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
1. Bors of the Cross
Senior Man-at-Arms, Brutal Lieutenant
Unit: Foot Serjeants (Aggressive)
Profile Notes: Reliable but prone to rash charges
Background:
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.
Campaign Hooks:
- Gains bonuses in assaults, penalties in diplomacy scenarios
- May provoke unrest or reprisals
2. Hugh de la Croix
Younger Brother, Knight Errant
Unit: Mounted Men-at-Arms
Profile Notes: Brave but Impetuous
Background:
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.
Campaign Hooks:
- Rivalry events
- May challenge Crispinus’ decisions after defeats
3. Rainald the Fleming
Crossbow Captain
Unit: Crossbowmen
Profile Notes: Defensive specialist
Background:
A mercenary from Flanders, Rainald knows siegecraft and river warfare. He cares little for local customs but is fiercely professional.
Campaign Hooks:
- Demands higher pay after victories
- May refuse reckless orders
4. Odo of Alsuum
Household Sergeant, Veteran Retainer
Unit: Foot Serjeants (Defensive)
Profile Notes: Steady, reliable
Background:
Born on Crispinus’ lands, Odo has served the family since youth. He knows the marsh paths, dykes, and river crossings better than any man alive.
Campaign Hooks:
- Grants terrain bonuses in marsh or river scenarios
- Strong morale anchor
5. Lambert the Younger
Scout-Captain and Light Troops Leader
Unit: Bidowers or Archers
Profile Notes: Skirmisher, evasive
Background:
Lambert commands hunters, ferrymen, and half-trained locals. He prefers ambush and withdrawal to open battle.
Campaign Hooks:
- Can avoid unfavorable engagements
- Vulnerable in stand-up fights
6. Brother Anselm of Saint-Willibrord
Chaplain & Political Agent
Unit: Foot Men-at-Arms (attached) or Moral Support
Profile Notes: Non-combatant leader
Background:
Officially a priest, Anselm negotiates with abbeys and justifies Crispinus’ rule. He blesses banners before battle and writes letters after.
Campaign Hooks:
- Improves morale and legitimacy
- Can trigger church-related events or conflicts
How This Maps to Lion Rampant
| Character | Unit | Role |
|---|---|---|
| Crispinus de la Croix | Mounted Men-at-Arms | Army Commander |
| Hugh de la Croix | Mounted Men-at-Arms | Shock / Rival |
| Bors | Foot Serjeants | Assault |
| Odo of Alsuum | Foot Serjeants | Defense |
| Rainald the Fleming | Crossbowmen | Missile |
| Lambert the Younger | Archers / Bidowers | Recon |
That gives you six distinct units, each with a leader, personality, and narrative weight — exactly what Lion Rampant thrives on.
Excellent — Lion Rampant 2nd Edition is perfect for this kind of character-driven campaign.
Below is a clean, table-ready setup with:
- LR2 traits assigned to each unit leader
- A Retinue Loyalty Track you can use regardless of which scenario they’re randomly assigned to
Everything is tuned to reward narrative play without breaking balance.
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 |
2. Hugh de la Croix
Younger Brother, Glory-Seeker
Unit: Mounted Men-at-Arms
Traits:
- Wild Charge
- Fierce
Loyalty Track: Rivalry
| 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 |
3. Bors of the Cross
Brutal Veteran
Unit: Foot Serjeants
Traits:
- Aggressive
- Fierce
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 |
4. Odo of Alsuum
Trusted Household Sergeant
Unit: Foot Serjeants
Traits:
- Disciplined
- Shieldwall
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 |
5. Rainald the Fleming
Mercenary Crossbow Captain
Unit: Crossbowmen
Traits:
- Expert
- Sharpshooters
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 |
6. Lambert the Younger
Scout-Captain
Unit: Archers or Bidowers
Traits:
- Skirmishers
- Evade
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.
Excellent — below are six concise, table-ready scenario briefs, each tied to a node on the Alsuum campaign map and written to feel like The Warlord while slotting cleanly into Lion Rampant 2e.
Each brief includes:
- Narrative hook
- Primary objective
- Secondary twist
- Terrain focus
- Why it matters in campaign terms
You can randomly assign forces without breaking any of these.
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:
If missile troops fire first, all 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.
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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