Monday, 26 May 2025

Midgard : Scenario 2 : Encounter in the Mist

Today is the second UK Bank Holiday for this month, and I was able to get onto the dining room table again to play the second game in my Midgard : Britannia campaign. The table size limit of 6' x 3' did not hamper the set up of this scenario either.

This battle report is for the second encounter between the Romans and the Britons in the campaign game - Encounter in the Mist. Again, I am playing solo, so will be using some of the last game's pre-determined tactics. That said, I learned a lot from the last game and will amend the Briton's tactics a little, as well as using a few things I missed from the rules last time (I will be looking more into the Support rules).

Both armies are evenly matched despite the casualties taken in the last game and the number of reinforcements.

Britons (243pts):

Total Points = 243 (Heroes 97pts, Units 146pts)
Total Rep = 27 (6 3 2 4 4 2 4 2)
Rep Tokens = 8
  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Catuarus 1 (18pts)
  • 2x Warriors 3 (44pts)
  • 2x skyclad (32pts)
  • 2x slingers (20pts)
  • 2x Warriors 2 (34pts)
  • 1x Female Warriors (16pts)

Romans (245pts):

Total Points = 245 (Heroes 99pts, Units 146pts)
Total Rep = 25 (5 4 2 6 6 2)
Rep Tokens = 8
  • Lucius Valerius Corvus 3 (43pts)
  • Marcus Aurelius Bellator 2 (35pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • 2x Legionaries (68pts)
  • 2x Archers (58pts)
  • 1x Cavalry (20pts)

For this battle, I used Scenario 4 from the main Midgard rulebook : Encounter in the Mist

The playing area is 6' by 3', but, as mentioned above, I was able to get the deployments to the correct distances on the table.

Intended army deployments

I rolled that the Britons would be the defenders again (they are guarding the way between the Roman retreat and their next destination - a small Roman encampment) and they took Deployment Zone A. Therefore, the Romans are classed as the attackers and took Deployment Zone B.

The two armies are divided into three contingents, a vanguard, a centre and a rearguard, and will be subject to the pre-game random adjustments after initial deployment to take into account the foggy conditions as per the rules.

Briton contingents...
Vanguard: Maviloduus, Warriors 2
Centre: Bellicus, Warriors 3
Rearguard: Catuarus, Slingers, Skyclad, Female Warriors
 
Intended Briton deployment
 
Roman contingents...
Vanguard: Lucius Valerius, Cavalry
Centre: Marcus Aurelius, Legionaries
Rearguard: Gaia Pomponia, Archers
 
Intended Roman deployment
 
After the retreat by Bellicus, Lucius Valerius set a watch and ordered his men to search the burned watchtower for signs of the century that was stationed there. There were just one or two blackened bodies in the ruins, and the tower and its outer defences were pretty much destroyed. Lucius Valerius wondered what might have happened to his legionaries but that thought had to be put aside for a while, until the remainder of his small force had dug their customary marching camp and posted sentries.

A few hours into the early evening watch, just before dusk, he heard a commotion and feared the worst. A few minutes later, he could hear some cheers from the soldiers outside that gradually rose in volume. He stood up from his field desk where he was writing the day's report, and stepped outside of his tent. He was greeted with a wondrous sight. An almost full century of legionaries came marching into the camp.

He called for his senior officers to attend him and listened to the report of the missing unit. According to the centurion of the unit, Septimius Fulgencio, the bulk of them had gone on patrol, leaving a skeleton crew behind. They got back to find the watchtower completely ruined, so decided to march to the next encampment. Unfortunately, their way was blocked by the army that had destroyed the watchtower, so they moved deep into the woods and watched the enemy movements until they had passed from sight. The scouts then followed the Briton army, saw the battle between them and the cohort begin, and rushed back to inform their centurion of the situation. Septimius Fulgencio started back to the ruined watchtower in order to aid the rest of the cohort but, alas, arrived too late to aid in the battle.

Lucius Valerius, listened to the tale and decided that Septimius Fulgencio had done all he could to heed the safety of his men. He decided he was not a coward, but he was not happy that he was not there to support the cohort in its time of need. As a result, Septimius's century was put on guard duty for the rest of the night.

The following morning, a thick fog had arisen from the nearby river valley. Lucius Valerius decided that they must join up with more of the cohort if they were to make it back to civilisation, so struck camp and began their march early. All went well until they were within a short distance of small village on their side of the river. The scouts reported back that they had heard a large party of warriors approaching their current position. It seemed as good a place as any for a battle, so Lucius Valerius deployed his troops to meet the oncoming threat.

The wounded from the previous battle at the ruined watchtower were sent on their way, via a small path through the forest, with most of the supplies in the hope that the forthcoming battle would distract any of the Britons from attacking them. The prefect hoped that they would make it to the encampment to warn the forces there of the cohort's impending arrival, and to tell them to prepare for evacuation.

Bellicus had returned to one of his main villages and recruited more warriors to bolster his forces. A minor chieftain named Catuarus added his small force to Bellicus's army and they marched back to find the Romans in order to finish them off.

The warband arrived early morning at the village, but the fog had caused the warrior bands to become split up somewhat and they all seemed to arrive at different times and not where they were supposed to. Bellicus hoped that the fog affected the Romans in the same way.

Actual army deployments due to the effects of the fog

The Romans arrived more or less where they intended, but more dispersed than they would ordinarily have deployed. Bellicus's skirmishers arrived way off to the left of their flank and would have to contend with a bit of boggy, rough ground in order to have a say in the forthcoming battle.

As the fog was too thick to see through properly, any challenges prior to the battle were not forthcoming. In the grim, eery silence the two forces advanced upon one another in the hope of surprising their enemy.

Turn 1 (Reputation B8, R8):

Each army could partially see each other through the mist and desperately wanted to come to blows. The Romans advanced cautiously in order to keep their lines, but the Britons streamed ahead where they could; the rough ground and woods slowed some of the skirmishers and young blood warriors meaning that their lines began to fray.

Turn 1 - The Britons' advance is hampered by many failed Command Tests

Turn 2 (Rep B8, R8):

As each side  advanced towards the other, the fog showed no signs of abating. Lucius Valerius took advantage of the Britons' troubles with the rough ground and charged into one of the slinger units that looked like it was on its own. Although the skirmishers were able to get off a volley of shots, narrowly missing Valerius, the impetus of the cavalry mowed them down to a man.

The rest of the skirmishers in the rough area split to achieve different objectives. The second unit of slingers shot a volley of stones at the cavalry, but the bullets that hit just pinged off of the Roman armour. The female warriors, seeing dozens of their men falling at the swords of the Romans, advanced to where they thought the cavalry would attack the remaining slingers. The skyclad, meanwhile, saw the opportunity to flank the Roman centre and advanced through the rough ground to make their presence felt, but the warband split after some confusing orders from the new chieftain Catuarus.

In the centre, Marcus Aurelius's legionaries came to blows with Bellicus's household troops. With a mighty crash of shield upon shield, the two forces fought for dominance of the centre ground. Bellicus's noble warriors were of a different mettle compared to their younger, more impetuous brethren the legionaries had faced in their previous encounter, and the Romans were forced back by the force of Bellicus's will and the defenders' skill at arms. Warriors fell on both sides and Marcus Aurelius took a mighty blow during the initial exchange.

Bellicus, sensing an easy victory with the Romans' retreat, spurred his men onto greater efforts and the Britons followed up the melee. There followed a gruelling test of strength with the Romans just taking the edge in the combat overall, but Bellicus's elite troops managed to kill the Roman Primus Pilus. His final actions, though, saw him and a few trusted legionaries destroy the remnants of Bellicus's warband with a cry of "Though I die, I smite thee!" as he fell.

On their left flank, the Roman archers could not make out the enemy approaching until it was too late. With whoops of anticipation the British warriors ran headlong into the last-second Roman arrow storm, but this did not stop their charge. Maviloduus and his warrior band pushed one century of archers back into the rough ground with ease. Gaia Pomponia was able to halt the attack on the right, but not without picking up another injury; the cuts and bruises she had amassed from the battle the day before had taken their toll on her.

Turn 2 - An intense melee ensues but the Romans just survive the Britons' onslaught

Turn 3 (Rep B7, R9):

As the early morning wore on, the fog still showed no signs of abating. Lucius Valerius saw that he was being flanked by a number of enemy skirmisher warbands, but no matter how hard he tried he was unable to get his men to turn and face the enemy. More slingshot rattled against the unit's armour as the warrior women charged closer.

Hoping to keep their advantage in the centre, the Roman legionaries stepped up their assault on Bellicus's elite warriors. They pushed through the destroyed warband, forcing Bellicus into the other unit of warriors, and pressed their advantage. However, the Briton leader's carp's tongue sword carved its way through his enemy's ranks with ease, forcing the hard-pushed century backwards. The Roman legionaries left in the centre saw the rapidly approaching skyclad warriors and fought for their lives against a renewed British assault. Unfortunately for them, Bellicus's Legendary Weapon proved to be their undoing and the century was destroyed.

The combat in the rough ground to left of the Roman lines was beginning to take its toll on both sides. Maviloduus and his warband of youthful warriors pushed the Roman archers back further into the rough and finally destroyed them as a unit, but the Britons' left flank in the rough had crumbled allowing the other archer unit to escape the melee and regroup.

Turn 3 - the tide of battle turns slightly in favour of the Britons

Turn 4 (Rep B5, R3):

The fog still refused to clear, even though the sun was trying to burn it away. The misty conditions were obviously beginning to favour the British forces as they were more used to the damp, cold weather.

Hemmed in and desperate to break free, Lucius Valerius got his cavalry moving and charged the oncoming female furies. A flurry of javelins took down half of Valerius's force before the iron and hooves of the remaining cavalrymen forced back the howling banshees facing them. Lucius Valerius decided to Hold Fast rather than be charged from behind by the slingers lurking in the rough ground to their left. The slingers, encouraged by seeing such a large number of cavalrymen fall to the javelins and knives of the warrior women, cast another volley of stones at the mounted troops. The last remaining cavalrymen either fell or ran off never to be seen again, leaving the Prefect to fight on on his own.

The legionaries in the centre of the field turned about and were about to charge Bellicus's warband from behind when the skyclad warriors hove into sight, running towards them at top speed. They decided that it would be easier to charge the naked fanatics and let Gaia Pomponia's archers take care of the Briton elites, but their charge fell short. The skyclad warriors pressed their charge home but many were impaled on the swords of the legionaries.

Gaia Pomponia's archers let fly but their arrows went awry in the mist; they just could not pick out their targets well enough to make their arrows count.

Turn 4 - Lucius Valerius rides alone and the Romans are on the back foot

Turn 5 (Rep B5, R3):

As more warriors fell to the swords and shafts of their enemies, the sun began to win its battle against the fog. Patches of mist began to tear away, but would this save either side from defeat?

Lucius Valerius decided that caution formed the better part of valour and charged across the battlefield in order to join with one of his remaining units of troops. The surprise of the slingers' small victory over such a superior force momentarily stunned them and they were unable to move, but the enraged female warriors spun around and headed off in pursuit of the cowardly Roman chieftain.

The legionaries, seeing their commander racing towards them renewed their attacks on the skyclad and cut them down to a man.

Gaia Pomponia ordered her century of archers closer to the depleted elite warband of Bellicus and ordered them to loose their shafts. This time their arrows flew true, scything the last of the elite warriors down. However, her grin turned to a grimace when from directly behind the fallen elite, Bellicus formed up the last of the skyclad and charged home against the archers. The archers fell back just enough so that they wouldn't get attacked in the rear by the rapidly approaching young warriors.

Turn 5 - The last moments for the Roman archers

Turn 6 (Rep B4, R3):

The sun finally broke up the mist and the carnage of the battlefield could be seen by all. So many men and women had laid down their lives for the glory of Rome or for the honour of their tribe.

The Roman leader galloped over to the last remaining century of legionaries and ordered them to about face whilst the maiden warriors and slingers continued their pursuit.

Gaia Pomponia had no choice but to keep fighting, but with Bellicus and Catuarus in the fight they were being pushed further and further back, taking more losses as they went. She prayed to the gods that help would arrive soon, but her century was overwhelmed in a melee that they were not used to. The archers were cut down as her unit was surrounded, but she survived with just a handful of troops.

Turn 7 (Rep B4, R0):

The thunder of hooves and the roar of a fully fit, victorious century of legionaries approaching from the rear caused Bellicus and his warriors to stop advancing to finish off Gaia Pomponia and her remaining handful of archers; it made them pause long enough for Gaia to make her escape. Seeing that she was safe, the rest of the Romans left the field to the Britons.

Turn 7 - the final retreat

This game lasted six of the seven turns allowed, but it was a longer, more hard-fought battle than the previous one. The Britons managed to scrape a Narrow Victory, so some honour has been gained back by Bellicus and his warriors, but I think if deployment went a bit more in their favour this could have been a crushing victory - maybe the Romans could have been completely wiped out, thus ending the main characters of the story (although there are more Romans left from the cohort that could club together to fight on). Both sides took a lot of casualties again, which means the next game will take some thinking about to get the numbers back up for a decent skirmish.

Campaign Score: Romans 3 Britons 1

Saturday, 24 May 2025

Midgard : Campaign Scenario 1 : Aftermath

The first battle saw both sides take heavy casualties; the Britons many more than the Romans...

The Britons' losses (132pts):

  • Luconianus 1 (18pts)
  • 4x Warriors 2 (68pts)
  • 2x Archers (30pts)
  • 1x Skyclad (16pts)

The Roman losses (88pts):

  • 1x Legionaries (34pts)
  • 1x Cavalry (20pts)
  • 1x Legionaries (34pts) Hors de Combat due to reduced Stamina

I wasn't expecting so many units to be destroyed during the course of the game, but now that I am aware of the casualty rates, I may need to amend the numbers of reinforcements going forward. These are the reinforcements rolled from the tables in the previous post...

The Britons' reinforcements (68pts out of a possible 75pts):

  • 1x Level 1 Leader - replacement (no cost)
  • 1x Female Warriors (16pts)
  • 1x Warriors 2 (17pts)
  • 1x Skyclad (16pts) 
  • 1x Warriors 2 (17pts)

Briton Warrior Women

The Roman reinforcements (34pts):

  • 1x Legionaries (34pts)

Luckily the numbers match up again for the next scenario, although the forces are below the 300 point mark. Going forward I may up the numbers a bit if the armies were to become too small. I would have to adjust the narrative; maybe for the Romans I will keep their reinforcements at the same rate, but up the amount of Britons to make the game harder, and more desperate for the Romans, at each stage.

The Britons' army for scenario 2 (243pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Level 1 Leader (18pts)
  • 2x Warriors 3 (44pts)
  • 2x skyclad (32pts)
  • 2x slingers (20pts)
  • 2x Warriors 2 (34pts)
  • 1x Female Warriors (16pts)

The Roman army for scenario 2 (245pts):

  • Lucius Valerius Corvus 3 (43pts)
  • Marcus Aurelius Bellator 2 (35pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • 2x Legionaries (68pts)
  • 2x Archers (58pts)
  • 1x Cavalry (20pts)

1x Legionaries (-1St) in reserve

For the new lists, I will need to arrange for a new level 1 leader figure and base up the unit of Female Warriors for the Britons. I will also try to get some paint on a number of the unpainted figures in time for the next game to at least make them look better than just the plain black/white/flesh undercoats.

I also managed to collate and undercoat two units of Celtic Cavalry for possible later use. I am also working on some more movement trays to carry the new warrior units.

Briton Cavalry Unit 1

Briton Cavalry Unit 2

Other than putting together the two new versions of the armies, I also need to work on the story of the Roman retreat to pick up their stargglers and choose which scenario to play next based on numbers available etc. More on this in the next post hopefully.

Friday, 23 May 2025

Ghosts of Saltmarsh - The Wreck of the Tammeraut

Day 10 - The Wreck of the Tammeraut

Luckily for us, the night posed no more threats after the immense noise from the collapse of the tower floor alarmed us. We awoke to daylight pouring in through the gaps in the fortified windows. After a quick breakfast, we took stock of our surroundings. The undead had been rummaging around the hermitage again but there was no sign of them this morning, other than a few blood smears where the floor of the tower had collapsed.

The rope we had secured for easing our crossing of the unstable floor was still there, so we were able to shimmy down it and leave the tower. We explored the rest of the island over the next hour to see what we could find but there was no sign of anyone, or anything of interest; even the nest at the top of one of the mounts for that flying being that attacked us when we first arrive held nothing of value.

We decided that we should return to the main land to gather ourselves in readiness to return and investigate the wreck and fissure we had read about. Jenna became worried that we would not return but we assured her that we would; we just needed to prepare for an underwater venture. She called one of her carrier birds and a message was sent to the mainland. An hour or so later a boat arrived for us, piloted by none other than the half-orc who brought us out here a few days previously.

Around mid-morning, we arrived in the harbour and set about evaluating our finds. The magical practitioner we saw last time assisted us again, for a price, by identifying that the helmet would indeed allow its wearer to breathe underwater, and that the three potions were also for just that purpose (two doses in each vial that allowed for several hours of underwater breathing). The metal rod, we found out, had a small button on it, that when pressed, it extended and stayed in place - totally immovable - no matter where it was placed, even in mid-air, until the button was pressed again. The apothecary tried to sell us a few more potions as we mentioned that we might need spares, but at 250 Gold Crowns a vial we decided that they were too expensive. Anyway, Jenna said that she could make some small cookies that would do the same job, last a lot longer, and not cost us anything.

We left Morley at a local hostelry, with the promise that we would be back for him once we had returned from investigating the ship wreck and portal. The rest of us returned to the island, where Jenna created the magic cookies for us. We double-checked the co-ordinates on the map and headed out to sea. We tasked Jenna with creating some more of the water breathing cookies whilst we were gone, in case we had to return to the wreck later .

The Wreck of the Tammeraut

As soon as we got to the place shown on the map, Drakkon jumped straight overboard and put the helmet on. When he resurfaced he proclaimed that it worked perfectly well and that he would scout around and try to find the wreck. He came back up again after about ten to fifteen minutes and said that there was a  wreck almost directly below us about 200 feet down. I cast Light on several personal objects and passed them around so we each had a source for visibility down below if needed.

All of us, except Gladreth who decided to stay behind to protect our escape, ate the foul tasting cookies and joined Drakkon in the water. Gladreth kept the three potions and one dose of cookies just in case we needed them later. Luckily, Jenna's formula worked well and we were able to breathe under the water. After a couple of minutes planning what we would do, we all swam down into the murky depths.

The water got much colder than it should have done naturally as we swam down, and when we were only a short way from our target we noticed that there was a strange source of light. It appeared to be coming from some kind of hole; most likely the rift mentioned in the journal. We took a look at the hole first and saw that it was about three feet in diameter and looked extremely deep. We tied a rope to Drakkon and he tried to swim down it, but some magical cold force stopped him going down too far. He returned to the seabed where we were waiting. The large stone beside the hole was big enough to fit over the hole and after a lot of effort we manhandled it and lowered it into position covering the rift. We were unsure whether to put the immovable rod over it to magically keep it permanently sealed.

As soon as the hole was covered, the water began to warm up again to a more natural temperature for that depth. Unfortunately, as our attention was firmly on plugging the rift, we were suddenly attacked by a number of the sea zombies.

Drowned Ascetic - courtesy of Fantasy Grounds

They took us by surprise and managed to inflict a lot of harm on the party before we were able to rally and begin to fight them off. A quick Prayer of Healing managed to repair most of the damage we took, and the fighting resumed with Navda and Dharion taking out a couple of the zombies in quick succession. I quickly followed that up with Radiance of the Dawn which caused a lot of harm to the remaining sea demons. Drakkon destroyed another zombie with one blow of his magical sword, just as we were joined by Gladreth. She must have sensed something was wrong and decided to join us on the seabed to see if she could help. Her timing was perfect as more zombies appeared around us.

Battle for the Tammeraut


Sunday, 18 May 2025

Ghosts of Saltmarsh - Firewatch Island (Day 9 continued)

Day 9 - The Hermitage (continued)

After "seeing" the invisible entity escape towards the distillery tower, we followed to see what it might do there, and to see what might be cackling. Navda followed the invisible being thinking that it had gone up the steps of the distillery, only to be frightened out of his wits by what we assumed to be a demonic being contained within. We could not get a word out of him and he was frozen on the spot with fear.

The rest of us got closer to see what was in the distillery that caused Navda such a fright, and we espied two hideous, sea-weed covered, blue-skinned women. I asked them where they came from, but they just laughed at us. I was pushed to the ground by the, again, invisible entity so the rest of the party attacked the hags.

Dharion attempted, via one of his spells, to befriend them but they just laughed at his attempts and attacked Druss, who was nearest to them, instead.

Sea Hag - courtesy Fantasy Grounds

Outside, Gladreth swung her staff in vicious circles and managed to connect with the invisible entity which caused a hiss to come from one of the hags in the distillery. This caused the being to become visible, so I Sacred Flame it and Drakkon finished it off with his trusty sword. This caused the hags inside to curse and snarl; we had caused them to become incensed by destroying their servant.

Invisible Stalker - courtesy Fantasy Grounds

Navda, was just beginning to come out of his frightened daze when the hags cursed him again. I pushed past the frozen Navda and cast Guiding Bolt on one of the hags, which caused her a great deal of harm. This encouraged my companions to re-double their efforts. Dharion managed to pull Navda out of harm's way, which in turn allowed me to pass by the vacated spot, run up the steps to the distillery, and finally kill one of the dreaded sea demons. Gladreth and Drakkon managed to slay the other entity, who, using her dying breath muttered "Why did you not let us return to the sea?". We all had plenty of answers to that question but we turned our attention to Navda who was now slowly returning to normality from his afeared state.

We quickly returned to the pool to see what we could find within its depths, but the items turned out to be just wish-pennies. We stuffed the few copper coin into our pouches, declaring to ourselves that the wishes would have been granted, or not, by now.

Time had begun to run away from us by now, the sun had passed its zenith a number of hours ago, so we returned to the kitchen to collect Morley and Jenna. We headed around to the south side of the island where we had espied a small rowing boat the day before in the hope of escaping the island as soon as we could. Unfortunately, when we got there we noticed that it was half full of water and had a net draped over its gunwales that seemed to be pulling it down.

We pulled the net out of the water to see if we could unsnag whatever was causing the boat to ride low and realised that it contained several of the hermitage's religious monks. It was only when the net was fully pulled from the sea that the bodies began to move. We hurriedly collected a mound of driftwood and set to bashing the un-life out of the corpses. We then burned them in a pyre. It was then that we realised that there were eight of us but the boat would only carry six. No matter how we thought about getting off the island we couldn't work out a way without splitting the party too much and have the boat return for us before it got dark. We decided to settle in for a second night in the hermitage.

It was decided we would barricade ourselves in on the third floor of the tower. It was a good defensible position and we would be forewarned in plenty of time of any attempt to get near by a new wave of sea zombies.

Tower - third floor

Navda, being the most acrobatic amongst us, did most of the climbing and sent back ropes that would make the path to the third floor (across that burnt, unstable wooden flooring of the second floor) easier for the rest of us. Dharion had a slight mishap with a fall through the floor, but was able to save himself from too much harm.

In the chamber on the third floor, we cleared out all the rubble, filled the hole in the tower wall, wedged the tables and chairs against points of egress, and set watch at each of the windows. We doused all lights in readiness for a long and fretful night.

Day 10 - The Hermitage (continued)

An hour or two after sunset we began to hear noises similar to what we had heard the night before; doors being forced open, movement to and from the sea and around the rest of the hermitage. We kept as quiet as we could be in the hope that the night would eventually pass without us being found as there was no sign of the undead passing this way the previous night.

Then, about halfway through the night, there was an almighty crashing sound as if something extremely heavy had smashed something. Then there was silence.

Monday, 12 May 2025

Midgard : Britannia - Reinforcements

I made a quick ready-reckoner about reinforcements in an earlier post, but it was not set in stone. Here is an updated version that I will use for at least the first scenario's end game...

Romans in battle against Celts (Wikimedia Commons)

Losses and Reinforcements:

After each battle calculate actual losses to each surviving unit that took Stamina damage:

  • Remove figures from each unit as a percentage of Stamina lost - for example, on a 4 Stamina unit...
    • 1 Stamina loss = 25% loss of figures (if a fraction, round down results for all losses)
    • 2 Stamina loss = 50% loss of figures
    • 3 Stamina loss = 75% loss of figures
    • 4 Stamina loss - unit should have been removed from table already
  • For partially damaged units, roll a d6 for each figure lost...
    • 1-5 they are lost
    • 6 the troops managed to survive (lightly wounded, dazed, fled), so they can be returned to their original unit or to another unit of the same troop type that is understrength
  • If a unit is completely wiped out during a game, then it is lost
  • If two or more understrength units can be combined to make a whole one, then they will be, otherwise they will be put aside until multiples of understrength units can combine to create whole ones - all understrength units will be played in the final scenario at their current strength though
  • All leaders that are killed are replaced by one of the same Rank. Allocate new Traits for each one but keep points values to within a few of the original leader
  • All leaders that are injured regain 1 point of Stamina between each scenario

Before each battle, calculate reinforcements:

  • The Romans start the whole campaign with 6 centuries of legionaries, 6 centuries of auxilia and 4 turmae of cavalry. The initial starting force consisted of 3 centuries of legionaries, 2 centuries of auxilia and 2 turmae of cavalry. They will gain reinforcements depending upon which Roman camp type they are nearest to...
    • Marching camp = 2x random units (roll d6) until all are used up (4 auxilia and 2 cavalry left)
      • 1-4 Auxiliary Spearmen (up to 4 units)
      • 5 Auxiliary Archers (up to 2 units)
      • 6 Cavalry (2 units left)
    • Watch Tower = 1x unit of legionaries (3 units left)
    • 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 75 points awarded to spend on new units (any points left over are lost). 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 Archers (15pts)
      • 6 Slingers (10pts)
      • 7-8 Warriors 2 (17pts)
      • 9 Mounted Warriors (16pts)
      • 10 Warriors 3 (22pts)
      • 11 Chariots (24pts)
      • 12 Additional Hero
        • 1-3 Level 1 (18pts)
        • 4 Druid Level 2 (27pts)
        • 5 Level 2 (32pts)
        • 6 Level 3 (47pts)
  • 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

The reinforcement totals are in favour of the Britons: firstly, they are on home turf and are expected to be able to recruit more troops, and secondly, they are expected to take more casualties as the Roman troops are better quality unit for unit. If this proves to be a little unfair I will adjust the amount of times that recruitment can take place; maybe after battles 1, 2, 4 and prior to 6 if the numbers are too uneven?