Saturday, 24 January 2026

Ghosts of Saltmarsh (#24) - The Isle of the Abbey V

Thursday's gaming session was a relatively short one as we managed to complete this particular campaign section. If our rolls weren't so dire in all of the other encounters prior to this session we would have got here much sooner. I have never known so many sub-5 rolls (and more 1's than pretty much anything else) in a campaign. These dire rolls meant that not only did encounters take probably three to four times as long to play out than they should have done, but we went through all of our spell slots, and had several character KO's in each session meaning we had to take so many long rests to recover. I am dreading the next part of the campaign as, apparently, the danger level ramps up for us. TPK in the first session?

Day 52 - continued

The two figures within the heat-hazed room looked like they were made of iron; a smooth round ball of a head upon broad, squat shoulders. These beings were not tall but were powerfully built. The addition of a sword and hammer in place of arms and hands made for awe inspiring enemies.

Most of us still carried injuries from the previous encounters, and we were pretty much depleted magic-wise prior to this encounter, but Gladreth, Dharion and I still, thankfully, had one or two spells left each.

The fighters stormed straight into the room and attacked the metal beings but were sorely pressed and often knocked prone due to the strength of the metal constructs. The rest of us piled on missile pressure from our bows and slings, taking small chunks out of their iron hides. The fighters hacked away and also caused many great clefts in the statues' metal skins.

On one occasion, one broke through the ring of fighters and got to the second rank where it proceeded to spin its top half to great effect; the sword and hammer causing great damage to those unlucky enough to be caught by them. A Prayer of Healing restored most of us to full health but the battle raged on.

At one point I yelled out to Gladreth to use her Magic Missiles. She cast the spell within the next few moments and the first of the constructs, the one that had begun the spinning attack, finally fell with a loud clang.

A short while later, Gladreth spotted that the second iron golem had just run its top half into a spin whilst fighting Druss and Drakkon. Thinking that it too must be close to being destroyed, she cast her final Magic Missile spell and that one also fell to the floor with a clang.

Not knowing what dangers were still lurking, Dharion and I used our last spells to heal some of those most sorely injured, whilst Navda tested all of the chests and boxes for traps. After the healing was completed and all the chests were checked, we opened them to reveal a great hoard of treasures, that included gold coins, gems, jewellery, potions, fine armour, bolts of fine silk and a wondrous Bag of Holding.

The Abbey Dungeon in full

Not knowing how much more of this dungeon lay ahead of us, we traced our steps back towards the main entrance via the northern corridor. We discovered several more traps, but this time no-one succumbed to them. We had finally searched the entire maze and rid it of all dangers.

A few days later we returned to town and claimed our 2000 Gold Crown reward from the Mariners Guild. They were happy with the job we had done and set out straight away to begin building a new lighthouse and fortress on the island.

We hung around the town's taverns and inns telling our tales of daring and generally relaxing after all the troubles we had been through. We gathered though that it would not be long before we were called upon again to rid the town of some new danger.

Monday, 19 January 2026

Ghosts of Saltmarsh (#23) - The Isle of the Abbey IV

Thursday last week, we were able to continue with the online Saltmarsh campaign. It has taken a little longer than normal to get the session written up as a lot of real life got in the way over the weekend. Anyway, on with the show...

Day 52

We rested well for the rest of the day and then overnight but everyone had a nagging feeling that things were still going to be rough for us. We retraced our steps back to the large crystal minotaur and continued to follow the southern corridor.

We wound up in a twisted maze of corridors with many more traps. Again, even though I trod as carefully as I could, I fell into a poison-spiked pit. Navda also fell foul of a trapped door that shocked him with a bolt of lightning when he tried to open it. It needed Gladreth to Dispel Magic on the door to enable us to get through it.

The other side of the door revealed a large, square chamber full of chests and scattered treasures. It was presided over, from the centre, by a jade green statue of a beautiful elf maiden.

Navda made a lasso and managed to cast it at one of the treasure chests scattered about the floor, so he would not have to enter the room to retrieve it. Unfortunately, even though his first cast was successful and he began to draw back the chest, it was too noisy and the jade statue's head turned. The elf maiden's visage turned into a hideous be-fanged vampiric demon.

Gladreth swiftly cast a Lightning Bolt at the jade being but it had little effect - maybe we should have heeded what happened to Navda when he attempted to open the door? We would be in for another tough fight again. This time I had the foresight to Bless our main fighters, which helped them in the combat. The statue was damaged severely, but not without it causing carnage on the fighters that required a Prayer of Healing to restore.

Unfortunately, the bites of this vampiric demon led to the blood of several of our party to begin to boil. Luckily Dharion and I were able to arrest its development before it caused serious issues for those affected.

With the demise of the jade demon we were able to search the room, but it turned out that all of the treasure was false - all the coins were base metal painted to look like gold and silver, and all the jewels were paste.

The open way northwards just led back to where we had come from, so we looked for another way out of the room. It had previously been affirmed by the acolyte Odim, although he had proven a liar with other things he had said, that there was a great treasure here, so we kept our hopes up that we would eventually be rewarded for our efforts.

Navda was rewarded for his efforts whilst searching the room for secret exits by finding a false door in the eastern wall. He disarmed the dart trap and opened it to reveal a corridor with a fine granite floor with golden veins running through it. We initially avoided the room directly ahead of us when we found that we could not open the door, but the door that was ajar at the southern end of the corridor looked promising.

The door was slightly ajar, so Navda and Gladreth carefully approached it. After listening intently at it for a while and checking it for traps, they pulled the door open only for the ceiling above to collapse upon them. I used up pretty much all the rest of my spells Healing them. It was only when things quietened down a bit that we began to hear a ticking sound coming from along the corridor.

A bit more of the dungeon below the ruined abbey

Navda and I thought that it may be yet another trap on some kind of timer so we advanced along the corridor as quickly as we could, narrowly avoiding another pit trap set in the south-eastern corner.

The northern end of the corridor ended at a wooden doorway from behind which we could hear the ticking sound. Navda disarmed a trap set on the door and when the portal was opened the ballista behind it was also permanently put out of use. The ticking sound came from a large clock that had a second hand that was ticking but the pendulum was not moving. Gladreth realised that the pendulum needed to be restarted in order to activate it again, so Drakkon reached out and got it back into motion.

Just as the pendulum began to swing, we heard a shout from the rest of the party still at the unopenable door that the door had actually just swung open. We hurried back to join the rest of the party and found that the chamber beyond the door contained two massive pillars. The floor was covered in bags and stuff but what mainly caught our attention, were the two shimmering figures that were moving around.

Monday, 5 January 2026

Midgard : Scenario 6 : Aftermath

This post is a brief summary of what happened in the last game of the campaign and how I felt the campaign panned out overall. I will also discuss a little about Midgard going forward for my various world settings (Britannia, Doggerland, Lord of the Rings etc.).

Midgard : Heroic Battles

The Final Reckoning scenario saw relatively few casualties on the British side compared to the Romans, but those that were casualties made for an interesting ending to the narrative overall.

On the Roman side, Caecilius Rufinus Pulcher was killed but the other two Roman heroes survived. The rest of the Roman army was reduced to just one unit of auxiliary spearmen, one scorpio battery and the onager - these would most likely not have survived another round of combat if the game had continued on.

The Britons lost relatively few units again, but the death of their army leader, Vellocatus, tipped the balance down to a Narrow Victory, thus securing the Britons fewer campaign victory points.

The Britons' losses (155pts):

  • Vellocatus (47pts)
  • 2x mounted warriors (32pts)
  • 1x hounds (22pts)
  • 2x Skyclad (32pts)
  • 1x warriors 3 (22pts)

The Roman losses (189pts):
  • Caecilius Rufinus Pulcher (43pts)
  • 2x legionaries (68pts)
  • 2x archers (58pts)
  • 1x scorpio battery (20pts)

This final scenario made for a good ending to the campaign; the Romans won the campaign overall, but only narrowly. The objective was to get some troops home safe, and that was accomplished - but very nearly was not on a few occasions.

The scenarios, and numbers of troops available to fight in them, needed relatively little fudging to make them work together. I am going to mark this campaign as a successful one from that point of view. I will also mark it as a successful introduction for both myself and my son to the game of Midgard. My compliments to James Morris for writing a great game.

So, the campaign scenario order went thus...
  1. Battle (book scenario 1) - played in May 2025
  2. Encounter in the Mist (book scenario 4) - played in May 2025
  3. None Shall Pass (book scenario 2) - played August 2025
  4. Take the High Ground (book scenario 3) - played November 2025
  5. Last Stand (book scenario 5) - played December 2025
  6. The Final Reckoning (my own scenario) - played December 2025
Campaign take aways...
  • A unit of Roman Legionaries is a very tough nut to crack, especially with the Spears as Tribute trait and a decent hero to lead them
  • Being on a hill and having other units around to make those vital saving rolls when outnumbered is a massive boost for defending units
  • The British units were numerous but quite brittle - Reputation got eaten up more quickly than I thought it would and games were soon over due to quick losses rather than tactics. Using a brittle force will require a bit more thought in future - at the end of at least two of the games the Britons were about to make the killing stroke but their Reputation ran out just prior to the plan coming to fruition
The future for Midgard in my gaming calendar

I will most definitely be using the game system in other settings as well as a few more Roman versus Britons/Celts games. I understand that a new, official, scenario book will be released for the game soon, so maybe those new scenarios can be used to tell the ongoing stories of Marius Pollux and Gaia Pomponia Thrax (a rename of this hero is on the cards after a very interesting discussion on the Lead Adventure Forum with member dadlamassu - here )?

As mentioned above, I am slowly de-icing my old setting of Doggerland - I have played numerous games and campaigns (play-by-email strategy games, AD&D etc.) in this setting over the years, and will be starting a fresh Five Leagues from the Borderlands campaign later this month. This will then, hopefully, lead on to a mini-campaign using the Midgard rules to move the world narrative on a little further for maybe another D&D campaign in the future?

I also have nigh on a thousand of Games Workshop's Lord of the Rings miniatures that are itching for more than Strategy Battle Game usage. I don't really have any completed armies, so that will be a task for me this year - to paint some miniatures for use in further games of Midgard.

In addition to the Lord of the Rings miniatures, I have several small forces of fantasy figures that need a bit of time on the table. These are part of another world I have in mind separate from Doggerland, Roman Britain and Middle Earth. More food for thought for those future battles and campaign world building.

Thursday, 1 January 2026

Midgard : Scenario 6 : The Final Reckoning

It took a while but it is finally here - the last battle of the Midgard : Britannia campaign. This was played on New Year's Eve, and is the first game that I have played against an opponent; admittedly I had to teach my son how to play as we went along and he didn't get to choose his own forces, but it was nice that someone else took the decisions for the opposing side. We diced for who we would play - I got the Britons whilst my son got the Romans.

I have played all of the scenarios from the rule book, so this one needed to be a little different. It would still be an all or nothing battle, but with a couple of additional objectives laid on for the Britons to rescue something from their previous results (in order to allow them to still win the campaign from this game). There are a number of objectives that can add up to an additional 7 points so they don't have to have a Crushing Victory as well as meet all of the objectives to win the campaign overall.

So, each side still has the ability to win between 1 and 3 points depending upon the size of their victory in this scenario, but the Britons will also be able to earn extra points depending on what they can achieve...

  • 3 points - if Vellocatus defeats Caecilius Rufinus Pulcher (either in single combat or if his unit destroys Caecilius's unit with him in it) and thus gets revenge for his father
  • 1 point for each Roman leader/hero killed by the Britons (doesn't matter who does the killing)
  • 1 point for finishing the battle prior to the end of Turn 8
This scenario depicts the survivors from Scenario 5 trying desperately to get to the safety of the last Roman fortification. This scenario has the stragglers situated half-way down the length of the table with the Britons chasing them from 4.5 ST behind and their reinforcements 4.5 ST ahead of them.

The Briton army (97/239=366pts):

  • Vellocatus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Aucissa 1 (18pts)
  • 2x Warriors 3 (@22 = 44pts)
  • 4x Warriors 2 (@17 = 68pts)
  • 1x Slingers (10pts)
  • 1x Archers (15pts)
  • 2x Skyclad (@16 = 32pts)
  • 2x Mounted Warriors (@16 = 32pts)
  • 1x Hounds (22pts)
  • 1x Female Warriors (16pts)

The Britons

Right wing: Maviloduus, 4x Warriors 2, Hounds, Female Warriors
Centre: Vellocatus, 2x Skyclad, 2x Warriors 3
Left wing: Aucissa, 2x Mounted Warriors, Archers, Slingers

The Roman army (85/220=305pts):

  • Caecilius Rufinus Pulcher 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts) 
  • 2x Legionaries (68pts) - one full strength the other = 2 Stamina
  • 2x Auxiliary Archers (58pts) - one full strength the other = 2 Stamina
  • 1x Auxiliary Spearmen (24pts) 
  • 2x Scorpions (@20 = 40pts)
  • 1x Onager (30pts)

The survivors from Scenario 5 being chased by the Britons

The Roman reinforcements

The reinforcements

Roman Stragglers: Marius Pollux, Gaia Pomponia, Legionaries (2 Stamina), Auxiliary Archers (2 Stamina)
Reinforcements: Caecilius Rufinus Pulcher, Legionaries, Auxiliary Archers, Auxiliary Spearmen, 2x Scorpio, Onager

The idea for this scenario was that the survivors from Scenario 5 are trying make it to the safety of their own lines before they are run down. I decided to up each unit's Stamina to 2 as I thought 1 Stamina would be just too low for them - this represents the addition of the last of the wounded and other stragglers from the cohort joining them on the final leg of the journey to the watchtower. Caecilius, being mounted, got to the watchtower ahead of the stragglers, called out the last of the cohort and waited in readiness to support their comrades when they arrived.


Once the Romans had retreated from the hilltop, Vellocatus, son of Bellicus, returned to the battlefield and searched for the body of his father. He found him atop a heap of Roman bodies; their shades would accompany him to the otherworld. Casting around he found the legendary sword that was always at Bellicus's side. Raising it to the heavens, he swore that he would avenge his father and drive the hated Romans from their lands.

In the meantime, Caecilius Rufinus Pulcher had hastened his last few remaining men to help any walking wounded to their feet and ordered them to march as quickly as possible to the final watchtower where help would be waiting for them. He placed his two most trusted centurions, Marius Pollux and Gaia Pomponia, in charge of the retreat whilst he jumped astride his horse and rode pell-mell to the watchtower.

As soon as he arrived, his sweating horse was quickly replaced and the three remaining units of Roman soldiers were called out to await the arrival of the last of the cohort. Once in position, the field artillery for the cohort was drawn up; an onager and two scorpio batteries.

Turn 1 (Reputation B10, R8):

It wasn't a long wait before the last two Roman units came into view. Unfortunately, they were being hotly pursued by the raging Britons. The mounted warriors closed very rapidly but were deterred from coming too close by the arrows of the Syrian archers. The fresh Roman contingent held onto their patience whilst they waited for their brothers-at-arms to join them.

Unfortunately I forgot to take a photo at the start of the game and at the end of the first turn. Suffice to say most units advanced rapidly (2 moves each with the aid of some Command Tests being bolstered) but a few of the more reluctant ones got left behind.

Turn 2 (Rep B10, R8):

The Britons carried on advancing as rapidly as they could. The cavalry caught up with the Syrian archers again and exacted revenge upon the shock retreat they had suffered earlier, wiping out the unit. Gaia Pomponia managed to extricate herself from the melee and continued her retreat towards the Roman lines.

Seeing what had happened to the archers, the Legionaries did an about face to prevent the same from happening to them just as the artillery let loose.

End of Turn 2
Roman losses = 1 unit Archers

Turn 3 (Rep B10, R4):

It was lucky that they did as the cavalry unit impacted the half-strength century at full pace. The legionaries withstood the impact, suffering a number of casualties, but the cavalry were defeated. British war dogs bayed for Roman blood as they launched themselves at the Roman spearmen taking a few warriors down.

Meanwhile, the Roman garrison advanced to help out the beleaguered legionaries in the centre of the field, which gave time for Gaia to join the Gallic archer unit. But the legionaries under Marius's command would have none of their glory taken away so took the fight to the skyclad unit directly in front of them. The Roman artillery were again able to show their accuracy by hitting the unit of hounds which caused them to retreat (I made a mistake here, one of this unit's Traits means they do not retreat from combat).

End of Turn 3

British losses = 1 unit cavalry

Turn 4 (Rep B8, R5):

The legionaries' minor victory was short-lived as the skyclad Britons pushed their attack and defeated them; Marius barely escaped with his life. The rest of the British lines advanced but the hounds did not fare so well against the Roman spears and were finally culled. The Roman artillery failed to find its mark against the rapidly approaching wave of hate and iron.

End of Turn 4
British losses = 1 unit hounds
Roman losses = 1 unit legionaries

Turn 5 (Rep B6, R1):

The British cavalry noticed that the Gallic archers had become detached from the Roman defensive lines and appeared to be isolated, so charged home. This was to be their undoing as they were destroyed as a functioning unit.

On the Roman left, the defeat of the hounds opened the way for the British warriors to make their charge against the Roman auxiliary spears, but they were repulsed. Recognising that they had to defeat a unit at a time, the Roman artillery consolidated their ire upon the skyclad but to very little effect.

End of Turn 5

British losses = 1 unit cavalry

Turn 6 (Rep B6 R1):

To avoid the wrath of the Roman war machines, the skyclad turned their fury upon the isolated Roman archers to their left. They attacked them with half of their number, but the other half were still available as targets and were destroyed by the combined power of the artillery.

Now that the skyclad were out of the way, Caecilius Rufinus spotted his chance to take out the newly appointed British leader. The fresh unit of legionaries plunged into the melee in the centre of the field, put many of the British elite to the gladius and injured Vellocatus in the process. Unfortunately Caecilius also took a wound in the process.

The Roman auxiliary spears, buoyed up by their repulsion of the British warriors renewed their attacks on that unit, but Maviloduus called upon a Favour of the Gods and was able to defeat that unit.

End of Turn 6

Roman losses = 1 unit Archers
British losses = 1 unit skyclad

Turn 7 (Rep B5 R1):

Now that the spearmen were out of their way, the warriors on the British right flank saw the opportunity to destroy the dreaded Roman artillery. One of the scorpio batteries was completely destroyed in this onslaught and then the warriors eyed the onager as their next target. But, before the warriors could get there, the onager sent forth one final volley of missiles to destroy the skyclad warriors attacking the Gallic archers.

The British archers engaged the weakened Roman archers hoping for more success than their naked brethren, but under Gaia Pomponia's command they proved to be a tough nut to crack. The Roman archers pushed the British skirmishers back.

Marius Pollux saw that the artillery was about to be rolled up by the huge numbers of British warriors on his left flank, so he moved some of the scorpio machines away from the main back line in order to support Gaia Pomponia before they were overrun.

Vellocatus was now aware that the man who killed his father was before him, and in a rage charged forward with his much reduced band of followers. All were cut down to a man, but not before he reiterated the dying words and actions of his father "Though I die, I smite thee". In his glee at defeating another major British leader, Caecilius Rufinus spurred his men on to attack the next band of elite British warriors in their path. Alas, for the Roman leader, these proved to be a fresh unit with vengeance on their mind. Caecilius and the last of the legionaries were cut down.

The loss of both leaders caused each side to halt hostilities and retreat from the fray. The Roman cohort had done it. They had just about survived the gruelling journey and killed off the main British antagonists from this area's tribe.

End of Turn 7

Roman losses = 1 scorpio unit, 1 unit legionaries, Caecilius Rufinus Pulcher
British losses = 1 unit skyclad, 1 unit warriors 3, Vellocatus

Final Tally (Rep B-2 R-6):

This seems to be a fitting ending to the game and campaign. Again, the Roman units proved extremely hardy and numbers were never really able to be brought to bear against them in a truly effective manner. The main British leaders have proven very tough in the previous games but my saving rolls have been poor for them in the last two games, and the Legendary Weapon has failed to cause any wounds. I was a little surprised that the Roman general was taken out, as this turned the Narrow Victory (1 point) over to the Britons.

The Britons also managed to secure a couple of their objectives:

  • Kill Roman leaders - Caecilius Rufinus was killed but not quite by Vellocatus or his unit - so only 1 point was earned here instead of 3
  • The game did not reach turn 8, so this objective was achieved - 1 point

So, the final tally for this scenario was 3 points for the Britons and 0 points for the Romans giving...

Campaign Score: Romans 8 Britons 6

This final game was a close run thing in the final turn as Reputation leaked rapidly away from both sides. I will post an aftermath of this game in the next day or so and sum up what will happen to the Roman cohort's survivors and my interaction with the Midgard rules in the coming months.

Tuesday, 30 December 2025

Midgard : Scenario 5 : Aftermath

The Last Stand scenario saw relatively few casualties, but a surprising ending to what should have been an easy victory for the Britons.

On the Roman side, Caecilius took a wound but the other two Roman heroes were unscathed. The last two Roman units were reduced to just 1 Stamina point each! The Britons lost relatively few units this time around but lost their army leader - Bellicus.

The Britons' losses (109pts):

  • Bellicus 3 (47pts)
  • 1x Warriors 3 (22pts)
  • 2x Archers (30pts)
  • 1x Slingers (10pts)

The Roman losses (64pts):
  • 1x legionaries (24pts)
  • 2x cavalry (40pts)

The final (sixth) scenario in the campaign, will be something that I will make up for a fun ending to the campaign - most likely an all or nothing scenario, but I need to think of a side-quest for each army so that extra points can be gained to allow the Britons to still be able to win the campaign (they cannot do so at the moment).

Onager picture courtesy of Alchetron (free for use)

The Romans will gain two units of Auxiliaries from the camp to the west, the final unit of Legionaries (in the watchtower) and some war machines as reinforcements for this scenario.

  • The Romans gain their final reinforcements at the last watch tower...
    • 2x units (randomly rolled from below) from the western encampment
      • Auxiliary Spearmen (24pts)
      • Auxiliary Archers (29pts)
    • Watch Tower = 1x unit of legionaries (34pts)
    • In this final battle they will get an onager and a scorpio unit in addition
    • But, no extra boost from the rest of the legion that has come looking for them

The Britons will get 100pts: 100 plus 0x10 for their level of victory, and a new Level 3 leader.

  • The Britons can still recruit from a limitless pool of warriors...
    • All damaged units are automatically returned to full strength
    • An extra 100 points was awarded to spend on new units
    • The Britons did not win scenario 5, so no bonus reinforcements (0x10=0)
    • Roll 1d6 on the table below for troop type...
      • 1-3  Warriors 2 (17pts)
      • 4-5  Warriors 3 (22pts)
      • 6 roll on next table...  
    •  Roll 2d6 on the table below for troop type (and an additional d6 if a Hero is rolled)...
      • 2 Hounds (22pts)
      • 3 Female Warriors (16pts)
      • 4 Skyclad (16pts)
      • 5-6 Slingers (10pts)
      • 7 Skyclad (16pts)
      • 8-9 Archers (15pts)
      • 10 Mounted Warriors (16pts)
      • 11 Chariots (24pts)
      • 12 Additional Hero
        • 1-3 Level 1 (18pts)
        • 4 Druid Level 2 (27pts)
        • 5 Level 2 (32pts)
        • 6 Level 3 (47pts)

 

The Britons' reinforcements (91pts out of a possible 100pts):

I actually rolled for 2 units of Warriors 2, 2 units of Warriors 3 and 1 unit of Skyclad. However, I do not have the figures available to make up those reinforcements, so I swapped out some of the warriors units for rolls on the second half of the table - here's the reinforcements after the amendments...

  • 1x level 3 leader - replacement (no cost) - I named him Vellocatus; son of Bellicus
  • 1x Warriors 3 (22pts)
  • 1x Skyclad (16pts)
  • 1x Hounds (22pts)
  • 1x Female Warriors (16pts)
  • 1x Archers (15pts)

The Roman reinforcements (157pts):

  • 1x unit of legionaries (34pts)
  • 1x Auxiliary Spearmen (24pts)
  • 1x Auxiliary Archers (29pts)
  • 2x Scorpio (@20 = 40pts)
  • 1x Onager (30pts)

The reinforcements meant that the two armies were closer in points values, but the Britons still enough ahead to be at a distinct advantage, what with the Romans having two understrength units. As a result, I added an extra scorpio unit and bolstered the two understrength units from 1 Stamina to 2 Stamina to take into account the walking wounded, stragglers and so on bolstering the numbers slightly - the entirety of the cohort's survivors are now here.

The Britons' army for scenario 6 (97/239=336pts):
  • Vellocatus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Aucissa 1 (18pts)
  • 2x Warriors 3 (@22 = 44pts)
  • 4x Warriors 2 (@17 = 68pts)
  • 1x Slingers (10pts)
  • 1x Archers (15pts)
  • 2x Skyclad (@16 = 32pts)
  • 2x Mounted Warriors (@16 = 32pts)
  • 1x Hounds (22pts)
  • 1x Female Warriors (16pts)
This force is over the 300pts limit, but I am happy with that - it is the Britons' final chance to destroy the hated Romans in this campaign after all.

The Roman army for scenario 6 (99/220=305pts):

  • Caecilius Rufinus Pulcher 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (35pts) 
  • 2x Legionaries (68pts) - one made up to full strength the other = 1 Stamina
  • 2x Auxiliary Archers (58pts) - one made up to full strength the other = 1 Stamina
  • 1x Auxiliary Spearmen (24pts) 
  • 2x Scorpions (@20 = 40pts)
  • 1x Onager (30pts)
The sixth scenario sees the final encounter between the British and Roman forces. It is an all or nothing encounter that will end when one force breaks or daylight fails (end of Turn 6).
 
I will need to find the Roman artillery pieces and base them, even if they are only on very basic movement trays. I will dice with my son to determine who plays which army. I am hoping that I haven't made the forces too disparate points wise. The Romans have proven themselves very resilient but they won't have the "hill" advantage for their saving rolls this time. Also, I still need to think of a way in which I can boost points so the Britons can still win the campaign - maybe a few side objectives to boost their ability to gain points as mentioned above?