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

Saturday, 12 July 2025

Mystic Britannia Campaign


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 forge 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.












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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