Thursday, 4 September 2025

Midgard : Scenario 3 : Aftermath

The None Shall Pass scenario saw the Britons take heavy casualties, and whilst the Romans appeared to be relatively unscathed, they were almost at the point of being wiped out due to each units' Stamina losses.

On the Roman side, the only unit that didn't take any damage was Gaia Pomponia; Marius Pollux took a wound, the legionaries lost 1 Stamina, and both the archers and milites lost 2 points of Stamina each. The Britons also took plenty of Stamina loss, but as these will be automatically replenished, I won't concern myself with listing those details here...

The Britons' losses (136pts):

  • Catuarus 1 (18pts)
  • 1x Mounted Warriors (16pts)
  • 2x Skyclad (32pts)
  • 1x Warriors 3 (22pts)
  • 1x Female Warriors (16pts)
  • 1x Slingers (10pts)
  • 1x Hounds (22pts) 

The Roman losses (77pts):

  • Lucius Valerius Corvus 3 (43pts) 
  • 1x Legionaries (34pts)

This game has thrown a spanner in the works when it comes to reinforcing each contingent for the next scenario. The Britons are not really a problem, but the Roman force is rapidly diminishing in size. I know that I wanted this to become a desperate battle for survival, but if only two or three Roman units are coming to the table then it makes things very difficult for a fair battle. So far, all has worked out OK with the scenarios, but the next one (Take the High Ground) will not work with such a big disparity between the remaining forces. The fifth encounter, Last Stand, is another 300:200pts ratio, so may work depending on the fourth battle's outcome. The final battle of the campaign will be just a straight up battle, so I can fudge the Roman army numbers by saying that reinforcements have come from the Roman lines to help with the beleaguered forces' retreat.

Scenario 4 map - Take the High Ground

The Take the High Ground scenario suggests that the defending army is reduced by 25% that then arrive at a later stage in the game. This may work if I roll that the Britons are the defenders and I can get the Romans into the fight very quickly. There are in-game bonus Reputation points to be grabbed, so this may work if enough casualties are caused very early in the game. But, if it is rolled the other way around, then the Romans will really struggle.

The Romans have the following left in their "pot" from the cohort... 

  • 2 x Legionaries
  • 2 x Auxiliaries
  • 2 x Cavalry 

According to my reinforcements rules, to bolster the forces for the next scenario, the Romans automatically get a new leader and a unit of Legionaries due to the next map location being close to a watchtower. The Britons get 120pts: 100 plus 2x10 for their level of victory. However, this does not seem to be enough to bring the Romans up to speed for this scenario, and nor does my existing Briton reinforcement table seem to give a "realistic" roster of reinforcements for the Britons, so I have re-evaluated the reinforcements lists...

  • The Romans gain reinforcements depending upon which Roman camp type they are nearest to...
    • Marching camp = 2x random units (roll d6) until all are used up (2 auxilia and 2 cavalry left)
      • 1-4 Auxiliary Spearmen (up to 4 units) (24pts each)
      • 5 Auxiliary Archers (up to 2 units) (29pts each)
      • 6 Cavalry (2 units left) (20pts each)
    • Watch Tower = 1x unit of legionaries (2 units left) (34pts each)
    • In the final battle they get an onager and/or a scorpio unit in addition
    • Depending upon how casualties go, they may get a boost from the rest of the legion that has come looking for them for the final battle
  • The Britons can recruit from a limitless pool of warriors...
    • All removed units are lost
    • All damaged units are automatically returned to full strength
    • An extra 100 points awarded to spend on new units
    • If the Britons win, depending on their level of victory, they will gain a bonus number of reinforcement points equal to the level of victory (0-3) x10
    • subtract the points value until all points are used - any left over points are lost 
    • Roll 1d6 on the table below to realise troop type...
      • 1-3  Warriors 2 (17pts)
      • 4-5  Warriors 3 (22pts)
      • 6 roll on next table...  
    •  Roll 2d6 on the table below to realise 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)

As the next scenario is by a watchtower, the Romans gain 1 unit of legionaries. The Britons gain 120 points worth of new troops. As this creates a large points difference that is not suited to the next scenario, I am going to rule that the remaining 2 Roman cavalry units have made their way to intercept the retreating column, with the remaining infantry to join them in the next game. I am also going to rule that the reduced Stamina units are back to full strength for the Romans too - I am going to say that wandering patrols have returned, stragglers from previous battles have joined the retreating army and some of the injured have returned to service. I am going to imagine them as below full strength but, what with their desperation and nearness to "home", they have extra vim (instead of 80 green troops in each century, there are now maybe 50 to 60 classed as veterans, and there have been swaps between units to bolster each other up) and the pick of the equipment left.

The Britons' reinforcements (120pts out of a possible 120pts):

  • 1x level 1 leader - replacement (no cost)
  • 1x Warriors 2 (17pts)
  • 1x Warriors 2 (17pts)
  • 1x Skyclad (16pts)
  • 1x Warriors 3 (22pts)
  • 1x Warriors 2 (17pts)
  • 1x Mounted Warriors (16pts)
  • 1x Archers (15pts)

The Roman reinforcements (74pts):

  • 1x level 3 leader - replacement (no cost)
  • 1x Legionaries (34pts)
  • 2x Cavalry (40pts)

 The Britons' army for scenario 4 (97/211=308pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Level 1 leader (18pts)
  • 1x Warriors 3 (22pts)
  • 6x Warriors 2 (@17 = 102pts)
  • 3x Archers (@15 = 45pts)
  • 1x Slingers (10pts)
  • 1x Skyclad (16pts)
  • 1x Mounted Warriors (16pts)
This force is now just over the 300pts limit, but I am OK with that - it is enough to enable me to play Take the High Ground (Scenario 3 from the rulebook).

The Roman army for scenario 4 (85/161=246pts):

  • Level 3 leader (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts) 
  • 2x Legionaries (68pts)
  • 1x Auxiliary Archers (29pts)
  • 1x Auxiliary Spearmen (24pts)
  • 2x Cavalry (40pt) 
The Roman army is now closer in value to the Briton army, so that should make the scenario a little fairer. The Take the High Ground scenario can be played with either force as the defender now, although it will be a little more of a challenge for the Romans - that said, the force without a commander being joined by the cavalry and their new Prefect might make for a better narrative. Hmm, I will ponder on whether to drop the dice roll for game roles and actually play it that way to make a better narrative.
 
For the next blog entry I will need to sort out names and miniatures for the two new leaders, and hopefully get some paint onto a few of the other bases.