Game 2. The Rhine CrossingThe 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 |
Ammended random Leader Skill Table for solo gaming.
- Aggressive
- Blessed
- Braveheart
- Brutal
- Commanding
- Courageous
- Drunkard or Eccentric
- Lionheart.
- Handsome
- Ugly
- Treacherous
- Greedy
- Arrogant
- Fearless
- Fearsome
- Impulsive
- Insipid
- Inspired
- Knock-kneed
- Lionheart
No comments:
Post a Comment