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 


    No comments:

    Post a Comment