Wargames Journal #1

Page 100

Scarborough on the 15th September. You have heard that the Saxons sent messengers to seek out Harold, but London is 200 miles away, and you do not expect him to reach you for some time. Of more immediate concern are Earl Morcar of Northumbria and Earl Edwin of Mercia, both efficient governors, competent leaders, and loyal to Harold. They mustered an army quickly, and marched to fight you on the 20th September at Fulford Gate on the coast. The Saxons charged your battle line like a wave in a storm and threatened to overwhelm it, but the Shieldwall held. Your huscarls and bondir fought back, trapping the centre of the Saxon army in marshy ground, killing one thousand men, while the rest of the Saxons broke and fled. Next you marched on York; the representatives of the city surrendered it to you and agreed to provide you with 100 important hostages. In return you agreed to leave York and not despoil it and arranged a meeting at Stamford Bridge on the River Derwent for the 25th September. You returned to Riccall with your army

in high spirits and posted scouts in the land around your camp. There are enough supplies on the boats and forage in the countryside to keep your men well fed for the next few days. On the 25th, you marched with two thirds of your army to Stamford Bridge, leaving the rest with one of your most trusted jarls, Eystein Orre, to guard the fleet. Many of your men have not bothered to wear armour, because the day is hot and you do not expect trouble. Your army is spread out and relaxed, and has camped on both sides of the Derwent. Suddenly you see an army approaching from Helmsley Gate on the road to York, Tostig tells you that somehow Harold must have force-marched from London and that you must retreat as quickly as possible. You reckon that if you do Harold will close on your flank, and that he might have sent a force to Kexby to block any retreat to Riccall. You have come to England to defeat Harold and claim the throne, not run away, but realise that you can choose your own ground on which to fight. SCENARIO SPECIAL RULES Game Length and Objectives: The game will last for six turns and both

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sides have the objective of breaking their opponents’ army; subtle stuff this Viking warfare you know! Unprepared Norse Warriors: The Norse at Stamford Bridge had little or no armour available due to the surprise arrival of the Saxons. At the start of the game roll 1D6 for each initial Viking unit, reduce the unit’s nominal saving throw by 1 if they roll a 1, 2 or 3 on the dice. Note that this rule does not apply to any Viking reinforcements that arrive from Riccall as these troops wore full armour. Defending Stamford: If Harald puts Ulfedhnar or Huscarls in the village, test against their Leadership. If the unit fails it must leave the village because it is cowardly not to meet your opponent in open battle! The River Derwent: The Derwent can only be crossed at the Bridge or the Ford.


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