Hello and welcome back for another SAGA showdown, this time between my Crusaders and Herman’s Frankish force using 6pt warbands! After having played several of the standard scenarios, like ‘Sacred Ground’, ‘Champions of God’, and the Challenge’, we decided that it was about time we stirred things up a bit. So, after a short discussion we settled on playing ‘the Last Stand!’ from the Crescent and the Cross rulebook, which is a challenging scenario for both defender and attacker alike. I really wanted to make sure that I got to attack in this scenario, mainly because the Crusaders are quite an aggressive army, but also since the risk of not unlocking virtues in time can make defending extremely hard and annoying. This scenario uses an interesting but tricky mechanic where both players bids a secret number between 1-10, which is translated to the number of turns each player thinks he/she can destroy the enemy army in. The lowest bidder automatically becomes the attacker, which basically means that you have to wager between a bid that not only gets you the role you want to play, but also gives you a chance of winning should you become the attacker. I opted to bet for 7 turns, while Herman placed a total of 8 turns in his bet. As I was the lowest bidder I became the attacker, set to destroy Herman’s entire army (not counting the Warlord) within seven turns. The scenario also allows the attacker to use the ‘Endless Warband’ special rule which means that warriors and hearthguard that have previously been killed can form up fresh units that can re-deploy on the table as the game progress – this in turn means that the defender will have to watch out and not try to kill too many soldiers from the attacking force. A tricky situation to handle even for a skilled player!
I took the following army:
8 Mounted Hearthguards
8 Hearthguards on foot w. great weapons
9 Warriors on foot w. spears/shields
7 Warriors on foot w. crossbows
Herman’s army consisted of:
1 Charlemagne, Emprah of the West
8 Mounted Hearthguards (Charlie’s bodyguard: armor 6. Please note that we played this unit a bit wrong as it can only consist of a total of 6 models)
4 Mounted Hearthguards
8 Warriors on foot w. bows
8 Warriors on foot w. bows
The Crusader force, mainly consisting of the fleur of Norman nobility, scum and villany.
The army’s punching capability have improved after I recruited some more axe hurlers from the Kingdom of Scicily!
Crusading knights on their V4 mustangs ready to ride shiny and chrome!
Foot sergeants make up the center of the force and are eager to pillage their way to the Holy land!
An army led by the young and bold Charlemagne, of course a heretical Norman duke in the eyes of the Crusaders, is a force not to underestimate.
The Imperial bodyguard unit gets an increase to their armor which really makes them a tough nut to crack!
Herman has really improved his painting skills with this army!
These 16 archers will be a real threat to the Crusading cavalry should they get into a good firing position…
Herman deploys his entire force on the board. The attacking units will start the first turn by moving in from the table edges without any SAGA dice on their battleboard.
In order to secure his Warlord from a first turn cavalry charge, Herman deploys Charlemagne in the very center and shields the flanks with his Hearthguards. He also uses the terrain to his advantage!
The Crusaders take their first turn. Since no SAGA dice are generated for the first Orders phase in this scenario, I roll all 8 dice to unlock my first Virtue, and -oh my! There’s that flag which opens up both “Ascalon” and “Birth of a Kingdom”! The Crusaders are now kickstarted and ready for some Deus Vult!
The axemen from Scicily advance up the center to threaten both the archers and the bodyguard cavalry on my left flank.
Signeur Bohemond de Roz gallops behind his battleline who approach the Franks in cover of the farmhouse.
By using my Warlord’s ‘Determination’ activation I’m able to send the first wave of knights into combat (generating a fatigue for activating twice). Hopefully I can clear off these pesky outriders and chew up a unit and a SAGA dice from Herman’s army this early in the game.
Since Herman opts to halve his attack pool, and played “Anticipation” which grants him an extra three defense dice, as well as increasing his own armor to 6 using the fatigue marker on the knights, I only manage to kill two Frankish chevalliers while losing one knight in return. So much for my easy pickings…
As the Franks disengage Herman picks up his 6 SAGA dice and enters his first Orders phase.
Herman opts to play “Exploitation” thus forfeiting his offensive power in order to roll up 8 fresh dice on his battleboard. Using regular activations, Charlemagne’s extra ‘We Obey’ effect and “Oppression” He moves all of his cavalry out of the Crusaders threat range!
The archers who are left behind are ordered out of the woods to form a first line of defense against the latin zealots. Herman ends his turn with the “Interdiction” and “Anticipation” abilities ready to react to my activations…
At the start of my second turn I manage to unlock the ‘Justice’ virtue using three dice, which boosts my offensive powers even more! Being somewhat limited with only having 5 SAGA dice left, I put three dice into Hearthguard activations, one dice on “Victory!”, and one dice on “Taking the cross”. I then send in the dismounted knights against Herman’s “defending” archers and slaughter them to the last man while losing 3 men in return. “Victory!” reduces my armor to a dreadful 2, but is neccesary to counter Herman’s “Anticipation” which grants him extra defense dice.
Since the mounted knights are too close to the Franks in the field they have to engage once activated. This sends them into an unneccecary melee as I’d rather kill these plebs using sergeants, but I didn’t measure this before allocating SAGA dice. The knights charge!
The knights get some easy kills but fail to wipe out the unit of warriors who cut down two knights while defending their position.
Herman takes a really fast turn and decides to stack up on more control abilities like “Interdiction”, “Planification”, “Protection” and “Domination” in order to try and stall my next wave of assaults!
I decide to not bother unlocking the last Virtue and get really lucky by rolling two flags in my third Orders phase which enables the Crusaders to roll up 8 Dice on their board. All aboard the PAIN TRAIN! Herman responds by removing “Birth of a Kingdom” using “Domination”. I Start my turn by moving my units into position with regular activations and then go for “the Siege” which lets me activate my entire army. As the crossbowmen fail to inflict a single wound on the warriors in the field they generate an extra fatigue after shooting.
The foot sergeants are sent in to clear out the crop field and slaugther the remaining archers.
Two units down, two to go!
I then proceed to activate the knights (still using “the Siege” ) where I plan on trading as many knights as I can using both “Victory!” and “Ascalon”, but alas, Herman proves to be a slippery eel and reacts using “Planification” and simply moves his cavalry out of reach which means that the crusading knights take a fatigue from “the Siege”. Frankish cowardice and trickery wins the day as my combat abilities are left on the board withouth any more activation dice.
Herman starts his third turn with a somewhat unlucky roll in the Orders phase. After deciding not to counter attack without the right combination of abilities, and since there are no archers left, all he can do is to retreat and put more ground between our forces.
During their fourth turn, the crusading infantry continue to force their way up the center of the board in an attempt to establish a threat around the flanks should the Franks try to make a run down the sides of the table. Bohemond de Roz has to stay back to help activating the infantry.
With “Taking the Cross” activated the Crusaders are at an advantage in terms of mobility and striking distance. I Decide to throw away the remnant cavalry and take as many Franks with me as possible!
After combat a single knight is left standing while Herman loses two of Charlemagne’s bodyguards.
Herman decides to make a run along his own table edge, and scoots Charlemagne along with his hearthguard around the remaining crusader.
Using his dented unit of hearthguard to clear off the final knight which strips me of a SAGA dice for one turn!
Starting my fifth turn I’m able to re-deploy the entire unit of mounted knights along one of the short table edges as per the ‘Endless Warband’ special rule.
This puts Charlemagne within striking distance as I’m starting to get tired of Herman still rolling a lot of SAGA dice even after losing half his army!
I send in the knights for a short pit stop to bash some skull on the way…
…which splash some fatigue to the nearby unit of bodyguards.
I then launch the SCUD missile of axemen across half the table, once again thanks to the fantastic “Taking the Cross” ability! I decide to go MAXIMUM FIREPOWER and activate both “Victory!” and “Birth of a kingdom”. This should be bloody…
But as the SAGA dice Gods have their way, I completely fail to put a dent in the bodyguard unit and lose all of my axemen in return.
Having nothing but a sinle hearthguard activation left I send in the cavalry to desperately snip off Charlemagne’s head. Thanks to some good saving and nearby bodyguards the false Emeperor escapes death once again!
As Herman is now running low on SAGA dice he once again makes a run for it, while staying away from the table edges where crusading reserves can re-enter the game. In return, the Crusaders have quite a bad SAGA roll for their sixth turn which means that the slow infantry line staggers forth to close the gap and control the flanks. The fate of this game will be decided in the final, seventh turn…
Sensing the final battle of the game Herman decides to play defensively, rather than running away, and puts a dice in the “Combat pool” as well as a dice in the “Protection” ability which basically cancels the amount of hits taken. The closing battle will be a nail biter indeed!
Since the crusader cavalry is out of reach for anything but a tripple activation, I decide to bring on those axemen who recently got slaughtered…
Easy plan here: First, the Warlord will kill Charlemagne using “Ascalon” and “Birth of a Kingdom” (remember I have to kill his non-Warlord units but ‘Warlord’s pride’ kind of gets in my way here), then…
…Er, I only manage to score two hits out of my ten attacks which are shrugged off by saving throws and the ‘Resilience’ rule. Second of all, Charlemagne manage to land two strikes on my holy warrior which kills him outright. This was NOT supposed to happen…
This forces me to activate the hearthguard who were supposed to go in together with the crusader Warlord for the final assault on Herman’s non-Warlord unit…
But as the Dice Gods taketh, the Dice Gods giveth! Herman rolls an abysmal saving throw in the final combat!
The axemen from Scicily steps up to save the day and secures a victory for the Crusaders! As the final Frankish head rolls down the hillside, peace and order are once again returned to these lands. Jeebus is pleased.
Took the Byzantines out to their 4th SAGA tournament. I’ve been playing the Moors a lot in our Age of the Wolf campaign, but external circumstances forced my hand to pick the Romans. This AAR will describe my army, the scenarios we played, how the battles went, with focus on the important tactical decisions I remember. Lastly, a short evaluation of the tournament and my army will be presented. The initial strategy behind my army selection was to use Turcoman mercenaries and switch them with Javelin Levy. I totally failed to paint this as I needed more practice games. I ended up with:
7-point Byzantine Warband
Warlord- Strategos on Horse
2 points of Hearthguard Cavalry
4 points of Warriors
1 Point of Levy
We bring 7 points to the tournament, but only play with 6. This time I had enough models to arm the Hearthguard with both Bows or Lances depending on the opponent. I ended up playing this composition in every game except one:
8 Hearthguard w bows
10 Warriors spearmen
10 Warrior spearmen
4 Warrior spearmen
5 Levy Javelin
7 Levy Javelin
Game 1 – Pagan Rus – The Challenge
First game was against Freddys Pagan Rus, who came in all the way from Denmark to join the fun. Rus Pagans are a very historic but somewhat difficult army to face with Byzantines. Their durability and strong counters to shooting and mounted models can cause problems. He had:
Warlord- Khagan on Foot
The game starts with the Khagan charging my Strategos (I had one dice in the Combat Pool, Withdrawal and Support Archers). The Rus Khagan has an ability that if the opponent scores no hits, he can do up to 6 automatic hits. I opted to attack but failed to land a blow with 6 dice, Support Archers all missed while the Pagan Rus did 7 wounds to my Byzantine Warlord. A total frickin’ disaster. If he did three more wounds to me, he would immediately win the game so I took a conservative approach.
The Pagans sent a 12-man flanking unit which I hoped the chase down, remove a SAGA dice and did it after two turns. After this the Pagans moved towards their own edge, sacrificing units along the way. Only in the last turn I could mount a charge on the Khagan with a reduced unit of mounted Hearthguard. This was not enough to bring him down. I unintentionally cheated in the last turn by using the Kontos ability on my bow-armed hearthguard. Sorry for that Freddy.
Results: Overall victory for my opponent but I got points for some secondary objectives.
And intense game to the end but 7 inflicted wounds in turn 1 was nothing I could come back from easily. Their anti-shooting ability was especially unpleasant and they could shut down the game without using Great Winter. I made a big mistake in army composition by not running the cavalry lancers. The Rus are good at slowing the game down and surviving, somewhat like the Moors. The way to beat these durable forces is by focusing on scenario objectives. Killing all of them is way too much hassle. The cavalry lancers have a lot of attacks and could put the Rus Khagan in serious hurt after he mauled my Strategos. Ranged capability could be maintained by opting for bows among the Warriors squads.
I had a fun time during the entire game, my opponent was a great sportsman and I bet he was in some difficulties himself. He never faced Byzantines before and the Battleboard has a lot of hard to spot tricks. Freddy came from Denmark and we joked that the Danish reconquisita of Skåne was underway, one SAGA game at a time. He will arrange a team tournament in Copenhagen which I really look forward to play in.
Game 2 – Norse-Gaels – Champions of God
Second game was against another Dane, he also used a Viking faction (noticing a trend here), the Norse Gaels. In this game switched out one of the Spearmen units to archers, to shoot as much as possible. I am quite scared of the Norse-Gaels, the do massive damage to anything they touch. However, Byzantines are strong in scenarios like this where I can castle up and go full DEFENSIOR. My opponent had:
My strategy when dealing with Norse Gaels is killing all their Hearthguard as soon as possible and making sure the Warlord can’t trash my best units in a challenge. Their Hearthguard are particularly nasty because they win challenges easier and can make themselves hard to kill in combat. The Norse-Gael warriors can still do damage but are a lot more brittle in melee. They also need more support from the Battleboard to reliably win challenges.
The game starts off by having my mounted archers doing massive damage in the first turn and my opponent pushing hard to catch on and even out the numbers.
I lost the Levy and the Bowmen in this game. The Bowmen on foot are a brittle unit, if they fatigue themselves just once, their survival in melee becomes VERY difficult. Especially against opponents with Dane-axes. Should have used more spearmen here. My opponent was quite a fun guy, made great jokes but he was new to the game. He should have deployed his army centrally and avoid going around the forest. He also didn’t use the scary Norse Gael Warlord at all, who hung back with a 10-man warrior squad. Had he been closer to the front, he could have served some revenge for the Hearthguard.
Result: Win for me.
Game 3 – Moors – Into the Slaughter
Third game was against Moors led by Jonatan the tourney organizer. I didn’t expect an easy win because Jonatan is a very good SAGA player, only one so far who netted a win against Saracens led by Alex the One-Man Jihad. My shooting gives me a slight edge in this game that I have to exploit. I’ve also been playing the Moors a lot lately so knew the board well. The mission was to kill the enemy Warlord while being within M to one of 3 tokens placed along the central vertical axis running across the board. He had:
Unfortunately, as the lines close in, Friendly Fire makes shooting much riskier. We kind of charged each other back and forth, the Support Archers ability being incredible as it goes right past shooting reaction abilities.
A hard fought game, Jonatan has not been playing the Moors much and I think he will do much better with them in the future. A mistake I made here was underestimating the Doubts ability, it led to my 4-man fatigue sink unit falling far behind. Moorish abilities make resting difficult so I needed those fellows further up the board to use Common Efforts. Jonatan joked that he let me win because otherwise I would get butthurt, take the models I borrowed to him and run home crying. All I can say is, it’s not within the realms of the impossible.
Result: Win for the Byzantines.
Game 4 – Crusaders – Battle for the Hoard
Last game was Battle for the Hoard against the Crusaders run by Fredrik, some schmuck who spams the 40k articles around here. The scenario is about securing a central hoard token in difficult terrain. The army was:
8 HG mounted
8 HG w dane axes
9 Warrior Spearmen
7 Warrior Crossbow men
My standard plan against the Crusaders is to quickly reduce the Knights before they could unlock their entire board and do a heckin’ lot of damage. On the left flank, I intended one unit of Levy supported by Warriors to grab the hoard.
In the next turn, the Crusader Knights charged the levy, wrecked them and then went after my HG. After they were reduced, I really struggled to do anything the game. I did manage to destroy all the Knights but my army was beyond ravaged. The Crusader Warlord and the foot sergeants, wiped the rest of my dudes out.
I made a lot of mistakes in this game with unit placement and didn’t support my army properly which my opponent was able to exploit. And even with good SAGA dice in the end, it was very painful loss as all my models were destroyed on the table. They are tricky to face the Crusaders, ideally you want to start near them, get the first turn and pick off some knights before they power up. I should have been able to do so with my Hearthguard but I put them too far back or put shit in the way. Second thing I will take away from this game is not to split the levy into 5+7 when facing this type of aggressive ultra violent factions. The small units get wiped out too quickly and the opponent can exploit that in the same turn to cause more headache. A proper 12-man levy unit takes more effort to chew through. It didn’t help me that Fredrik plays his Crusaders well, he has a good strategy for generating Virtues and manages his dice allocation skillfully.
Result: You can always count on latins to ruin all the fun. A big fat zero points for me.
Some final words
It was a good SAGA event, well run by Jonatan. It was fun to play against new dudes and their armies. The Danes who came over to game, were a super fun bunch to play against. I particularly liked their habit of picking up your “to hit dice” when rolling for defence, this allows for no errors.
Jonatans selection of missions, terrain and overall rules was perfect, in no game I felt disadvantaged by the scenario or board. The only thing that got a bit difficult was time, no game reached the end turn. It could be the schedule but I had one of the larger armies coupled with a complicated Battleboard. Need to work on a better army composition next time, right now it feels like I am running a warband with complex solutions to simple problems. When the different scenarios are factored in, the workload from all the micromanagement becomes simply too high. With two wins, I got in the upper half of the scoring table.
Out of 10 participants, the top 3 was:
1. Alex the One-Man Jihad (Saracens with Kilij Arslan)
2. Johan (Milites Christi with Raymond de Puy)
3. Fredrik (Crusaders)
Really hope SAGA takes off here, two tournaments planned so-far in the fall. Until next time.
Trigger warning: This post contains shitty references to 90s hiphop.
Another wave of recruits for the Moors arrives to shake the funk in our Age of the Wolf campaign. Had a good time painting these fellows. Tried for a mix of clothing here, a couple of veterans “acquired” flaunty Moorish dress but the new recruits from Africa came with plain clothes. My only regret is giving them those long ass spears. It looks cool but they tend to impale scenery on the gaming table and are a bitch to pack. Models are from Gripping Beast and are on the bigger side of 28 mm.
Our SAGA campaign steams on and here’s a short battle report of Moorish volounteer warriors facing the illustrious Jomsviking brotherhood. This battle took place in the third campaign turn (out of six possible). Since we were both raiding this turn, Battle at the Ford was rolled as the scenario.
The Jomsvikings were lead by the infamous King Fury who took over the reigns once the previous leader was killed. Driven into the fray by his lust for riches, the Jomsviking leader had many scars from previous battles represented by the Trollhide ability, requiring two wounds to be slain. The force consisted of:
My Moorish Warband is led by a tough Sub-Saharan former merchant calling himself al-Battal Ghazi, who sold as all his property and took up the Jihad of the Sword. While lacking serious religious credentials, few can doubt that he doesn’t receive what he asks from Allah. His sense for business and logistics has led to the employment of northerners with various faiths, despite grumblings from his more puritan warriors.
The Moorish warlord has the Son of Odin (heh), Eye of the God,Scout and the Great Special Rules. In game it means he is requires two unsaved hits to die, Levys generate SAGA dice, the post game progression table can be rerolled (very useful this one) and up to 7 SAGA dice can be rolled each turn. He’s a total beast in the game. The Moorish Warband had:
The Moors had a stronger Warband in this game, and together with some above average dice rolling, they were able to reel in a victory. With few losses too. I really shouldn’t have played Betrayal though. A weak ability to play on Jomsvikings who can easily remove 3 fatigues from their Warlord with a common dice and free rest.
My Jomsviking opponent didn’t blame his dice. He found his plan flawed as he expected to move my men out of the way with Jomsborg, but this ability could only be played in my turn. He told me he could have played more cool, there was no need to rush into battle.
Post battle, the Jomsvikings faced another revolt at home, as the inhabitants of Jomsborg expect victories. Al Battal Ghazi gained some additional warriors and levies were bulked up to full strength.
I am surprised to like Age of the Wolf as it has the faults of classical British game design. These are characterized by eccentric rules married with random charts, where rolling double ones can totally ruin your life. But unlike my experience Flames of War and Warhammer 40k, where the campaigns are basically marketing ploys requiring huge amount of product to play, Age of the Wolf offers interesting games and characterful Warband development. Just don’t expect it to be fair.
I would recommend fans of SAGA to try it out but consider two things before hand. Firstly, roster management is a huge part of the campaign and there needs to be a way to update it easily and keep them accessible to other players. For gaming balance reasons, the roster management is quite complicated so prepare to dumb it down a bit.
Secondly, try to figure out some way players can get more games in regardless of their chosen campaign actions. Now, back to painting.
A new saga begins! After having painted and played a few games with my Norman/Crusader warband for SAGA, I’ve found myself gazing sideways for new ideas and playstyles to take on. The Crusaders are a lot of fun and can switch between both strong offensive and defensive (well, mostly offensive) abilities to tackle different situations. However, seeing how my mates push around their Anglo-Danes and Byzantines I’m really longing for an army heavily based around infantry, with abilities that require a sense for synergy and tactics to survive the grind of battle. Out of a handful of choices the Scots really stood out as a challenging yet rock hard force to master. Let me introduce you to my new force of choice: the revolting clan Meic Uilleim! In this article I will introduce you to my thoughts on starting a Scots warband for SAGA, and give a brief historical account on the setting in which my warband will carve out their adventures.
Between scots and scots Before we kick off there are a couple of things that needs to be addressed. Lots of medieval Scots miniatures seems to be either early Pictish warriors stemming from the ancient kingdoms of Dál Riata or Pictland (now modern day Scotland), or warriors representative of the time of the first kings ofAlba. Two of these, Cináed mac Ailpín (Kenneth MacAlpin) and Mac Bethad mac Findlaích(Macbeth MacFinley), are playable as Heroes of the Viking Age within the SAGA ruleset. Although I have no personal issues with either of these historical periods, my main interest has always been the high and late middle ages. I will therefore tweak the narrative a bit as an excuse for me to buy other miniatures of my taste.
Claymore Castings is currently making a wonderful range of 14th century (English, French,) Scots, as well as Islemen. I know what you’re saying: 14th century is waaay to late for SAGA, but stay with me on this it will be good! Advances in armor smithing, the development of new weapons such as blackpowder, together with the social impacts of the black plague changed the arts of war during the thirteen hundreds in ways that doesn’t translate to the battlefields of the SAGA setting very well. However medieval Scotland, much like the kingdom of Sweden, was not a very rich nation thanks to it’s demographic situation and geographical location. Being a somewhat old-fangled kingdom geographically remote from the rest of the European continent, many historians claim that medieval Sweden was lagging behind about 100 years in terms of both arms and armor culture. The most tragical evidence of this is perhaps the remains of some 25 coat-of-plates, about 100 maille coifs, and various parts of gauntles found in the mass graves outside Visby, where an army of peasants and lesser nobles were slaughtered by an army of veteran mercenaries in 1361 – who either didn’t care or saw any value in looting the bodies before burrying them. I’m no expert on Scottish history, but after digging into the litterature on medieval Scottish society I think it is at least somewhat plausible to make the same claim for parts of medieval Scotland. In conclusion, if I stick to the Claymore Castings miniatures that doesn’t scream late 14th century with full plate leg armor or visored bacinets, some models should fit the warriors of the early twelve hundreds, namely around the time of the Scottish kings William I “the Lion” and Alexander II. Plus, Claymore Castings’ Ribaulds (effectively meaning ‘scoundrels’ or highwaymen) will make awesome Scottish Warriors and Levy with their bare feet, hoods, and spears! Together with some minor headswaps and clever shield conversions this project is manageable…
Political context: cultural “Normanization” and the native discontent Throughout the reign of king David I (1124-1153) the region of Scotia underwent several reforms that would reshape Scottish society and and bring it more in line with it’s neighbouring medieval states. This period is called the ‘Davidian revolution‘ which, aside from religous reforms, the founding of towns and castles, in practice meant a redistribution of land in favour of Anglo-Norman knights that had settled in the north after the Norman conquest. Feudalism and the notion that the king not only acted as lord and lawmaker, but also had divine claims to the ownership of the whole land through his Frankish kinship and a noble upbringing (in more regio – in royal manner), wasn’t always greeted with open arms by the native nobility. Revolts and armed conflicts within the nobility were recurrent as some of the native clans were very unhappy (to say the least) with the loss of (and redistribution of) land ownership, resulting in a series of uprisings that plagued the north. Since it it possible to field the Islamic caliph of Ṣalāḥ ad-Dīn (Saladdin) from the mid eleven hundreds in the Crescent & the Cross-Rulebook, I find it more that fitting to also field characters from the Scottish nobility around the year 1200 without contributing to too much of a push of anachronistic encounters. Enter the Meic Uilleimor MacWilliams.
The MacWilliams first revolted in 1181 during the rule of William I “the Lion” as a certain DomnallMeic Uilleim claimed his right to the ancient northern region of Mormaerdom (or Kingdom of Moray). It took the Scottish king some 21 years and a series of costly campaigns to fully quell the MacWilliam rebellions as both the son Adam, and the grandson Goffraid Meic Uilleim continued their family quest. Furthermore, as William I’s son Alexander II inherrited the throne in 1214 the MacWilliam bloodline once again gathered strength to take up arms and start what is known as “the great northern rising” in Scottish history. We get a first hand glimpse of these events through the Chronicle of Melrose (c. 1270) whose authors describe how Domnall Bán MacUilleim (Donald MacWilliam) together with his allies Kenneth MacHeth and “a certain king of Ireland” as well as a “band of malignants” had invaded the region of Moray. The chronicle is however short on the matter, and who this mysterious Irish king was is a mystery still not known to historians. Nevertheless it seems that the MacWilliams had a network of powerful men that either supported their claim to the righteous ownership of the Moray region, or at least had personal interests in the rebellion. The invasion was quickly disrupted as the revolteurs were defeated in battle and executed for treason. It is said that the heads of the MacWilliam clansmen were sent to king Alexander II as a token of the rebellion’s defeat. The last heir of the MacWilliam bloodline, an infant daughter, was also executed in public at the Burgh of Forfar in 1229 or 1230.
In the next article, I will do a product review of the Claymore Castings miniatures that I intend to use for my Scots warband as well as talk about the equipment that would (or would not) have been used by the rebels around the end of the 12th century.
If you have any comments or questions regarding this article please don’t hesitate to leave a little comment below! Cheers!
The following litterature have been used as references to this article:
Barrow, G.W.S, Scotland and its Neighbours in the Middle Ages, The Hambledon Press, 1992.
Broun, Dauvit, Scottish Independence and the Idea of Britain, EU Press, 2007.
Oram, Richard, Alexander II: King of Scots 1214-1249, Birlinn Limited,2012.
I brought my trusty Byzantines to test their mettle in the brutal fighting grounds of A Clash of Dice and Men II. God willing, the burning shame of placing last at the spring tournament will be avenged. I got to play 3 out of 4 games (had to omit one to make up for uneven number of players).
The tournament was 6+1 points, meaning that we brought 7 points but only 6 fight on the table. I ended up with:
Byzantines of Komes Dwellias (7 Points)
1 Mounted Warlord
3 Points of Hearthguard (8 Mounted Lancers + 4 Mounted Archers)
3 Points of Warriors (10 Warriors w Bow + 10 Warriors w Spears+ 4 Warriors w Spears)
1 Point of Levy (12 Javelinmen)
Game 1 – Jomsvikings – Battle Twilight
I got to face the winner from the last tournament with his army of invincible Jomsvikings. It consisted of:
20 Hearthguard (split into 6+6+8)
Special Rules: Armor 6 against shooting attacks. Starts the game with 1 Wrath.
My opponent plucked his boys near the center lines of each quarter. I put some the cavalry and 6 Warriors in one quarter, the levy split and took the lower quarters. The last quarter was occupied by 10 Archers and 8 spearmen. Foolishly, I put my lord with the infantry and not with the cavalry.
A possible weakness of the Jomsvikings is Sigvaldi who generates 3 SAGA dice by himself. If I could knock him out, the Jomsvikings would run out of steam. Without having my Warlord nearby, there was no way of using double cavalry activations moves from Basileus.
The Jomsvikings are very scary in combat. Their defensive abilities can subdue everything thrown at them. They can activate easily and are completely immune to shooting.
My opponent was determined that he could not win this mission from the start but he made things easier for me by splitting his force into 3 units and not 4. In this way, I was guaranteed to score in at least one quarter. Unfortunately, my opponent did a good job exploiting the bad positioning of my Warlord, netting him one victory point.
While my army had the advantage of many units, it had the disadvantage of them having specialized equipment. It was hard for me to utilize the Endless Warband rule compared to an Jomsvikings all Hearthguard army with uniform equipment. As the Byzantine battleboard demands close inter-unit-cooperation, using it in this scenario is quite a challenge.
Result: 3-1 for me. (3 points for me by winning the mission, 1 point for my opponent for taking out a Warlord). Won the battle by not fighting, the proper Byzantine way. Game 2 – Anglodanes – The Challenge
In this mission we used the revised rules where the objective is to get 10 wounds on the opposing warlord first. Units cannot engage an Warlord unless your Warlord took more wounds than the opponent. The secondary objective is to get 4 conquering points in your opponents deployment. The Anglodanish force arrayed against the might of Byzantium consisted of:
With a quick glance, the obvious mission plan is to avoid the 8 Huscarls with Daneaxes smashing into my Warlord and chopping him up like firewood.
Initially the Danes were able to play Trapped for a couple of turns, sprinkling fatigue all over my army (mostly the cavalry). I should have really found some time to paint up some banner-men.
The Danish defenses turn out to be impeccable. Exhaustion and defense dice hamper my horsemen’s efforts while the Jarl and his men run towards the woods. In the last turn of the game, I put all my activation on the Hearthguard, it’s Now or Never! and..
I can’t believe I snatched defeat from the Jaws of Victory here. Short term gratification of killing models took precedence over long term victory conditions.
But it was an enjoyable close and tense game to the last dice roll. Anglodanes are a good opponent for the Byzantines. Their fatigue and activation blocking shenanigans can throw plans off and they are surprisingly durable in combat. However, the Danes have to watch themselves from the Byzantine shooting and avoid losing too many men breaking the shield wall. Their slow pace allows cavalry to hit them in bad places. My opponent won the tournament. Congratulations Alex!
Game 3 – Crusaders – Champions of God
The final opponent fielded Crusaders. The force had:
Godfrey de Bouillon
8 Mounted Knights (Hearthguard)
4 Foot Knights with Heavy Weapons (Hearthguard)
8 Crossbows (Warriors)
8 Spearmen (Warriors) Special Rules: de Buillion can use We obey! twice, and starts the game with the Temperance virtue unlocked. de Bouillon can also allocate wounds to nearby models within 4″ instead of 2″ thanks to him being a knight exampler. Everybody wants to take one for team Bouillon.
I have played this type of mission a lot and the terrain was suitable for my army.
My opponent held off his close combat abilities waiting for my inevitable counter attack.
My opponent also attack my levy with his spearmen but they refuse to die. In my turn I counterattack with my spearmen and push his back. De Boullion stands alone..
After this huge setback, the crusaders were out of the game. My opponent was a new player, having borrowed his army. I felt like an total ass for wiping out all of his miniature dudes. A real “That Guy” way of introducing someone to a game.
I was however impressed with my opponents decision to follow the game through until his last man was cut down, without a word of complaint. It was no surprise he won Best Sportsmanship.
Result: 4-0 to the Byzantines. I finished 3/9 place overall.
My Warband did a good job most of the games but I need to play other missions than just slay the Warlord. I like the flexibility of the Byzantines but its not an easy battle board to use. Overall it was a great tournament.
Some quick words about organization. As each game had to completed within two hours, the terrain was pre-placed on each table by the tournament organizers. To avoid unfair advantages, we decided also that buildings (one of our common terrain pieces) was impassible terrain. We also had only one mission where Slaughtering Victory Points were counted at the end. Avoiding them seem to speed things up.
It was great to see new players showing up with their warbands. Also shout outs to Pedro for coming here all the way from Denmark. I suspect watching me getting molested by a piss drunk stag party later that night made up for the long trip.
As the crows feast upon the dead, the victorious feast in their halls, and the dead McFeast in Valhallaaaaaa! Lo and behold we pulled it off! Our second local SAGA tournament was a hit, and we almost doubled the number of participants since last time as well. Before we delve into the details I’d like to yet again thank the great and supportive people over at Gripping Beast! Thanks to you we could amp up our price pool and offer prices such as a Starter Warband of Norse-Gaels, a unit of Crusaders, and a unit of Swords-for-hire! This meant that we could focus a part of our budget to include a Player’s Goodie bag that consisted of a cloth dice bag, a handfull of glass fatigue tokes, and a unique Viking Warlord figure! I’d also like to thank our players who are ever so encouraging and appreciative. Together we’ve managed to build a player base of around 12 people since last year (when no-one here played the game), and yet more – mostly Viking scum! – are getting into the game.
Withouth further ado here are the final standings from yesterdays CLASH
Player name W/D/L Game 1 2 3 4 Score
Alexander H W(4) 3 3 4 4 14pts
(Anglo-Danish) Jonatan W(3), L 1 3 4 4 12pts
(Jomsvikings) Hamza W(2+1*), L 3 0 3 4 10pts
(Byzantine) Johannes W(3), L 3 3 3 0 9pts
(Jomsvikings) Hans W(2), L(2) 3 0 1 4 8pts
(Vikings) David W(+1*), L(2) 0 3 4 0 7pts
(Normans) Herman W(2*), L(2) 3 0 0 3 6pts
(Franks) Kristofer W, L(3) 1 3 1 0 5pts
(Crusaders) Pedro L(4) 0 0 0 0 0pts
(Vikings) Viktor –
(Irish) Alexander K –
*Win through ‘Bye’, note that in order to maximize play time for new comers and players from abroad, some of the Byes were handed out incorrectly.
– Two players had to cancel due to sickness, I’ve placed them last to show the number of enrolled players and the different factions represented.
Awards Warlord Prime (1st place): Alexander H Second mate (2nd place): Jonatan Serf of the Year! (Sportsman): Kristofer Scattered Dice Award (Best painted, themed and composed army): Hamza
Here’s a collection of pictures taken as well for you to enjoy until the hobby pixies have edited the video recordings.