Showing posts with label Midgard. Show all posts
Showing posts with label Midgard. Show all posts

Saturday, 21 February 2026

Mystic Britain - Chronicles of Blood and Iron: Summer 495

Summer of Steel: The Road to Ruin


The spring fighting had ended with Hengst and his Dûrlingar warriors claiming the initiative. The early battles of this campaign are available here

From the Annals of Caer Sulis, as recorded by Brother Aldhelm:

"When summer came with heat and harvest, it brought also the reaping of men. Hengst the Grim, emboldened by his sons' spring victory, marched his host upon the ancient stones laid by Rome. The old road would run red ere autumn's first leaf fell, and the mists would hide horrors that no Christian man should witness."

The March of Hengst


After his son's triumph in late spring, Hengst sensed opportunity and moved to exploit it with ruthless speed. Rather than waiting for the full muster of his British allies, he marched immediately with a compact but formidable force: his elite housecarls, the witch Morgatha and her legions of shambling undead, and the remnants of his son's battle-hardened army.

The strategy was brutally simple—push up the old Roman road with all haste, reaching Arthur's capital before the British king could bring his reserves to bear.

But the wily Sagramoor's scouts had already brought word of the Dûrlingar movement. The Moorish general moved to block the western approach along a series of low, undulating hills. Both commanders believed they held the initiative. Neither had reckoned with the weather.

The Battle of the Mist


From the Chronicle of Camlann:

"They camped on facing ridges, each watching the other's fires burn through the dusk. When dawn broke, God had drawn a veil across the world. In that grey shroud, the dead walked unseen, and brave men's hearts turned to water. Islands of earth floated in seas of cloud, and in the depths between, shapes moved that had no right to move at all."


Overnight, both armies had made camp on opposite ridges. When morning came, the land lay smothered beneath a dense, clinging mist. Visibility shrank to mere yards. As both forces advanced, all they could discern were ghostly shapes in the murk and the occasional hilltop rising like a floating island above a sea of cloud. For the Britons, the fog brought special terror—within those mists, the insubstantial undead drifted silent as smoke.


The primary effect of the weather, beyond the fear it sowed, was the complete disruption of both armies' deployments. Flanking units drifted off course, becoming separated from the main body. When the mist began to lift as the armies closed, both battle lines were fragmented and broken—a circumstance that would cost Hengst dearly.

Yet Hengst, advancing blindly through the murk, remained unaware of how badly the mist had scattered his formations. His tactics were characteristically straightforward: charge along the entire front, break the British resolve, and march swiftly on Arthur's capital. Despite the limited visibility, it was the Dûrlingar who struck first, crashing into the British line. The howling dead, urged on by the necromancer witch Morgatha, caused the greatest terror among Arthur's loyal warriors.

The Fight Back


After the initial shock drove them back, the Britons found their courage and fought back with renewed determination. The mist's disruption had given them an unexpected tactical advantage. Hengst's army was small, and the broken formations created gaps that allowed the numerically superior Britons to isolate and overwhelm pockets of the enemy with minimal support.

Where the British counterattack struck, dwarven units shattered. Hengst himself found himself nearly surrounded, his standard in danger of being taken. Spotting a gap in the closing British ring, he and his death guard fought their way clear of the encirclement. But the battle was lost. The initiative had shifted once more.

From Brother Aldhelm's Chronicle:

"When the mist lifted at last, the field was a charnel house. The Dûrlingar withdrew in disorder, leaving their dead upon the ground they had thought to claim. Sagramoor's men were too exhausted to pursue with vigour, but victory was theirs nonetheless. The old Roman road would not see dwarf feet that day."

The Battle of Wolves' Wood


After his defeat in the Battle of the Mist, Hengst fell back to a wooded area straddling the old road. Here he could concentrate his forces along a narrow frontage, gaining, he hoped, some tactical advantage. His position was strengthened by the arrival of the pretender Modred, who brought cavalry to guard his more exposed flank.

Taking up position at the centre of his line, Hengst planted his standard near an old Roman milestone bearing an eagle motif—an edifice the dwarf chieftain considered a favourable omen.

From the Chronicle of Camlann:

"At the Wolves' Wood did Hengst make his stand, beneath the eagle of lost Rome. The trees themselves seemed to reject the abominations in his host, and the very earth rose against the walking dead. It was a day of axes and of blood, where heroes fell, and traitors paid the price of their ambition."


This would be no battle of sophisticated strategy. Sagramoor understood that only one path led to victory: continue up the road and burst through Hengst's strengthened position at the milestone. With this in mind, he deployed his best troops at the centre and began his advance, his flanks covered by Galahad's light cavalry on the right and the fierce Welsh warriors on the left.

Landscape of Woods and Hills with battle lines

Clash of Arms


The first clash came, unsurprisingly, between the British housecarls and Hengst's Death Guard, supported by the undead legion. But this day, the dead would find no fortune. The necromancer Morgatha struggled to maintain her hold over them or replenish their numbers. Some mystic force pervaded the ancient woods, rejecting these abominations of unlife. The undead wavered and dissipated like morning fog.

The battle became a brutal struggle along the main road itself. Slowly, the Britons began to push the dwarves back. At one desperate moment, arrows struck Hengst's armour—they failed to penetrate, but he was forced to invoke mighty deeds simply to preserve his life.

On the flanks, fortune also favoured the Britons. The Welsh slowly drove the undead from the woods into open ground. On the right flank, Galahad charged Modred's cavalry, and the two champions met in single combat—a duel that would cost the pretender his life. With Modred dead upon the field and his forces struggling, Hengst recognised the inevitable and withdrew to his coastal fortress.


Cavalry Melee and the death of Modred

Now the dwarf chieftain faced a grim calculation: should he attempt to hold the fortress through a siege, or abandon it and return to the Isle of Vectis to plan a new campaign for the following year?

For Sagramoor, victory had secured the southern hundreds of Arthur's kingdom, but his men were near exhaustion. His own decision loomed: should he, so late in the season—early September now—attempt to lay siege Hengst'st's stronghold? Such an undertaking would certainly require Arthur's support and, more importantly, his elite guards.

From the Annals of Caer Sulis"

"Thus ended the summer campaigns, with the Dûrlingar penned upon the coast and the pretender Modred lying cold upon contested ground. The witch Morgatha had fled, her dark arts proven insufficient against the ancient powers that slumber in Britain's soil. Yet Hengst remained unbroken, his fortress strong, and autumn would bring its own trials".


Observations from the Summer Campaigns


These two summer engagements proved markedly different from the cautious spring battles. Where the spring conflicts were drawn-out affairs of probing and manoeuvring, these were head-on clashes of terrible violence—especially the final battle, which became a true bloodbath. Many heroes either barely survived through the use of mighty deeds or, in Modred's case, failed to survive at all.

The Battle of the Mist demonstrated how numerical superiority can overcome elite forces, particularly when the battle line becomes divided. The fragmentation allowed the Britons to exploit gaps and bring superior numbers to bear at crucial points, supported by better dice rolls, ultimately giving them the edge.

The Battle Wolves' Wood was a more straightforward affair. Simply put, the dice favoured the Britons that day. Hengst should have recognised his ill fortune when he threw two double ones on his risk-to-throw. This "Twist of Fate" was a warning of what was to follow. Though his mighty deeds saved him from fighting's worst effects, from that moment forward, the battle seemed lost to him.

Ironically, Modred's death also robbed Hengst of much of the propaganda value he had sought in this campaign. No longer could he claim to support a rightful British king against a usurper. He was now simply another would-be conqueror of these isles, following in the footsteps of the departed Roman masters.

From Brother Aldhelm's Chronicle"

"As summer waned and the harvest moon rose full, men on both sides sharpened their blades and wondered what autumn would bring. The war was far from over, but the balance had shifted. Whether Hengst would withdraw or make a final, desperate stand remained to be seen. The chronicler's hand grows weary, but the tale continues…"


The summer season has concluded with the Dûrlingar contained but not destroyed, their chieftain cornered but defiant. The question now is whether the autumn will bring siege, withdrawal, or some unexpected turn fate's wheel.​​​​​​​​​​​​​​​​

Autumn's Respite: The Rains Come

From the Annals of Caer Sulis, as recorded by Brother Aldhelm:

"With September's turning came the rains, as if Heaven itself wept for the blood spilled upon British soil. The old Roman roads, which had borne legions in their pride, now ran with mud thick as porridge. No army could march, no siege could prosper. Both king and chieftain looked to their walls and their hearths, and welcomed winter's coming truce."

The autumn rains arrived early, and by mid-September the old roads had become clogged with mud, making the movement of men and supply wagons both difficult and dangerous. Arthur, though victorious in the field, proved unwilling to commit his forces to a siege so late in the season. Winter campaigns were the province of desperate men, and the British king was not yet desperate.

For his part, Hengst was content to sit behind the walls of Noviomagus, waiting for spring and the arrival of fresh ships from the homeland. His coastal fortress remained secure, his core forces intact despite the summer's reverses. He had lost the pretender Modred and failed to seize the old Roman road, but he had established a foothold in Britain that would not be easily dislodged.

And so, as the year turned toward the dark months, an uneasy stalemate settled over the southern coast. The campaign's first season had concluded.

From the Chronicle of Camlann:

"Thus did the year of blood draw to its close. The Dûrlingar held their coastal stronghold, the Britons held the road and the interior. Neither had won decisively, yet neither had lost all. It was a settlement born of exhaustion and autumn's rain—a peace that both sides knew would last only until the hawthorn bloomed white again."

The Chronicler's Reflection

I chose to end the first round of this campaign at this point, primarily because I lacked Dark Age fortifications in my collection—a siege would require resources I did not possess. Therefore, like Hengst himself, a seasonal break suited my circumstances admirably.

Coincidentally, this conclusion produced a strategic landscape remarkably similar to the historical Jutish settlements in post-Roman Britain: a foreign force established in coastal strongholds, the British controlling the interior, and both sides gathering strength for the next round of conflict when spring returned.

Jutes in Post-Roman Britain
The Jutes' holdings in post-Roman Britain. 


From Brother Aldhelm's final entry for the year 495:

"The leaves fall, the fires are banked, and warriors on both sides return to their halls. But swords are not yet beaten into ploughshares, nor spears into pruning hooks. When the spring comes, and the snow melts from the hills, the war will wake again. Until then, we wait, and we watch, and we pray."

The campaign continues...



Saturday, 3 January 2026

Workbench 2026


Workbench Picture

As we turn the page on another year of gaming, it's time for my annual look back at what's been happening on the tabletop here at Anglian Wargaming HQ.

Looking Back at 2025

2025 turned out to be a pretty productive year, even if I didn't manage quite as many games as I'd hoped. I wrapped up two campaigns that had been running for a while: the pulp adventure 'Tomb of the Serpent' using Pulp Alley, and 'DNA', a superhero romp played with SuperMission Force.

The real star of the year, though, was Midgard. This sandbox game arrived late in 2024, but didn't make it to my table until March. Since then, it's dominated my gaming time and sparked my largest 28mm painting project in years. I've run several Dark Ages games with these rules now, and I'm currently deep into my first Midgard campaign: Mystic Britain. This pits Arthur's Britain against the Durlingar dwarves and their allies. The campaign should reach its climax early in 2026, though after the evil dwarves' latest victory, the outcome is far from certain!




The other campaign I started in 2025 was 'The Spectacular Adventures of the Leopard', set during the English Civil War in the West Country. This follows Edward Clement and his band of followers as they battle against the Preacher and his Parliamentary Forces. I'm using the ever-versatile Pulp Alley rules for this one, with the campaign plotted using a simple Snakes and Ladders board game.

What's Coming in 2026

I've got two new campaigns lined up for the year ahead.

First up is a 'steampunk' superhero campaign in which the Keepers of the Hidden Ways take on the Charnel Society in their inaugural adventure. I've been having great fun developing this alternative London, complete with a female Sherlock Holmes and her colleagues with their supernatural abilities. This will be a straightforward linear campaign with three or four scenarios making up a 'series'. The aim is to capture the feel of comic books, with new supervillain teams appearing in each chapter.

The second campaign is historical: Edward I's conquest of Wales, based on a Charles Grant 'programmed' reconnaissance campaign. Set in 1277, the English probe the Tywi Valley and meet resistance from the Welsh lords of Deheubarth. Historically, these events were a sideshow to Edward's main invasion in the north and led to the region's submission. I'm planning to use Baron's War 2nd Edition rules, with a spring start once 'Mystic Britain' campaigns wrap up. One thing I've learned is that I can only handle two concurrent campaigns – any more and I lose track of the narratives.


Projects and Ambitions

One disappointment in 2025 was not getting more historical simulations to the table, particularly following the refight of the Battle of Pynda using the Strength and Honour rules. These games need considerable research to do correctly, plus there's often significant modelling and painting involved. I plan to streamline this by focusing on 6mm or 10mm miniatures where my collection is strongest. Cynoscephalae is nearly ready for the table, and this time I'm going to experiment with different ancient rules to see how they handle these battles.

Looking further ahead, I'm working on a crusader army list and rules using the Midgard rules. With luck, I'll have something to share by year's end. I'm also converting my trial WoFun War of the Roses figures into a 10mm army, though I'll squeeze in another quick game as the army comes together.

Two longer-term projects are still in the research phase. The first is a Kiss Me Hardy campaign based on the Jack Aubrey novels, though this depends on the new edition of those rules. The second is a Glorantha project based on the wonderful RuneQuest world. The idea is to follow a small group of characters through roleplaying, skirmish games, and finally as part of a unit in mass combat. Plenty of reading and testing ahead on both fronts!

The Blog and Beyond

The blog is starting to get some decent traffic, but I want to develop it further. I'm currently looking at sharing more scenarios and campaign logs. I also write a bit of background material for my games and would like to share my thoughts on wargaming mechanisms more generally. I'm not convinced the blog is the best format for all this material, so I'm exploring Substack as a way to complement the shorter content here. More on that later.

Here's to another year of dice rolling and tape measures!​​​​​​​​​​​​​​​​



Wednesday, 5 November 2025

Mystic Britain - Chronicles of Blood and Iron: Spring 495.

Mystic Britain is my current Midgard campaign set in Arthurian Britain in the late 5th century. The background to that campaign, including the main factions in this alternative history, can be found here.

From the Annals of Caer Sulis as recorded by Brother Ashelm

 "In the year of our Lord 495, in the season when the hawthorn blooms white as bone, the shadow of the Dûrlingar fell upon our land. Hengst the Grim had crossed the waters from Vectis with fire in his heart and slaughter in his wake. The fords would run red ere summer came, and many a mother's son would find his rest beneath the cold river stones."

Spring of Blood: The Campaign Begins


Mystic Britain stands as a land fractured by competing loyalties and shifting allegiances. The coming war will test whether Arthur can unite these diverse forces against the encroaching darkness of the Dûrlingar—those fell creatures who have replaced the Jutes in our history's unfolding. The outcome promises to reshape the destiny of this turbulent realm.

For my inaugural campaign, I've chosen to play through "Modred's Coming of Age," set in the fateful spring of 495 AD. The previous years had witnessed increased Dûrlingar activity along the southern coast, but spring brought something far more ominous. Hengst, chieftain of the dark dwarves, crossed from Vectis with his host and established a fortified camp at Noviomagus (Chichester).

Arthur's spies brought word swiftly, and the British king understood immediately—this would be no mere raid. The months that followed would determine who wore the crown and whether the Britons would survive as a people.


First Moves

The campaign opened with Hengst dispatching his sons, Oasric and Penda, to secure a crossing over the Avon. Their orders were clear: find a ford, hold it, and prepare the way for the primary host. There, they would rendezvous with the traitor Modred and his men to launch a coordinated assault on Arthur's stronghold at Aquae Sulis.

When word of Hengst's advance reached Arthur, he responded with characteristic decisiveness. He dispatched his most loyal lieutenant, Sagramoor, to harry the crossing and deny the enemy their bridgehead. The Battle of the Bloody Ford

From the Chronicle of Camlann

"At the Bloody Ford did Sagramoor stand, with water to his knees and resolve in his heart. The Dûrlingar came in their hundreds, axes gleaming like winter stars, and the river that ran clear at dawn ran crimson ere the sun reached noon."

The campaign's opening engagement proved cautious on both sides. Neither commander wished to commit—and potentially lose—his best troops so early in the fighting season. The headstrong Galahad chafed at this restraint, eager to carry the fight to the enemy. Sagramoor eventually placated him with a compromise: Galahad would lead his cavalry across the river with all speed to threaten the Dûrlingar left flank, a role the young warrior embraced with enthusiasm and no small skill.

The Lines Clash

The British advance proved ponderous, and both armies suffered from poor coordination as their battle lines fragmented in the ford's treacherous currents. When the Britons finally launched their assault across the river, they achieved initial success—but the Dûrlingar line held. Then the berserkers struck, their axes carving through the British ranks and driving the attackers back across the bloodied waters.

On the British right, Galahad's cavalry had pulled the Dûrlingar line dangerously out of position as it wheeled to face the mounted threat. Rather than charging home, Galahad's riders unleashed their javelins and retired, leaving frustration and gaps in the enemy formation. The engagement remained inconclusive.

Galahad Attacks


Galahad threatens the Dûrlingar lines. 


The Death of Morfans the Ugly

As combat raged along the entire front, the Dûrlingar hero Ulfharlar threw himself into the melee, bellowing a challenge to Morfans. The armies parted as if by mutual consent, and the two champions stood alone in the stream, sword and axe at ready.

What followed was brutal and swift. Morfans charged with characteristic aggression, but Ulfharlar stood planted like an oak in the river's current. As the Briton champion Pellinor leapt to deliver his blow, the dwarf's axe found its mark in his opponent's side. The fight ended almost before it began. The Dûrlingar roared their approval and surged forward.

Morfans's death broke the spirit of the Britons around him. The Dûrlingar pushed them back across the river and gained a crucial flank overlap. The berserkers exacted a terrible toll on the British levies as the dwarven army surged forward. But on the right flank, fortune favoured the Britons. Galahad's cavalry continued to sow chaos without committing to melee, pinning the extreme left of the Dûrlingar line while British infantry closed on both front and flank. It became clear that this flank would soon collapse. The battle had become a race—victory would go to whichever side could break the opposing flank first.

After the Battle

A cautious engagement where both commanders held back their elite forces, unwilling to risk them so early in the campaign. The heroes showed less restraint, throwing themselves into desperate melees. Morfans paid the ultimate price—the only fatality among the champions. The battle also demonstrated the importance of Romano-British cavalry, a tactical advantage Hengst and his sons would need to counter in battles to come.

The Battle of Two Fords 

From the Annals of Caer Sulis:

"Twice did the rivers drink deep of Dûrlingar blood, and twice did brave Sagramoor harry them south. Yet pride oft goes before the fall, and the ravens whispered warnings that went unheeded."


Following his victory at the Bloody Ford, Sagramoor pursued the retreating Dûrlingar southward. Osric realised his surprise attack had failed utterly. To advance further, he would need reinforcements. He dispatched his brother Penda with the wounded back to their father's camp while he prepared to buy time by holding the Fords of Arun.

Soon, Sagramoor's battle lines emerged from the northern hills and woodlands.

Sagramoor had gained a powerful ally—Merlin himself had joined his retinue. The wizard proved cautious, warning that the ravens showed unfavourable omens until noon. But Sagramoor needed to maintain pressure on the retreating enemy. He ordered his army forward despite Merlin's warnings, placing his elite household troops, the comitatus, at the vanguard to storm both fords simultaneously.

Fortune smiled on the Britons, aided by Osric's poor tactical decisions. Still intent on preserving his best troops, the dwarf commander deployed his warbands in mixed bow-and-spear formations, hoping to blunt the British attack before committing his elite housecarls. The strategy failed spectacularly. The narrow chokepoints of the fords prevented Osric from correcting his deployment error once battle was joined.

The Dûrlingar warriors proved no match for the British comitatus. They were pushed back into their own housecarls, creating chaos in the dwarven ranks. The Dûrlingar line held briefly, but the warrior formations began to crumble under the relentless British advance. So, on both fronts, the defences collapsed almost simultaneously as British reserves moved forward to support the assault.

The Lines Clash

The Dûrlingar Warriors are no match for the Briton Elites

The Challenge

In desperation, Ulfharlar challenged a British champion to single combat, hoping to buy time for a retreat. His challenge was accepted, but this tim,e luck abandoned the dwarf hero. He fell into the blood-red river, adding his own lifeblood to the waters.

Osric, recognising that both fording points were lost beyond recovery, ordered a withdrawal. Rather than retreating directly to his father's main camp, he chose to follow the old Roman road to the coastal town, hoping to regroup and receive reinforcements there.

The Battle of the Old Road


Sagramoor, flush with victory, decided not to wait for support. He occupied the hills beyond the coast, positioning his army to block any Dûrlingar movement inland. Here he would await reinforcements before launching his final assault. But in this decision, he surrendered the initiative.

Osric, now reinforced by the young pretender Modred—Arthur's cousin and, to many, the rightful king—prepared to counterattack. Modred brought cavalry with him, providing the scouting and flank protection the Dûrlingar desperately needed. More ominously, Osric had gained supernatural aid: ancient, unknown warriors from ages past, ghostly shapes filled with relentless hunger for destruction. These undead would lead the assault.

From Brother Aldhelm's Chronicle:

"On that day, God and fortune both turned their faces from the righteous. The dead walked, and the living fell before them like wheat before the scythe. Even brave Galahad, unhorsed and with his standard in the dust, could not turn the tide. Sagramoor learned that victory's sister is often defeated, and they are twins who walk hand in hand."

Some days, luck simply abandons you. The gods turn away, and Lady Fortune shows her cruel face. This was such a day for Sagramoor.

As the undead crashed into the British lines, his men seemed to lose all will to fight. Shockingly poor fortune drove them backwards onto their supporting ranks. With limited room to manoeuvre between the hills, the Britons found themselves trapped and unable to seize the initiative. Slowly but inexorably, they were pushed back off the right-hand hill where their main force crumbled.

The Undead enter the Campaign
Death Arrives Causing Panic Amongst the Britons


In desperation, Galahad led his cavalry in a crushing charge against the Dûrlingar right wing, driving them back. For a moment, it seemed the tide might turn. But then disaster struck—Galahad was unhorsed, his standard falling to the ground. With that sight, British morale shattered completely.

The day was lost. All that remained was to extract the surviving forces and regroup. As June passed into the hot summer months, the Dûrlinga once again held the initiative.

Observations from the Spring Campaign


These three battles revealed important tactical lessons:

The first engagement demonstrated the crucial value of light cavalry. Galahad's horsemen crossed the ford before the battle lines closed, becoming a constant thorn in the Dûrlingar flank—threatening, harrying, disrupting—without ever committing to decisive combat.

The second battle exposed the dangers of poor deployment. Osric's mixed formations failed to achieve their intended purpose, and the confined battlespace prevented him from adjusting his strategy once combat began. The engagement was lost before it truly started.

The third battle proved that even a strong position and a winning streak guarantee nothing. Luck can be a faithless mistress. Perhaps Sagramoor should have had a contingency plan, but the day simply belonged to the Dûrlingar—they owned the dice godsfavour or completely.

One observation applies to all three spring battles: the campaign system encouraged commanders to carefully husband their elite and limited forces. The fact that Osric lost a unit of housecarls and a berserker band at the Bloody Ford may have unconsciously influenced his overly cautious deployment at Rwo Fords.

From the Chronicle of Camlann:

"Thus passed the spring of blood, and summer came with its heat and its harvest of sorrow. The Dûrlingar, emboldened by their victory at the Old Road, marched up the ancient Roman way toward Arthur's very capital. The true test was yet to come."

Now the summer season has begun, and the Dûrlingar once again hold the initiative, marching up the old Roman road toward Arthur's capital at Aquae Sulis. The fate of Britain hangs in the balance.

The chronicler's ink runs dry here, but the war continues. More tales of blood and valour await the telling… here


Saturday, 12 July 2025

Mystic Britain: Chronicles of Blood and Iron:


In November 2024, James Morris unveiled Midgard Heroic Battles, a game that merges historical and fantasy battles featuring iconic heroes and leaders. This exciting release has sparked inspiration for my Mystic Britain campaign, set in a dark age Arthurian world infused with intriguing fantasy twists.

As we look ahead, the stage is set for a gripping saga that unfolds in the fifth century. The narrative begins with dark dwarves known as the Dûrlingar, who replace the historical Jutes. These exiles arrived from the North on iron ships, landing on Thanet Island. With their fearless leaders, Hengst and Horsa, they embarked on a campaign to conquer Kent and Southern England.

The Timeline

The timeline unfolds in five captivating phases or campaigns, each based on my original concepts that intertwine 'historical' events and elements inspired by Bernard Cornwell's Winter King trilogy.

Decade of Conquest

In the initial phase, spanning from the 449s to the 50s, the Decade of Conquests began as Hengst and Horsa forged an alliance with an enigmatic group known as the Witches of Tenet (Drýgmál). However, anticipation builds as Horsa meets a tragic fate at Aylesford, his death trailing whispers of betrayal during negotiations with Briton warbands. This pivotal moment will shape Hengst's resolve to lead their warbands in a quest to subjugate the native populations, setting the stage for the Age of Arthur.

Hengst and his Sons
Hengst and his Sons land at Chichester. Spot the family resemblance. Figures painted by Matt Slade


The Last Roman

In the following years, from the 460s to the 70s, the 'last Roman' Ambrosius leads a counterattack. This last representative of the Roman government rallied the Britons alongside the Western Tribes and launched a series of decisive attacks along the Thames valley. The alliance succeeded in halting the Dûrlingar's advance and establishing Ambrosius as the first Dux Britannorum.

Arthur

As we move into the years 475 to 85, the young Arthur is poised to become a centrepiece of our epic tale. Following the mysterious disappearance of Ambrosius during a campaign against the Picts, the Britons declared Arthur the guardian of Ambrosius's young son, Modred. Tension will rise as the Dûrlingar are defeated at Mont Bandon, yet they continue to gain strength in the east and along the southern coast. Arthur embarks on the ambitious project of founding New Avalon and harnessing the tribal structures to forge a New Rome.

Modred - Comes of Age

From 486 to 93, Modred comes of age and challenges Arthur to his claim to the throne. Anticipation builds as Modred allies with the Dûrlingar, launching an invasion from their stronghold on Vectis into modern Hampshire, marking the beginning of my first campaign.

Arthur and his Command
Arthur and his Inner Circle on the Eve of Hengst's Invasion

The Faction of Mystic Britain

At this stage, many factions remain underdeveloped, but the foundations are laid for a rich tapestry of alliances and rivalries. Among those involved will be:

The Britons, heirs to the Romano-British civilisation, whose unity is fragile as they rally behind Arthur's banner but grapple with their tribal ambitions.

The Western Tribes, who remain fiercely traditional and cautious about Arthur's growing influence, yet join forces to safeguard their lands and their mystic culture.

Mordred's followers, who have chosen to ally with the Dûrlingar in a bid to reclaim his throne, are anticipating the ramifications of such a duplicitous alliance.

The Dûrlingar, a formidable race of dark dwarves, led by Hengst and the influential Oiscingas dynasty, now dominate much of southern and eastern England.

The Witches of Tenet (Drýgmál), whose ancient coven wields powerful sorcery, are poised to influence the tides of conflict with their mysterious abilities.

Picts of the North, whose ambitions for land in the North could bring them into the fray.

The Druids, who possess ancient magic and serve as guides and healers, stay ever present in the shadows. However, they look to regain their rightful place amongst the tribes of Britain.

The Shadows Whisperers are rumoured to be otherworldly entities living in the West, perhaps remnants of exiled tribes or mythical beings, adding layers of intrigue to the unfolding saga.

The Saxons, though less dominant than the Dûrlingar, still play a role in the conflict, either seeking personal gain or offering their services as mercenaries to the dwarves and Britons.

Whats Next

Mystic Britain is set to be a land rife with fractured loyalties and shifting allegiances, creating an anticipatory atmosphere as the factions pursue their visions of survival and domination. The unfolding war will hinge on whether Arthur can unite these diverse forces against the encroaching shadow of the Dûrlingar, with the outcome promising to reshape the future of this turbulent land.

For my first campaign, I have decided to play. Modred's 'Coming of Age' is set in the spring of 495 AD. The previous years had seen increased activity along the southern coast, and in the spring of 495, Hengst, with his army, crossed from Ynys Weith/Vectis and set up camp at Noviomagnus (Chichester). Observed by Artus spies, the British king knew the next few months would be more than just another raid but a fight for his crown and the fate of the Britons.

First Moves
The campaign opens when Hengst dispatches his sons, Osric and Penda, to find a crossing over the Avon and secure the bridging point for the main host. Here, he would meet with Modred and his men to start an attack on Arthur's stronghold at Aquae Sulis. 

Once Arthur obtained news of Hengst's advance, he dispatched his loyal lieutenant, the Moor, Sagramoor, to harry the crossing. 

To follow the campaign press here.












Sunday, 16 March 2025

Midgard - An Introduction.

Midgard: Heroic Battles was launched in November 2023. Written by James Morris (Mogsymakes) and published by the Too Fat Lardies’ Reisswitz Press, it is a historical fantasy game for the age of heroes. Like most Lardies games, it is designed for a fun gaming session rather than competitions and is centred on leadership. It immediately gained a following, the Facebook group 2.6k (February 2025) and was voted the best new game of 2024 by Wargames Illustrated.


I watched and participated in the game at several wargame shows, so I was captivated before its release. Aside from the appeal of the rules, I also had a pile of figures that could be used for the games, ranging from Trojan War to High Elves. Some resided in a pile of lead, while others only required rebasing.

The Rules


The Midgard rules are a sandbox rule set where a unit or hero's essential attributes, attack, armour stamina, etc., are modified by traits to provide greater depth. This mechanism is not new, Fantastic Battles uses the same process. The average game, about 300 points, will involve 10 to 12 units and 3-4 heroes. The typical unit in 28mm will be eight figures so the army in size is similar to the Lion Rampart family of games.

Reputation 

The morale of the army is measured by its reputation. Each army starts with a reputation score, but this fluctuates during the battle, mainly due to the heroes' actions. For example, a hero throwing himself into a charge will earn a reputation, while if a hero abandons a unit while in combat, the army will lose reputation points. As the battle intensifies, units will lose stamina, making them more difficult to command, and finally, they will rout with the loss of those valuable reputation points. This system means no figure removal, which makes conversion from other systems easy.

Basing and Spear Throws

The suggested basing is 120mm wide, with the base depth primarily left to the model's needs. Other widths can be adapted for smaller scales and to accommodate already-based models. However, the basing has to be consistent, and the width (120mm) is used for measuring movement and shooting distances; i.e. 'On Spear Throw (ST)' = 120mm or the width of the base. Therefore, if a small base size is adopted, the ST gets reduced.


Mighty Deeds

The core of the rules, and what makes it unique, is the impact of heroes, including gods, sorcerers, priests and holy men, on the battle. There are four levels of heroes, and the hero's level is linked to their ability to perform mighty deeds. Mighty deeds are spent to boost morale at times of need, increase the fighting prowess of the units or activate some unique ability. However, these gifts come at a cost, and the casualty rate amongst heroes is high compared to other games, especially as rival heroes are prone to issue challenges to single combat.


Scenarios and Army Lists

The rules come with five scenarios and twelve army lists, including Greeks and Trojans, Arthurian Romans and Saxons, Dwarfs and Elves, as well as the armies of Thor and Loki. A points system is available to create your own armies, and a fan-designed force builder helps in this process. There is no campaign system, but one is currently being played and tested, so hopefully, there will not be an extended wait.
One last comment on this brief introduction to Midgard is the production quality, artwork, and clarity of writing are the best I have seen. 

Battle of Fenley Lay


I have played Midgard at shows, but I used basic set-up for my first home battle. I opted for the first scenario, ‘The Battle,’ a head-to-head struggle across an open battlefield. I chose a classic fight between Vikings and Saxons—a simple infantry clash with no magic or monstrosities. 

The Viking hero opened the fight by challenging any Saxon champion to face him in single combat. An offer the Saxons, who had planned a defensive strategy, refused with the resulting loss in reputation. The first phase of the battle was all about the Vikings. Moving quickly forward, they charged the Saxon line. Consequently, the Viking reputation grew rapidly as the Saxons began to struggle. 
The battle now became one of push-and-pull between the two shield walls. The Vikings had the advantage of better troops, while the Saxons' greater numbers allowed them to fight in depth while trying to put pressure on the Vikings’ right flank.

Battle of Fenley Lay - The Saxon ShieldwallBattle of Fenley Lay - Viking Shieldwall
The Saxon (Right) and the Viking (Left) shieldwall at the Battle of Fenley Lay

The shieldwall fractured several places as the battle progressed, and the field was now littered with individual combats. The reputation of both sides began to leak away, and stamina and men were lost. Finally, the Saxon flanks attack began to gain some success against the more vulnerable Bondi, who started to flee the battlefield, and the Vikings lost their last reputation point. The ended with the Viking leader, Ivar the Boneless, still standing proud amongst his hirdmen, surrounded by a pile of Saxon bodies, although the day was lost for him.

Battle of Blood Ford


In my second test game, I introduced some terrain. The most important feature was a river running the table length with a wide Ford in its centre. To the flanks were some woods and broken ground. With their superior troops, this narrow frontage should favour the Vikings, but the Saxons had stolen a march of their enemies and were closer to the river and its Ford. So, the Saxons made a rapid advance to control the Ford. After an inconclusive duel between Ubba and the Saxon, Oswald of Theadford, the Saxons rushed across the river, hitting the Viking shieldwall and pushing it back along its length.
However, the Saxon joy was short-lived. While the Saxons continued to win in the centre, the flanks started to full back under Viking pressure.

Saxon Charge Across ther Ford
The Initial Saxon Surge Across the Ford.

The battle swayed back and forth across the river, and the shield wall fractured into several smaller melees. As the Viking warband made ground on the flanks. Ubba was out for revenge following his earlier inconclusive duel. His household warriors cut through the Saxon left, leading their leader XX to be the fodder for the crows and the wolves.  Alfheah, the Saxon commander, and his warband broke through the centres, leaving a mass of bodies that they left in their wake, which included the Viking leader, Ivar the Boneless. The Alfhead's victorious Saxon attacked the Viking left flank, which collapsed as the raiders decided they had enough. A rare victory, if bloody, for the Saxons.


Some Closing Thoughts.


The game is excellent; it looks good, and I felt it captures the look and feel of the conflicts of the Early Middle Ages. Strategy is rudimentary due to the era's limited command and control capabilities. However, the game is designed as a sandbox game, so it can be adapted for many historical and fantasy genres. Lists, for example, are available for the War of the Roses. I have also seen debates on its unsuitability for the Italian Wars at the end of the fifteenth century. It is best not to approach Midgard in purely linear terms. Midgard is best suited when men led their own band of followers before the rise of the national state. Technologically, when gunpowder becomes a dominant force, and the opportunities for historic deeds are diminished, it also acts as a limiter. Therefore, while the rules may lose their ‘feel’ from the fifteenth century in Europe, they could be used for the Sengoku period in sixteenth-century Japan. 

Midgard also looks great on the table, so it's game to get those banners and standards out as they lead units and cluster around the army's heroes. I plan to try the rules with some 10mm armies, so I hope Midgard's appeal continues. 

Last, what is Midgard’s USP (Unique Selling Point)? Several fantastic sandbox systems are in the market, including Fantastic Battles, Lion/Dragon Rampart, and the DBA family. All have appeal, but Midgard places the heroes in the centre of the action, but here are no superheroes in these games; heroes will die. However, it’s through them that the game narrative is created, and in my opinion, what makes Midgard unique.

For me, the next stop is introducing some magic and the massive creatures of myth and legend and resurrecting my pile of lead and plastics to get more Midgard armies on the table. 



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