Monday, 13 October 2025

RPGs or Tabletop Battle Games?

I was lucky to be the right age when D&D first came to the UK in the mid-late 1970s. A couple of school friends introduced me to the game (Basic D&D - the Blue books), but also many gaming clubs formed in local church halls etc. at around the same time. These venues allowed like-minded teenagers to get together and play in the realms of our imaginations with the plethora of Role Playing Games (RPGs) that then came out at that time.

It was with my school friends and at local clubs (where I met some very dear friends) where I played a huge variety of those RPGs; mainly D&D, Runequest and Traveller. I tried others, but these were the main three I stuck with.

Advanced Dungeons and Dragons

So, although I generally played in games classed as RPGs, where most of the action took place in what is now termed "Theatre of the Mind", occasionally with a handful of miniatures thrown down on a hand drawn map, I became aware of others playing what were termed "wargames", where dozens or even hundreds of miniatures were laid out on what were to me as realistic a table as could be made at the time.

I have played many iterations of wargames over the last few decades, from small skirmish level games (5-10 figures on a table) up to battalion level wargames that involved several hundreds of miniatures. I was always drawn towards the spectacle of the big games with all that wonderful eye-candy, but found I kept coming back to the smaller games. I guess that this was due to a number of reasons; I was used to small-scale gaming with RPGs, I could only afford a handful of figures a week on my pocket money allowance and a game could be got going if fewer miniatures were required, and finally, the prep for large-scale games must have been mountainous what with all the cleaning, glueing, painting and basing that had to be done for the miniatures, not forgetting all that wonderful scenery that had to be purchased or made.

So, as time wore on, and real life got in the way (work, family etc.), my exposure to gaming gradually decreased to the occasional play-by email game often set up by one of my earliest gaming buddies from the first wargames club I attended; although I managed to run a few games during that time too. I also kept up a long distance rapport with a few friends via weekly emails where we would chat about gaming and other related subjects.

Once I had become a dad, I often thought about gaming with my kids but the opportunity never really arose until the Lord of the Rings trilogy of films came out and a new game was released and supported by Games Workshop via the Battle Games in Middle Earth monthly part magazine. I bought a copy each time one was released and subsequently built up a large collection of figures. This prompted me to (re)paint a horde of my old RPG figures, which meant that I was able to play a few tabletop wargames with my kids.

This re-introduction to gaming led me to eventually join a local gaming club where I started to get back into RPGs (mainly D&D) again, but I didn't really get into playing any wargames other than Lord of the Rings at home. Since then I have moved away from that area, but losing one RPG gaming group was remedied recently by joining a new one. So, my RPG gaming itch is being scratched. However, I still hanker after playing with miniatures on the tabletop.

I like all aspects of tabletop gaming but due to my current situation, I am only really able to play online RPGs and, on occasion, a wargame or two with my sons when they come to visit. A lot of my sparse free time is spent procrastinating and playing solo games, of which thankfully there are now quite a number (Five Leagues from the Borderlands, Rangers of Shadowdeep, and game books like Lone Wolf and so on). I have also started a sporadic Midgard campaign (yes it is still running in the background but it takes a lot of prep, so I have to choose my days to play carefully), and I keep toying with Frostgrave and its stable of companion games amended for solo play.

I think that most of my game style choice is circumstance, but despite that, over the years, I have also tended to gravitate more towards RPGs and smaller skirmish tabletop games where progression of troops and characters plays an important part in building a narrative rather than the more static emphasis on troop and leader stats in wargames that tend to re-enact certain historical battles - although large wargames do use command and control it is at a more over-arching level. I guess I want to be a hero in my gaming experiences rather than seeing if I was a better general than an historical counterpart? My large-scale wargames therefore tended to be more along the lines of "What if?" scenarios that do not involve famous generals or battles.

This blog post started out as just a random idea and I just splurged my thoughts onto the page. I haven't really gone into the whys and wherefores of the various aspects of each style of gaming as that was not really my aim. I guess this is just a procrastination piece, trying to develop an argument as to why I like both styles of game and how I got to the situation of having to choose between the different styles.

Summary? Purely from my own perspective, large-scale tabletop wargames are great if you belong to a club and/or have a circle of friends and family that wish to play continually in order to get some value from the preparation and numbers of minis required, whereas RPGs excel for small groups of friends to get together anywhere (including online) and begin to play as literally nothing is required except a character sheet, a few dice and maybe a copy of some kind of Player's guide. I guess I am kind of in the middle with my current situation, playing mainly RPGs and small scale tabletop wargames. That said, I guess it all depends upon personal circumstances and not any real preferences as to game type?

Thursday, 25 September 2025

Historical Holiday Interlude - Warwick

My partner and I got away for a mini-break to Warwick last weekend. We spent four glorious days exploring the quiet town of Warwick and the much busier home to William Shakespeare, Stratford-upon-Avon.

We had a few walks around Warwick town during our long weekend stay; we had the time to look at the two "gates", the Lord of Leycester's house and the castle. We also spent a long, leisurely day in nearby Stratford-upon-Avon where we went all Shakespeare by seeing his Birthplace, Anne Hathaway's House, and paid a visit to the RSC theatre to see a modern rendition of Measure for Measure.

Apologies for the lighting - it was a very sunny day

As this post is to be mostly about the medieval things we got to see on our visit to Warwick, I have only included photos, for my reference purposes, of Warwick Castle itself. The castle, and its grounds, is great for a family day (or two) out; we barely scratched the surface of what was on offer as there are plenty of things to do and see. We watched a rather spectacular falconry display that involved birds of prey from all over the world (the Andean condor is simply enormous), a trebuchet demonstration, and took part in a couple of guided talks which included a potted history of the castle and tales of a few of its ghostly residents.

Inside the castle - Guys tower, barbican and Caesar's tower

The castle started out as a typical Norman motte and bailey fortification completed in 1068. From an information post on the mound, it seems that it was built on or near the site of an Anglo-Saxon burh - I have yet to read up more fully on that. The wooden keep and palisades were rebuilt in stone at a later date and then fell into disrepair before the barbican and gatehouse were constructed in the 14th century. The castle was then added to, and left to go to ruin, at various times over the intervening centuries, culminating in what we see today. 

On this visit, I wanted to find out a bit more about Guy, Earl of Warwick. The reason being is that before I moved to where I currently reside, I lived in Kent. One of my local pubs was called the Guy, Earl of Warwick and there were several other pubs on, presumably, a similar theme - The Bear and Ragged Staff being one of them for instance. Unfortunately, I was unable to get around all of the exhibits, so missed out on that particular period of history. That said, I am assuming that one of the main towers is named after him - happy to be proven wrong if anyone knows if the tower is linked to the pub's namesake...

Guy's Tower

Zoomed in a bit

Guy's Tower from the castle battlements

Our walk around the walls, combined with the potted history tour, led to the other main tower, currently named after Julius Caesar (some kind of Victorian style renaming to make it sound more grand apparently). It was originally named after Poitiers, the site of a battle that one of the earls of Warwick was rather successful in and made a huge fortune in ransoms at, but that was deemed too much of a linguistic mouthful so was changed to something easier to say apparently.

Caesar's (or Poitiers) Tower

I have just noticed that most of these photos are on the wonk. That is my fault as they were taken with my phone camera and it was a very bright day, so I literally could not see my phone screen whilst taking them.

We didn't get to do our usual 4 hour marathon tours of each display and museum within the castle; that will have to be left for a return visit one day. As a result, a lot of the history that I normally pick up on did not get filed away in the old grey matter. So, apologies for the history-lite report.

It would be remiss of me to not include a picture of the rather spectacular trebuchet found within the grounds of the castle. There is a short interactive show about one of the sieges of Warwick castle that included the use of the great trebuchet. The show was a bit meh in terms of the acting, but I guess it was aimed at families with kids. However, the loading and firing of the siege engine itself was good to watch.

Trebuchet

Warwick is a very quiet town (well, it was whilst we were there), so it is a good place to visit for a relaxing weekend away. There is just enough to do to take up your time in an enjoyable way. As we missed a fair bit due to our trip to Stratford-upon-Avon, we decided to leave some of the things to do in Warwick until the Monday, but, unfortunately, almost everything was closed. There are a couple of interesting museums, a number of medieval gates/houses, as well as easily two days worth of perusing at the castle itself to fill your time.

Tuesday, 23 September 2025

Ghosts of Saltmarsh (#16) - The Emperor of the Waves II

Day 23 continued - aboard the Emperor of the Waves

Navda scouted ahead, he crept down the stairs to below decks, but just scant moments later we heard a cry of alarm. He had become entangled in an almost invisible web. Dharion cautiously approached the entangled rogue and began to cut him loose, but within moments of Navda's arms becoming free a giant wolf spider dropped onto him and bit him. A sling stone from me and a Firebolt from Gladreth killed the arachnid.

Thinking that the danger was over, we began to cut Navda free again but another of the weird gribblies we had previously seen in the cabin on the deck dropped down and sprayed Navda in the same gossamer thin web. Luckily, we were prepared for this and Navda was able to break free almost instantly. I attacked the beast with my mace, but Druss clove it in two with his great sword.

We passed through the curtain at the bottom of the stairwell, and filed into the main area below decks, only to be confronted with a huge swarm of smaller spiders, scurrying hither and thither. They spotted us and made for us so we had to use every means possibly to squash them before they bit us. Unfortunately, our encounters with their giant cousins were not at an end, as another wolf spider dropped onto Dharion. Luckily he was able to finish it off before it caused the party any greater concerns. Drakkon and Navda finished off the spider swarm between them soon after.

Whilst we regained our breath, we decided to carefully burn away any webs we could see and take stock of our surroundings. Around the main corridor/room we were in, we could see six doorways and a hatch in the floor directly below the grate above. We decided to investigate the doors one-at-a-time starting with the one in the left wall, and determined to move around them in a clockwise fashion.

More action aboard the Emperor

A quick look at the large hatch in the floor before we started showed us that it appeared to have been unused for some time. 

The first room was full of leaf litter into which was intermixed a fair amount of human bones. We ignored the grisly contents and after a little searching found a stone-tipped spear and a small wooden shield with a spider-like design on it. We decided to take these items with us and resealed the door.

The second room's door was difficult to push open, much like the door on deck above us. The room was again full of webs, which made progress through the room very slow. We burned the webs as we went and eventually found four cocoons hanging from the ceiling. We decided to cut one down to see whether they contained innocent victims or more spider-like critters that we would need to destroy.

Unfortunately, the cocoons contained grotesque blue-skinned beings with four red eyes, long tongues, and very sharp teeth. As soon as the first was cut open, the other cocoons began to wriggle. Not liking this one bit, I decided to use my Burning Hands spell to destroy them if I could. As fire seemed to have a goodly effect upon the spider webs elsewhere on the ship, I thought that maybe this would be no different. My hunch turned out to be sound as the spell I cast upon the two cocoons within range caused the demons within untold pain as they struggled free from their bonds.

A frantic melee erupted wherein Druss killed one of the beings just before I was struck unconscious by another.

From the tale told after the fight, the demon that struck me down Rampaged and also almost killed Drakkon, but the barbarian struck back at it and killed it. Navda shot the third one and the final demon was killed by Drakkon. Gladreth's Shocking Grasp spell appeared to do very little damage to the demons, so she spent most of the rest of the combat trying to revive me.

Once the demons were destroyed, I was finally brought round and given a Healing draft. I regained my wits and said a Prayer of Healing to restore the rest of my companions.

We searched the room and I was able to find a pair of gold earrings and a jewelled necklace; both appeared to be worth some money.

The third room appeared to be a wrecked bed chamber. The bed and dresser were in pieces and there were more webs everywhere.

Navda realised that clearing out the ship was going to take quite a lot longer than the three hours we were allocated, so he returned to the deck to instruct the dwarf rowers in the jolly boat to return to their ship and inform the captain of the situation.

Monday, 15 September 2025

Ghosts of Saltmarsh (#15) - The Emperor of the Waves I

Day 23 - Salvaging the Emperor of the Waves

The rest of the night passed without further drama. We managed to get a little rest before being roused by the captain to honour the fallen and bury them at sea. The captain lost eight of his crew to the sahuagin raid. He wrote a heartfelt obituary to each and every member of the lost crew members in his log.

Not long after the burials had taken place, a heavy fog rolled in. We feared the worst but all seemed calm until there was a shout from aloft "Ship Ahoy! Off the Starboard bow". The captain furled the sails, not that they were doing much any more, and brought the ship to a halt 500 yards from the ghostly outline of a damaged ship leaning to port. He dropped anchor, and he and his crew studied the ship for several minutes before confirming it was indeed the Emperor of the Waves, the ship that we had come looking for. It was looking a bit worse for wear, with two masts being broken off completely, the guard rails on the decks appeared to have been crushed as if from something large grabbing hold of the ship, and many very worn and damaged hull planks.

We all jumped into a jolly boat along with three dwarf crew members and were told by the captain that the ship would be soon be ours; once we have handed over the treasures requested. The dwarf crew rowed us over to the Emperor, where we climbed the grappling hooked ropes the crew had cast for us.

The main deck was discovered to have many bloodstains on it which we ascertained to be maybe three days old. We split up to explore the open air decks but found nothing of interest except for the obvious beaten-up state of the ship - the lack of two masts and the loose ship's wheel - which caused us most concern; how would we sail it back to port?

After finding out that the ship was not in good shape we decided to go look for what we had been asked to find. The large cargo grate was too heavy to move, and peering into the darkness didn't reveal anything that could be seen. Drakkon and Druss approached the forecastle cabin doors and tried to push them open but they were very difficult to budge. They did eventually manage to open them wide enough to enter the cabin beyond to find it full of large spider webs and a massive pile of junk to the right.

Whilst the two warriors searched through the debris and cleared a path through the webs for the rest of us to fit into the room, suddenly, a brutish creature dropped from the ceiling and took a nasty bite out of Drakkon. Gladreth, who was close to the doorway when the two warriors entered the cabin managed to Firebolt it, and Druss joined the melee too. 

Unknown gribbly encountered on the Emperor of the Waves

I Blessed those already in the room, and after a tough fight, the strange being was finally felled by Druss, but not before a giant spider-like creature had also dropped into the combat. By now, Dharion and Navda had moved up and were able to add their arrows to the fray. 

A nasty, poisonous giant spider thing

Not long after the giant spider dropped from the ceiling, several smaller ones also began to join their larger cousin in what they probably hoped would be an easy hunt for their next meal.

A frantic combat ensued, wherein Gladreth was bitten by the giant spider and fell to the floor paralysed. The party took quite a number of horrific wounds before I was able to offer a Prayer of Healing to get them back in the fight, but the spiders seemed to shrug off most of our attacks; our weapons seemed to cause them minimal damage.

With their renewed vigour, the fighters in the party began to take a toll on the spiders and the beasts were slain one by one; Drakkon slew the giant spider and one of the smaller ones, whilst Dharion and I managed to slay the other two, but none would have gone down without everyone being involved in the fight. 

On board the Emperor of the Waves

With the fight over, we spent some time trying to revive Gladreth. Luckily, she began to shrug off the effects of the poison after ten to fifteen minutes. Whilst she was being administered to, the rest of the party searched the cabin but found nothing of interest within the piles of wood, paper, cloth and other debris.

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. 

Monday, 25 August 2025

Midgard : Scenario 3 : None Shall Pass

Today I was able to play the third encounter between the Romans and the Britons in my Midgard : Britannia campaign - None Shall Pass. Again, it was played solo, using some predetermined tactics that I have acquired as the other games have progressed - I have learned a lot from my previous mistakes.

The British army for scenario 3 (97/209=306pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Catuarus 1 (18pts)
  • 1x Warriors 3 (22pts)
  • 3x Warriors 2 (51pts)
  • 1x Female Warriors (16pts)
  • 1x Mounted Warriors (16pts)
  • 2x Skyclad (32pts)
  • 2x Archers (30pts)
  • 2x Slingers (20pts)
  • 1x Hounds (22pts)

The Roman army for scenario 3 (85/121=206pts):

  • Lucius Valerius Corvus 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts)
  • 2x Legionaries (68pts)
  • 1x Auxiliary Archers (29pts)
  • 1x Auxiliary Spearmen (24pts)

The playing area remains at 6' by 3', and the deployments mentioned in the rule book still just about worked.

Starting positions

The scenario dictates that the smaller force be the defenders (the retreating Romans will be trying to stop the Britons' advance by holding the two river crossings). If they can hold out until nightfall then the defenders will stand a chance of escaping into the darkness. The Romans are therefore classed as the defenders and the Britons the attackers.

For this game I had to source a few new items: I bought some river sections that still need painting, and created a few more bases for the newly introduced troop types - Roman auxiliary spears and Celtic mounted warriors and hounds (didn't get time to finish this base as I was torn on dog type to use - I plumped for the wolfhounds in the end as their bases fit in with the movement trays I had available). I already had the extra figures required for this scenario, but needed to undercoat a few in order to begin painting them for future battles (who knows, maybe the final battle will be with fully painted armies and terrain?).

The two armies are divided into three contingents each, but not as strictly as in the previous game...

Briton contingents...
Right wing: Maviloduus, Mounted Warriors, Female Warriors, Hounds, 2x Slingers
Centre: Bellicus, 1x Warriors 3, 3x Warriors 2
Left wing: Catuarus, 2x Skyclad, 2x Archers 

The Britons advancing on the river crossings

Roman contingents...
Left crossing: Marius PolluxLegionaries
Right crossing: Lucius Valerius, Legionaries
Reserve: Gaia Pomponia, Auxiliary Archers and Auxiliary Spears

The Romans defending the two fords

After the quick rescue of Gaia Pomponia from the clutches of Bellicus's warriors, Lucius Valerius headed over the river to collect any stragglers left at the camp that was situated there. He managed to get to the fortified camp in good time, catching up with his baggage train along the way. The two auxiliary units stationed at the camp were in good shape and alert to his arrival; the legionary centurion, Marius Pollux, who was in command, had been keeping the camp in good defensible order.

After a quick debrief, Lucius Valerius ordered his wounded be attended to and that everyone was given a hot meal before bedding down for the night. As Marius Pollux's troops were fresh, they kept watch.

A few more stragglers arrived at the camp during the course of the evening, but the whole process was being watched by scouts from Bellicus's army, who reported back to their chieftain until it was too dark to do so.

Bellicus, after calling a halt to the chase of the routed Roman force, advanced in triumph to one of the main villages just south of the fortified Roman camp. He knew that based on his recent victory, he could recruit a whole host of warriors in order to destroy the small Roman force that was left. He knew that even with the extra auxiliary units from the camp, he would still outnumber the Roman force and would eliminate them at the river crossing the following day.

Unfortunately for Bellicus, the Roman prefect got the drop on him, and had prepared his men for an early escape knowing that the British chieftain would want to attack the depleted Roman cohort as soon as he could. Throughout the night Lucius Valerius tried to make the camp appear as though it was asleep and licking its wounds, but in silence the prefect had got his men ready, armed and supplied before they left the camp in flames just before sun-up. The British warband arrived early at the burning camp, but the Romans had already gone. Bellicus's scouts told him that the Romans only had a few hours' start on him.

Bellicus surmised that the Romans would take the main route directly to the crossing and be able to cross very quickly. However, the river was swollen from heavy rains in the north which also made some of the ground boggy, which slowed the Roman waggon train. As soon as the waggons had cleared the ford, the British outriders arrived.

Valerius quickly ordered his remaining units to about-face and defend the two crossings so that the waggon train that held their supplies and wounded could get as far away as possible. With Fortuna's blessings, he could delay them long enough so that the wounded could reach the next fortified watch tower. It would take the waggon train all day to get to the watch tower, provided that it was not ambushed along the way. Valerius and his men would have to sell their lives dearly in order for the waggons to reach safety.

The route to the 3rd battle

It was an hour before the rest of Bellicus's force arrived at the fords. He quickly arranged his battle lines and advanced upon the small Roman contingent. "This should be an easy victory," he thought.

For this game, both armies start with the same Reputation score - for the Romans (the much smaller force), what would be more glorious than being able to hold up the enemy at this critical point? The game runs for six turns, and ends with the coming of night and the ability for any survivors to steal away from the confrontation.

Turn 1 (Reputation B9, R9):

Bellicus, hungry for a swift victory, yelled abuse and insults at his adversaries along with the rest of his men. After several minutes of taunting, the hubbub died down and Bellicus challenged Lucius Valerius to a single combat - winner takes all. If the Romans won, then Bellicus's army would allow the rag-tag unit to pass unmolested, along with all others along the way, back to Roman lines. If Bellicus won, then the Romans must leave all of their weapons and promise to never return to this territory again. Lucius Valerius stuck to standard Roman protocol and refused the challenge despite the loss of face this entailed.

Bellicus ordered his army forward and they made for the Roman lines in quick time. The only response from the Roman defence was a quick volley of arrows directed at the fast approaching hounds, but only a few arrows found their mark, not stopping their rapid advance.

Turn 1 : The Britons advance

Turn 2 (Rep B9, R8):

The slings and arrows from the British skirmishers had little effect against the heavy armour of the Roman legionaries holding the fords, and neither did the rapid assault by the mounted warriors, who were wiped out to a man in the swift running waters and treacherous footing of the shallows.

The Roman archers also failed to find their mark against the fast approaching skyclad Celtic warriors. 

Turn 2 : Bellicus's troops assault Valerius's position

British losses = 1 unit mounted warriors

Turn 3 (Rep B7, R8):

The Britons kept up the assault, by taking the fight to the enemy, but found the combination of rough ground and heavily armoured troops a stern challenge. Again, Valerius ignored a direct challenge costing him reputation, but his troops did the talking for him as the legionaries cut down a unit of skyclad warriors, although not without taking a few casualties themselves. The Roman left flank also fared well with the legionaries there dispatching all of the Celtic war hounds.

Turn 3 : The battle begins in earnest

British losses = 1 unit hounds, 1 unit skyclad

Romans gain 2 Rep as both fords still held by them, but lose 1 Rep due to challenge

Turn 4 (Rep B6, R9):

British slings and arrows failed to take out the Roman archers in support of the rest of the army, but the determination of Bellicus's army to eliminate the hated Romans drove them onto a fated victory. The push from the Celtic female warriors drove the Romans back on the British right flank, clearing the ford for any who would follow, but no-one was there as they were busy trying to eliminate Valerius on the left flank.

Catuarus and more of the skyclad warriors following him fell to the swords of the Romans, but not without them causing many casualties on the other side, including a deft wound to Valerius himself. The British slingers in the centre forced the Roman archers to step back under a hail of stone and lead shot.

Turn 4 : The meat grinder

British losses = Catuarus, 1 unit slingers, 1 unit skyclad

Romans gain 1 Rep as one of the fords still held by them, but again lost Rep due to challenges unmet

Turn 5 (Rep B4, R8):

The Roman left recovered somewhat with the annihilation of the frenzied unit of British women. The ford was left to Maviloduus and his bodyguard to defend, but they were pushed back by the numbers still available to the Romans there. Today was certainly a good day for the Celtic champion to call upon the Favour of the Gods. 

In the centre, the Roman archers were pushed back under the sling stone and arrow storms aimed at them, but Gaia Pomponia's bravery returned them to the fray every time they retreated. 

Spurred on by the injury to Valerius, the British noble elite warriors pressed further into the ford. Again Valerius ignored the challenge from Bellicus. The British leader, was now becoming angry with the Roman leader's perceived cowardice and called his men forward for one more push. At last, Bellicus's Legendary sword came into play, and Valerius was pushed back to the reserve unit of auxilia milites when his century of legionaries were finally destroyed.

The counter-attack by Lucius Valerius's fresh spearmen surprised Bellicus and his household troops as the nobles were cut down to a man, but not without Lucius Valerius going down in the melee with a somewhat unremarkable death as he became Food for the Ravens

This was the signal for the rest of the Roman contingent to pull out and try to stem the flow of losses that were rapidly piling up. They had almost made it to dusk, but the death of the prefect was the final nail. The death of the Roman leader and his first century of legionaries led to much celebration by Bellicus and his army that they ignored the retreating Romans and instead concentrated on violating the body of their hated enemy commander.

Turn 5 : Lucius Valerius Corvus falls

British losses = Catuarus, 1 unit slingers, 1 unit skyclad, 1 unit warriors (3)

Roman losses = Lucius Valerius Corvus, 1 unit legionaries

The Britons gained several Rep for leadership during this round 

Final Tally (Rep B4, R-2):

The final Reputation tally difference was 6 in favour of the Britons - a Mighty Victory (2 points in campaign terms)

Bellicus finally saw the defeat of his hated enemy, Lucius Valerius, who had outwitted him at every turn except the last.

 

This game lasted five of the six turns allowed. Again, it was a very bloody affair, but the Britons managed to pull-off a Mighty Victory, to even the campaign score with the Romans. Again, there were a number of take-aways from this battle: 

  • The Roman tactics were quite sound
    • Deploy the strongest units at the fords so as not to incur too much damage from the funnelled British troops
    • Use missile troops to weaken approaching enemy units
    • Use the spare infantry unit as a reserve in case of a break though by the enemy
    • Warriors with javelins proved their worth but I used them far too late in the game 
  •  The British tactics also worked once under way
    • Use Agile troops so they are not hampered by the rough ground of the fords in order to soften up the enemy before the heavy troops move in
    • Use missile weapons for the same purpose and to keep enemy archers under pressure throughout the encounter
    • Use overpowering odds at the choke points to feed the meat grinder in the hope of slowly diminishing the enemy units
    • Use heavy warriors with high ranking leaders to follow up Agile troops
    • Using the support functions of friendly units to reduce casualty counts 
    • Warriors with javelins proved their worth throughout the game 
  •  Mistakes
    • The Britons should have positioned their missile troops in the centre to get more to bear each round
    • The right flank was a lot weaker than the left flank of the British forces. One or two more warrior units may have kept the Romans from counter attacking and maybe saved the female warriors

The British took a lot of casualties again, but it allowed them to win the battle. I thought that this was going to be a meat grinder affair, and the British tactics worked very well knowing that. I loaded the left flank on purpose in the hope that it would fall (taking their leader with it) whilst the centre and right flank were engaged. This would then allow a flanking manoeuvre to mop up the rest of the Romans. It very nearly worked.

Next game will require a lot more reinforcements. I will post an aftermath blog in the next day or so to sum up what happened and what needs to be done going forward.

Campaign Score: Romans 3 Britons 3

Sunday, 24 August 2025

Midgard : Scenario 3 : The Combatants

I thought that I would just sneak this post in prior to play tomorrow. I managed to get each warband photographed just before setting them aside for the game. The game looks like it is going to be very one-sided: the Britons outnumber, base-wise, the Romans by a lot. That said, the Roman troop quality is better, so we shall see how the dice fall tomorrow.

The Briton army...

The 300 point Briton army

The right wing

The centre

The left wing

And here are a couple of the new units...

A unit of mounted warriors

Hounds and handler

The Roman army...

The 200 point Roman army

The right flank - western auxilia

The Roman centre

The left flank

As you can see from the photos above, there are a few new units to contend with. The Britons introduce a unit of Mounted Warriors and a unit of Hounds, and the Romans introduce a unit of Western Empire auxilia with spears and shields.

Thursday, 21 August 2025

Midgard : Scenario 3 : None Shall Pass : prelude

Well, it has been a long time since I made any progress on my Midgard : Britannia campaign. Lots of real life has got in the way recently, so large tabletop battles have had to take a bit of a back seat. Now that there is a Bank Holiday coming up at the end of this month in the UK (actually next Monday), I should be able to find the time to run the third battle in the campaign - None Shall Pass

I have a couple of days to prepare and put into order the game set up and the miniatures and scenery required for the scenario. In addition to putting together the physical requirements of the game, I also need to work on the story of the Roman advance to the next encampment/watch tower. I also need to update the map if I can, but I am having issues with my current image processor - I used to be able to use Photoshop (albeit a very old version that I purchased many moons ago) to a reasonable level of competency, but that version is now, alas, not compatible with Windows 11 and I just cannot get it to load on my latest PC.

Roman soldier - public domain image

For this scenario, the armies are not evenly matched as prescribed by the scenario. It sees the Romans protecting their rear from a larger force of Britons at a pair of river crossings. Each army is made up from the survivors of the previous encounter plus any reinforcements rolled up in the aftermath. There are a few new types of unit to contend with that should make the game more interesting from a narrative perspective at least.

The Britons' army for scenario 3 (97/209=306pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Catuarus 1 (18pts)
  • 1x Warriors 3 (22pts)
  • 3x Warriors 2 (51pts)
  • 1x Female Warriors (16pts)
  • 1x Mounted Warriors (16pts)
  • 2x Skyclad (32pts)
  • 2x Archers (30pts)
  • 2x Slingers (20pts)
  • 1x Hounds (22pts)

The Roman army for scenario 3 (85/121=206pts):

  • Lucius Valerius Corvus 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts) 
  • 1x Legionaries (34pts)
  • 1x Auxiliary Archers (29pts)
  • 1x Auxiliary Spearmen (24pts)
  • 1x Legionaries (-1St) (34pts)

It is quite strange how the numbers of the antagonists (by points value) on both sides in this campaign so far have added up to the correct amounts to play the scenarios in the rule book. I daresay that after this battle things may go a little differently, but for now I am pleased with the campaign's progress.

The next post on Midgard should see a write up of the game similar to what has gone before. Until then.

Saturday, 16 August 2025

Ghosts of Saltmarsh (#14) - Day 22 - onboard the Soul of the Winter

We managed to get another Ghosts of Saltmarsh D&D 5e RPG session in again on our regular-ish Thursday evening slot. Most of the players made it, so we carried on from where we left off. 

Here is the party list for reference (we are all currently at 4th level)...

Dharion - half-elf ranger
Drakkon - half-orc fighter (player not present, so we re-wrote the start of the encounter a little)
Druss - dragonborn barbarian
Gladreth - human wizard
Korum - human cleric
Navda - human rogue

...

Late at night of Day 22 - onboard the Soul of the Winter

Druss rapidly pulled himself back into the cabin to avoid being seen by the encroaching sahuagin warriors, and let Gladreth and I know what was happening. Navda, however, as he was unable to hear Druss's whispered warning, what with him being in another cabin, decided to investigate the noises himself.

Soul of the Winter - Sahuagin arrival

As I had slept without my armour on, I decided that I would try to quietly don my mail before the sahuagin investigated our cabin. This would have been a great ploy if it hadn't been for the fact that several of the sea devils decided to invade our cabins via the port holes (this meant that my, and other characters who usually wore armour, ACs were temporarily lowered).

Gladreth and I just about managed to deal with the sahuagin that entered our room via the port hole and the one that was outside too, but Drakkon got bottled up in the corridor outside his cabin by several in the round atrium. Gladreth went to help him whilst I milled around wondering what I could do to help out as there was no room to join the melee.

Meanwhile, from their description of what happened after the combat had finished, Navda and Dharion got bogged down in a melee with a magic wielding sahuagin matriarch who came through their cabin's port hole, and many more warriors that had come down the stairs.

The combat in Navda and Dharion's cabin was a tight run thing, what with about five sahuagin including the witch, attacking them. Navda managed to get out of the room and scream for my help, whilst poor Dharion was left in a pool of blood after being stabbed with a trident that took him close to death (he failed 2 Death Saves before Navda could stabilise him and I could get there to Heal him).

As I was making my way to aid Dharion, I heard the combat from my rear come to a halt as both Gladreth and Druss were injured and hit the deck. Torn between the urgency of saving Dharion and the risk to Gladreth and Druss, I decided that I had just enough time to get both actions completed if I hurried on with my original intentions.

Luckily, we were saved by the winding of a mournful sounding sea-horn. The remaining sahuagin warriors heard the sound and began to slink off as they disengaged from the combat.

After making sure that everyone was stable, we began to explore the rest of the ship to see how the crew had fared with this attack. We met with Captain Woolgar on the upper deck, who told us that he had lost five of his crew members but was heartened by the fact that we had survived and had taken care of eight of the raiders including the magic wielding witch, although her body had disappeared from the cabin in which she was killed when we began to collect the dead for disposal.

Soul of the Winter - Sahuagin departure

The DM mentioned at the end of the session that this should have been a short encounter that we should have easily ended in a few rounds. What with our extremely poor dice rolls and bad tactics, we made a right hash of it. Hopefully, we have got all the bad rolls out of the way so that the main encounter of this part of the adventure runs a little more smoothly.

As a result, this is a very short write-up of the encounter - it was basically a combat that the DM decided to cut short (as our session had run out of time) to save our blushes.

Thursday, 14 August 2025

Song of Blades and Heroes - Battle Report 3

Last night we managed to get together for the final round of this mini-campaign. So far, the Orcs of the Red Eye had managed to push the human villagers away from their village. A band of elves saw this as an affront to their standing and forced the orcs to run away with their tails between their legs. Budlak, the orc leader, felt ashamed to be beaten by one measly elf, so he returned to the village to sort the situation out once and for all.

Orcs of the Red Eye (302 pts)...

Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)

5 x Orc warriors  Q 4+ C 3 (115 pts)

3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts) 

Orcs of the Red Eye

Since the previous game, Budlak managed to recruit two more archers to refill his ranks (basically I kept the same force composition for this game too). 

Defenders of the Realm - a mixed Human and Elf warband (295 pts)...

1 x Elf warrior  Q 2+ C 3 (38 pts)

1 x Elf archer  Q 2+ C 3 Shooter - Long (55 pts)

5 x Human Heavy Infantry  Q 4+ C 4 Short Move (130 pts)

1 x Human Light Infantry  Q 3+ C 2 Shooter - Medium (28 pts)

1 x Human Archer  Q 3+ C 2 Shooter - Medium (44 pts) 

Defenders of the Realm

To keep things "realistic" the remaining human and elf forces combined and added five extra human troops to swell their numbers. 

Again, this was just a straight fight to the bitter end - the winner finally keeps hold of the village. The orcs seemed to have the upper hand in both of the previous battles (apart from the devastation caused by the final gruesome kill in the second scenario), but would this time prove any different? The orcs gained the initiative so went first...

Starting positions

Turn 1

The orc warriors advanced rapidly towards the village, scenting a swift victory over the man flesh who they so easily defeated previously - the orc archers seemed to be a bit more cautious. The humans and elves (Defenders) advanced more slowly to meet the threat

Turn 1

Turn 2

When the elf warrior from their previous encounter came into view, the orc bluster ran out (rolled the dreaded double-one on my second activation) as Budlak caught sight of the elf that had caused his warband to flee. The human/elf archers let fly their arrows but all missed. The allies continued their cautious advance

Turn 2

Turn 3

Most of the orcs failed to advance (failed almost every activation roll) and the Defenders closed into combat. More archery failed to find its mark on the orc ranks

Turn 3

Turn 4

The sight of the heroic elf must have really affected Budlak as his forces again failed to advance into combat (double-one again, this time on the first activation!). The Defenders advanced further but all the combat ended without casualties. Again, the human and elf archers missed their targets

Turn 4

Turn 5

This is where the game began to warm up considerably (but typically I forgot to take photos at the end of each turn due to the excitement).

Budlak finally came out of his stupor and dispatched the troublesome elf. The melee around the farmhouse saw the humans retaliate for the loss of the elf by killing an orc warrior, but emboldened by his previous success against the elf warrior, Budlak killed again; this time a human warrior (O 8, HE 7)

Turn 6

Due to the pressure of numbers brought to bear, the orcs were forced to retreat from the combat, losing another of their warriors (O 7, HE 7)

Turn 7

The orcs finally brought their archers to bear from the other side of the building (it took a long time to get them there due to so many activation failures), causing the humans to huddle up closer after another of their number was felled by archery, but the defenders' bows kept the orcs at a safe enough distance for now.

Finally, the Defenders got a break through. Budlak found himself isolated and was cut down where he stood. This caused a few of the orcs to flee (Morale check on loss of leader), and then, seeing their comrades flee, most of the rest of the warband also broke away (Morale check for the warband dropping below half numbers), leaving just two solitary orcs on the battlefield. Seeing their fellow raiders killed or running away, and being only a tiny distance away from the board edges themselves (due to them also fleeing but not quite far enough to leave the battlefield), they decided that they would flee too (O 0, HE 6)

Turn 7

Well, that was a tidy bashing the orcs got there - again their poor Quality showed - Morale checks have been the bane of the orcs this campaign. This time the fighting was quite a way from the board edges but the orcs failed on multiple counts so all except two left the board - another massive collapse like last time.

The two double-ones during the game also did not help the orc cause, and neither did the fact that we got the movement allowances for the human heavy infantry wrong (they were moved a lot faster than they should have done). The orcs had pretty awful dice-rolls throughout the entire game; almost always when an outcome relied upon at least half-decent rolls - so many 1s flew from my dice hand during this game - at one point there were 6 failed activations in one turn! That said, the orcs lost and the human/elf alliance won not only the scenario, but also the campaign.

So, overall, the human/elf alliance was victorious over the orcs of the Red Eye. I really enjoyed the min-campaign, as did my son. He prefers this game now to Middle Earth Strategy Battle Game. I spent a lot of the time whilst playing what my son's options were at each juncture. Next game, I will let him fly solo, as he seems to have mastered the intricacies of the rules now.