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Wednesday, 17 December 2025

The Battle of Scrobbesburh: The rules

In the recent wargame I fought with Richard Watson, I used a set of rules that were heavily based on Donald Featherstone's Ancient rules.


FEATHERSTONE-STYLE VIKING & ANGLO-SAXON WARGAME RULES

1. SCALES AND UNITS

  •  Ground scale: 1" = 20 yards.
  • Time scale: 1 turn = 5 to10 minutes.
  • Units:
    • Huscarls: 12 to 16 figures.
    • Fyrd/Bondi: 16 to 20 figures.
    • Archers: 8 to12 figures.
    • Skirmishers: 6 to 8 figures.

2. TURN SEQUENCE

  1. Movement.
  2. Missile Fire.
  3. Melee (Both sides take part).
  4. Morale.
  5. Repeat for other side.

3. MOVEMENT

  •  Armoured Infantry: 4”.
  • Shieldwall Infantry: 3" (Cannot charge).
  • Unarmoured Infantry: 6".
  • Archers/Skirmishers: 8".
  • Cavalry: 10".
  • Routing units: 10”.
  • Charge: +2” (Must roll 3 or more on a D6).

4. MISSILE FIRE

  • 1D6 per 2 firing figures.
  • Archery Short Range (6”): Score of 5 or 6 hits.
  • Archery Long Range (12”): Score of 6 hits.
  • Spear (3”): Score of 6 hits.
  • -1 against shieldwall.
  • 1 hit removes 1 figure.

5. MELEE

  • 1D6 per 3 figures.
  • Modifiers:
    • +2 Huscarls.
    • +1 Shieldwall (in defence).
    • +1 Charge.
    • +1 Uphill.
    • +2 Flank/Rear.
    • -1 Disordered.
  • Score of 5 or 6 hits.
  • Every 2 hits = 1 casualty.
  • Loser tests morale.

6. SHIELDWALL RULES

  • Movement: 3".
  • +1 defence.
  • Missile fire against it: -1.
  • Breaks if flanked, loses melee, or takes 25% casualties.

7. MORALE

  • Test when losing melee, taking losses, or seeing routs.
  • Rolls 2D6 + modifiers:
    • +2 Huscarls.
    • +1 Leader within 6”.
    • +1 In shieldwall.
    • -1 Fyrd.
    • -1 At half strength.
  • Results:
    • Score is 10+: No effect.
    • Score is 7 to 9: Unit cannot move next turn.
    • Score is 6 or less: Unit routs and leaves the battlefield at 10” per turn.
  • Rallying: Leader must join the unit and rolls 2D6.
    • Results:
    • Score is 8 or more: Unit rallies but cannot move next turn.
    • Score is 7 or less: Unit cannot be rallied and continues to rout.

8. LEADERS

  • +1 morale within 6"
  • +1 melee if attached.
  • Risk if unit loses melee by 3 hits. Rolls a D6:
  • Results:
    • Score is 1: Slain.
    • Score is 2: Wounded and loses all bonuses.
    • Score is 3 or more: Unharmed.

9. TERRAIN

  • Woods: most troops disordered.
  • Rough: -2" movement; no shieldwall can enter.
  • Hills: +1 to defenders.

10. OPTIONAL RULES

  • Berserkers:
    • Move 8".
    • +2 melee on first round.
    • Rout if they lose melee.
  • Fyrd:
    • Morale –1.
    • Need leader to charge.


It is worth noting that the battle was fought on a pair of Chessex Megamat 1" reversible blue-green squares vinyl mats. These measured 34½" x 48" and we set them up side-by-side, giving us a tabletop that was just under 6' x 4'. Using a grid meant that we didn't have to measure any distances during the game, which considerably speeded up play.

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