The earls Edwin and Morcar had already mobilised that summer to counter raiding on the Humber and in Lindsey. There is no sign their men were seasoned veterans, but on hearing of Hardrada's arrival they gathered a larger force to defend the north. Their other job was to shadow the Danish fleet and deny it supplies from those full barns.
The chroniclers agree that the fleet then made for York. Some add stopping places, and the best known is a landing at Riccall. The exact site of the disembarkation is unknown. One plausible route has the Vikings landing near Spurn Head and working inland through Welwick, Thorpe, Patrington and Winestead to Ottringham, which belonged to the Archbishop of York. These estates were well worth raiding for their provisions.
Objectives: Saxons 2, Danes 0.

The chroniclers agree that the fleet then made for York. Some add stopping places, and the best known is a landing at Riccall. The exact site of the disembarkation is unknown. One plausible route has the Vikings landing near Spurn Head and working inland through Welwick, Thorpe, Patrington and Winestead to Ottringham, which belonged to the Archbishop of York. These estates were well worth raiding for their provisions.
The Scenario
This is my test scenario, a fictional clash between the Danish jarl Sigard Fairhair and the Saxon lord Edward Edwinson. The rules used were Baron's War 2nd Edition, with the Dark Age army generator. Sigard's crews have landed on marshy ground beside the water, with firm trackways leading to the hamlet of Ottringham and its famous chapel of St Wilfred. Livestock and the church's wealth are the prizes.The Game
Turn 1. Calm weather lets the Danes take the initiative, clearing the marsh's edge. Sigard, unwilling to wet his feet, takes the main road to the chapel while his men fan out on either side, hoping to seize the livestock the villagers abandoned when the longships appeared. Edward rushes his men into the village to deny the raiders supplies. His hunters, armed with simple slings, open the action with a hail of stones on the Bondi archers as they cross a muddy field, with little effect.Objectives: Saxons 2, Danes 0.

The Danes attack from the River-Estuary
Turn 2. Seeing resistance, Sigard decides a heavy punch might force the Saxons back and charges up the road with his housecarls into a waiting shieldwall. Overnight rain has left the road slick, so instead of a crushing charge, the Danes slide into the wall (a throw of 1 on the curve roll), which holds. Elsewhere things go better. Geese are rounded up, and the archers push across the Field despite the stones.
Saxons 2, Danes 1.
Saxons 2, Danes 1.
Fighting at St. Wifred's. Edwards stands in the background
and sees an opportunity to kill Sigard (Yellow Cloak)
Turn 3. The main fighting reaches St. Wilfred's, where Sigard's housecarls clash with the northern thegns, and neither side gains an edge. Edward sees a chance to kill the enemy leader, but the crowded streets prove impassable, and he ends up shouting encouragement from behind the thegn shieldwall. On the flanks, the raiders charge and fighting spreads across the village.
Saxons 2, Danes 1.
Turn 4. The fight at the church door continues ferociously, but on the flanks the Danes make gains. They push back the hastily assembled Saxon shieldwall, which holds for a while but eventually folds, given the troops' poor quality. The ceorls flee north from Potters Field, and the raiders follow up, only to be met by stones from the Saxon scouts and driven back. They still manage to grab a young cow from the fleeing ceorls. On the other side of the village, the larger shield wall faces the Hirdmen and holds, despite their better equipment.
Saxons 2, Danes 2.
Saxons 2, Danes 2.
Turn 5: the tide turns. Now the Danish warriors' superiority begins to tell. The stubborn defenders in the east, a round Potters Field, are swept aside by another charge, leaving only a few weary, shaken men without formation to hold that side of Ottringham. In the west, the larger shieldwall crumbles under sustained pressure from the hirdmen, and the Danes now hold the main road, with an easy route back to the boats if things go wrong. In the centre, the fyrd are badly mauled by Sigard and his housecarls and close to breaking. If they go, the church and all its wealth lie open to looting.
Turn 6. In the east, the Danish archers coldly finish off the last defenders. The climax comes in the centre. Seeing the thegns falling back, Edward charges in with his own housecarls against Sigard and his bodyguard. At first it works. His household men cut down and push back Sigard's bodyguard, and the church doors are again in Saxon hands, the treasures and records safe from the raiders. Then disaster. Sigard's men counter-attack and, in one astonishing blow, Sigard fells Edward in front of his men. Saxon morale collapses, and the day belongs to the Danes.
The ending was a nail-biter. Right up to that last dice roll, I thought the Saxons would hold out. The booty
Both sides had gathered, leaving the objectives even, and the Saxons seemed poised to hold the church, the main prize. Then Edward died and the day went to Sigard.
On the 2nd Edition. The layout is a big improvement, and the rules are much clearer. I'd like the QRS to be more informative, though. I haven't picked the game up for a year or so, and a summary of the melee process would have helped. That is easily fixed.
My Barons' War adventure continues. The next step may be a Dark Ages pairing, perhaps involving a Norman retinue so I can introduce some cavalry. My main ambitions are still to fight Edward I's wars in Wales and Scotland, and to have a campaign set in the Anarchy. More on that in a later update, and at some stage I'll run a test game in the core 13th-century period.
Saxons 2, Danes 2.
The Saxons' slingers and spearmen flee Potters Field as quality counts.
Turn 6. In the east, the Danish archers coldly finish off the last defenders. The climax comes in the centre. Seeing the thegns falling back, Edward charges in with his own housecarls against Sigard and his bodyguard. At first it works. His household men cut down and push back Sigard's bodyguard, and the church doors are again in Saxon hands, the treasures and records safe from the raiders. Then disaster. Sigard's men counter-attack and, in one astonishing blow, Sigard fells Edward in front of his men. Saxon morale collapses, and the day belongs to the Danes.
Thoughts on the Game
A thoroughly exciting game, and I enjoyed it. My only real problem was off the table. Domestic interruptions meant I had to spread it over several days, though I reckon it would have played in about two hours.The ending was a nail-biter. Right up to that last dice roll, I thought the Saxons would hold out. The booty
Both sides had gathered, leaving the objectives even, and the Saxons seemed poised to hold the church, the main prize. Then Edward died and the day went to Sigard.
On the 2nd Edition. The layout is a big improvement, and the rules are much clearer. I'd like the QRS to be more informative, though. I haven't picked the game up for a year or so, and a summary of the melee process would have helped. That is easily fixed.
Solo play.
As usual, I played solo using the rules as written, and found no major hindrance. A few simple additions could make it more unpredictable for a solo player:
An event deck or a d6 event table, with results such as extending the game by a turn, cutting it by a turn, or inclement weather would be obvious addition without changing the games mechanics.
Mobile livestock. Since the objectives here were largely animals, the event deck could move them about.
Chit-draw activation, with each side pulling a chit to say which unit activates. I don't think it's necessary, given the compulsory moves for fleeing and routing troops, but I may try it.
An event deck or a d6 event table, with results such as extending the game by a turn, cutting it by a turn, or inclement weather would be obvious addition without changing the games mechanics.
Mobile livestock. Since the objectives here were largely animals, the event deck could move them about.
Chit-draw activation, with each side pulling a chit to say which unit activates. I don't think it's necessary, given the compulsory moves for fleeing and routing troops, but I may try it.
QRS
I haven't played the new Edition of Baron's War, so it was like playing the game anew. The layout and organisation of the Second Edition are a lot better, making play easier. However, I would have liked a more detailed QRS that includes the combat process.
What's Next
My Barons' War adventure continues. The next step may be a Dark Ages pairing, perhaps involving a Norman retinue so I can introduce some cavalry. My main ambitions are still to fight Edward I's wars in Wales and Scotland, and to have a campaign set in the Anarchy. More on that in a later update, and at some stage I'll run a test game in the core 13th-century period.
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