Dark Ages

This is a mini campaign we ran over 2 nights in march 17. I have happily stolen the idea from the excellent Lunacy and whimsey blogspot http://kreoseus.blogspot.co.uk/2014/08/battle-of-neapolis-pyrrhic-campaign-game.html

The champion combat rules were pinched from the free shieldwall rules from Legio wargames


As this set of rules only requires a 6×4 table and we have a 6×8 I allowed the armies considerable licence on their deployment.I also fiddled with the army lists and added the shieldwall rule which isn’t in the new version of Basic Impetus 2.

The various tabletop maps were generic rolling hills and woods with the occasional stream- occupation of a village would give a free vp point.I haven’t included the maps.


If its Tuesday this must be Mercia

The Great Heathen Army AD 865-878

10 turns, attacker must move 6 spaces in 10 games,

Suffolk > York > North Mercia > March > South Mercia > Downlands > Wessex

The Danes begin the campaign in control of Suffolk. Their objective is to win a victory in Wessex within ten turns at which point the Anglo Saxons will come to terms and the Danes will have won the campaign.
all their commanders are killed or the Danes fail to reach Wessex within ten turns they will have lost the campaign. If the Saxons lose Alfred they lose.

Campaign Turns
A campaign turn consists of fighting a battle:
• If
the Danes win a Major Victory they can advance two stages towards Wessex.
• If
the Danes win a Minor Victory they advance one stage towards Wessex.
• If
the Saxons win a Minor Victory or if there is a draw there is no change to the map.

If the Saxons win a Major Victory , the Danes retreat 1 stage.

To claim a Major Victory a player must have break the enemy while at half or less ( rounded up) of their army break point at the end of the game.

Death of Commanders
a command element is routed the commander is killed.

If all commanders have been killed the campaign is lost.

Army Sizes
Armies are chosen afresh before each battle.

The campaign is not concerned with losses and recovery.

However, if a player loses a unit then he will have to roll on the following table before the next battle.

Roll one dice per unit

1-2 the unit does not muster for this battle.

3-4 the unit arrives in a weakened state

5-6 the unit musters at full strength

+1 victory in previous battle

+1 Generals unit

(A unit in a weakened state has its starting VBU at minus 1 , this does not effect its Impetus bonus)

The campaign lasts until any of the following occurs:
• All one sides commanders are killed in battle.
• The Danes successfully enter Wessex.
• At the end of ten turns.



Commanders in order and their initiative die roll modifiers.


+0 initiatve +2 VP

A decisive leader Ivar rolls 3 dice for initiative and choses 2

Ivars champion


A legendary warrior


+0 initiative +0 VP

Force the opponent to reroll one cohesion test

Burghreds champion


a keen ex monk


+2 initiative +1 VP

Aggressive-Halfdan can deploy 4H from the enemy

Halfdans champion


Rolls 2 dice in missile combat


+1 initiative +1 vp

Aethelred allows a unit to reorder and charge in the same turn

Aethelreds champion


Asser has a legendary sword


+1 initiative +0 VP

An inspiring leader -Ubba allows a unit no longer fresh to charge with its original impetus bonus

Ubbas champion


Leif always accepts a challenge


+2 initiative +2 VP

Allows a unit to have +2 in a cohesion test after a melee.Declare before the test.

Alfreds champion


Legendary warrior with a legendary sword

Danish       Saxon

Ivar             Burghred

Halfdan       Aethelred

Ubba          Alfred

Challenges to Single Combat

The armys leader stand may issue challenges to single combat at any time in its activation if it is within bow range of the opposing leader stand and both are unengaged.

If the Challenge is not accepted, the leader who refused the challenge must roll a D6 with the following result:

1-3 He loses the respect of his troops and therefore looses 1 VP

4-5 A champion (see below) accepts the challenge without authorisation.

6 His contingent is unimpressed by the challenge and ignores it.

Challenges may be issued every turn but only one combat may be fought.

Single Combat.

A leader may appoint a Champion to fight in his place, even if he himself issued the challenge.

This may be a Heroic Champion, if one is attached to his contingent, or simply one of his braver men.

If the Challenge is accepted the following procedures take place immediately:

1. Place single figures representing the Leader or Champion, at javelin range from each other, half way between the two armies.

2. Simultaneously exchange missiles- Roll a D6, 6 = Hit

3. Close to contact and simultaneously engage with spears or swords – 5-6 = Hit,

+1 if Heroic Champion,+1 if Special Weapon, -1 if wounded.

4. Continue to fight simultaneously for another round. – 4-6 = Hit,

+1 if Heroic Champion, +1 if Special Weapon, -1 if wounded.

5. Fight a final round as above.

If this does not produce a result both fighters withdraw with honour satisfied.

Each Hit causes a wound. A wound reduces the ability to fight next time by 1.

A second wound kills a champion (the third kills a Heroic Champion).

It is quite possible for fighters to die simultaneously.

A leader, who wins personal combat, increases his VPs by 2 and causes -2 VP on the opposing army..

If a leader is killed the next most senior man takes over .

If a surviving leader sustained a wound there is no effect on him.

If a champion wins, there is no increase of VPs but the enemy receive -2 VP


Alfred surrounded and about to burn his cakes


Shaun very happy that his Danes won. Pity us.

great heathen army list march 17