Caribs. Team Carib are not scheduled to appear but any random encounters will be drawn fim their ranks.

The Caribs

The Cacique (Big chief Cackypants). @6.  Exp 4.  F5/7  S6/6.  Res 5,  Command, Fate, Hidden, Scout. Musket dagger
Shaman @3.  Exp 5.  F6/7  S7/6  Res 5. Hidden,  Scout. Stinkpot
Wayai. Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout.  Bow
Haway  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow
Divn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout
Bow
Kudn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow

The Game Setup


Scenario variations
Dangerous territory
Before deployment, each player selects one piece of ter-
rain to gain the Dangerous terrain trait.   For this solo game I'll dice to randomly allocate two.  Maybe add Colin the Croc!

The Game

The side with the lowest infamy are the Boucanier.  They place the first plunder token, and alternately four more are set down.
The deployment draw is distant approach.  The two sides are in opposing table quarters no closer than 8" to the centre point.  The Boucanier elect to deploy the first figure.

Scenario Variations
Vendetta.  Two officers in opposing companies have bad blood between them. 
Random selection by dice.  Turns out that the Boatswain, Darragh Matey, has a special hatred for the French Quartermaster "Le Loup" Boucanier.  If either is removed as a casualty the other side gains two additional strike points in addition to the point normally given for the figure's removal.

6 turns then, with the objectives being the plunder tokens.

Bidding for initiative
Six fortunes each and 0-3 bid per turn on and initiative opposed test, 3 dice each (one a primary) with the pass at 7+.  Critical s go on primary dice only.
Ties generate an event roll

Port Royal from an odd angle 

The Jamaican Pirates deploy first 

And initiative rolls for the first turn.  The Jamaicans again.

Fat Errol gets the lads settled after an advance.  A Frenchman managed to get to some loot after reacting but he seems incautious at best.

Cyrus fires at La Loup.  

Three dice each.  Cyrus needs fives. (Base 6, Blunderbuss means -2, but +1 for the cart cover) The Loup needs sevens.  Three hits one save.  But damage rolls are hard to get in this game.  The target is a ten.  

Loup rerolls but still fails.  Cyrus rolls a ten in damage rolls and La Loup is out.  And now I remember the Vendetta scenario.  Two extra strike points!

Cyrus gets a reload marker.


Errol charges La Farte.  Big sword!


Three hits, the Frenchman three fails.  He spends a fortune and rerolls.  Fails again


Errols sword is -1 pon the damage roll so that nine is a kill.  Bad luck.

My favourite move of the game.  Matey the Boatswain runs up the steps and fires directly downwards into Rathboné himself.

And Rathboné spends a fortune to reroll too.

Passed the damage rolls but it's three fatigue one for each damage roll and one for the fail.

Fatigue rolls against exp of 5.  The fail gives him three fatigue because of the two damage rolls.

Matey can't believe his luck.  He'd dance a jig but he has a wooden leg.

A reaction shot at Matey.  Missed.

Gallows prepares to charge Claude.  Claude fails his reaction roll.

And Gallows charges home.

Two hits, one successful defence.


Claude is killed.  The French have five strike points and 50% of their force lost.

Errol is attacked by Maurice.

And this time it's Errol spending to reroll.

Better

And Errol reacts with a fight back.  The 6 passes his exp of 5 easily 

Three hits two defence passes.

Maurice earns two fatigue and brown trousers.

End of turn. Rathbone rolls his strike test, eight points down.

Run away, run away!

The Boucanier leg it.