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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.

10 comments:

  1. Thanks for sharing the rules BOB - is there a penalty for being disordered, or did I miss that?

    ReplyDelete
    Replies
    1. Maudlin Jack Tar,

      Cheers! There’s a -1 penalty in the Melee rules for being disordered.

      All the best,

      Bob

      Delete
  2. Thanks, Bob. Very ‘Featherstone-esque’ indeed!! If they gave you a good game, what more does anyone need?? The grid is an innovation for rules of that era…

    ReplyDelete
    Replies
    1. Martin S,

      They produced a fast paced game, that was very reminiscent of the games I fought in the 1960s … and the grid helped considerably as we didn’t needy to measure distances.

      All the best,

      Bob

      Delete
  3. Nice straightforward rules. We must use these when we have a game in 2026.

    ReplyDelete
    Replies
    1. Gary S,

      That’s a great idea, although they might need a little tweaking for Byzantines vs. Seljuks.

      All the best,

      Bob

      Delete
  4. Thank you for providing your rules. Looks like it should be playable with the rules listed. In the turn sequence do both sides fight melee? Like 2 units in melee, will they resolve battle twice in a turn; one with the first player and one with the second player?

    ReplyDelete
    Replies
    1. Roger,

      They were great rules for a wargame that needs to be fought within a limited amount of time.

      Melees are resolved when they take place, with both sides rolling dice to see if they inflict casualties. Therefore, two opposing units can fight a melee twice in the same turn. As a result, it can lead to a rather rapid destruction or routing of a unit.

      All the best,

      Bob

      Delete
  5. Nice little set of rules. Grids do make games quicker, cuts codon arguments as well.

    ReplyDelete
    Replies
    1. Mark Cordone,

      Cheers! The grid speeded up play as we didn’t have to measure anything … which helped move the game along as a cracking pace.

      All the best,

      Bob

      Delete

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