Author Archive
SAGA Rules

The Strife of Einar and Raedwald
See the images from the battles here.
Listen, Mead Drinkers!
Einar’s Vikings and Redwaeld’s Anglo-Danes enaged in heroic clash of arms upon this Marching Season. Einar’s Northmen set out upon a Strandhogg riding the frothing waves from the North to wreak ruin upon the English.
Scenario 1
The Anglo-Danes meet them at the Ford and Bridge forming the only river crossing on their route. Clash of Shieldwalls and flight of arrows. Einar strikes Redwaeld down as his Ceorls are put to flight by the Hirdmen. In the confusion a wounded Raedwald is rescued by his Levies who had been safely hiding in the woods and Intimidating the Bondi into forming a static shieldwall. The Berserkers hold the Ford against the Huscarles crossing. Victory to the Vikings.

Scenario 2
The Sacred Ground. Two sites of Standing Stones flank a High Hill overlooking the fertile valleys of the Anglo-Dane’s Homeland. Whomsoever can take this Ground and Hold it shall hold the advantage in the forthcoming strife. The rich Church and the small Hamlet in the valley below would be at the mercy of the Northmen should they prove victorious in this battle.
Einar’s men held the advantage from the first meeting and charged straight to the High Ground. Breathless and exhausted at the summit they were roused to war again by Einar’s stirring words and boasts (discarding the fatigue through the use of a Saga die). The Anglo-Danes advanced tentatively towards the hill supported by sling fire from the levies. The Bondi entered the Stone Circle to their left flank whilst the Berserkers advanced to that occupied by the English to their right.
The Hirdmen once again stirred by Einar’s example threw themselves down the hill to smash the Huscarles facing them. They defended their liege lord here to the last man suffering repeated attacks and volleys of slingshot. The Bondi moved to support them on the High Ground above but were driven off by the Ceorls. The Berserkers were picked off in the open ground (having been Intimidated) by archers in the Stone Circle whom they then drove off in revenge.
In the confusion Einar was left alone at the foot of the hill having slaughtered all Redwaeld’s Huscarles but this was at the cost of all his own Hirdmen. The Bondi held the Stone Circle to his left and one Berserker survived in that to his right. Behind him the Ceorls held the High Ground but they were fatigued and distracted by the weakened Bondi and effort it took them to slay the Thralls who had foolishly come to close to their spears.
Once again Einar’s Vikings had proved the stronger and the path to Redwaeld’s Homeland lay open now. However the cost had been high and many strong warriors lay wounded or dead around the summit. Victory to the Vikings.
Next Scenario shall be Homeland when the wolves shall descend upon the lambs within the once peaceful Hamlet.
The Forces Available for Scenario 3
Veteran denotes single free activation once per game available. Number in parantheses denotes troops in unit available for next scenario.
| Warbands |
|
|
|
|
|
| Vikings |
|
|
| Unit Size |
Class |
Saga Dice |
| 1 |
Jarl |
2 |
| 4 Veteran |
Berserkers |
1 |
| 8 (5) |
Hirdmen |
1 |
| 8 |
Bondi |
1 |
| 8 |
Bondi |
1 |
| 6 |
Thralls |
0 |
| 6 |
Thralls |
0 |
| Total |
|
6 |
|
|
|
| Saxons |
(Anglo-Danes) |
| Unit Size |
Class |
Saga Dice |
| 1 |
Earl |
2 |
| 6 |
Thegns |
1 |
| 6 (5) |
Thegns |
1 |
| 8 |
Ceorls |
1 |
| 8 |
Ceorls |
1 |
| 6 |
Fyrd |
0 |
| 6 (5) |
Fyrd |
0 |
| Total |
|
6 |
Mansions of Madness

Mansions
Mike as the Evil Overlord tricked the fool hardy adventurers (Bruce, Phil, Andy and Darryl) into entering the Witch House at night.
The Hobo and the Professor (Bruce and Darryl) went right whilst the Private Investigator and the Scientist (Phil and Andy) went left and then followed the clues in order. Bruce and Phil vied with each other to see who could miss with the most shots or drop their weapon at the most awkward moments. The Professor wrestled any wounded Cultists or Hounds he came across to finish them off. The Scientist used her axe to good effect and put the clues together to solve the riddle of the adventure and learn that the players needed to destroy a Black Book should they find one. Rumours of a cocked dice are in no way to be believed.
Unfortunately it proved impossible to enter certain rooms without Nola’s Journal so some time was lost especially due to certain tenacious Cultists who just refused to die. Eventually however the adventurers made it to the Otherworld and raced out left and right again in search of the Book. The Scientist bravely opened the locked box in one room only to fall into a dimensional trap and die! Meanwhile the Professor and the Hobo chased away the Cultists using their Elder Sign and found the Book. With the remaining adventurers on the verge of insanity or death from from multiple wounds and with just one turn to go the learned Professor destroyed the Book and the heroes were saved. The Witch House was Haunted no more!

The troops arrayed for battle.
The Battle of Caer Guinnion
Mike and Andy’s Saxons took on Phil and Darryl’s Romano-British and Lothian force.
Arthurian British against the Saxons North of the Wall.
War of the Ring
Andy and Mike (Sauron and Saruman) beat Bruce and Phil by causing 12 CP with the Fellowship on the penultimate space in Mordor!
Congratulations on a clever victory!
Saga Dark Age Skirmish: The Battle for Ecclesia 486 AD
Saga Dark Age Skirmish: The Scenario
After Action Report with images from the battle.

The Village of Ecclesia
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A Scenario for Flashing Steel; Song of Blades and Heroes

It is Spring 1642, Civil War is brewing and the talk in London is all about rebellion and murder. The Queen plans to retreat to France and thence to the Hague to raise funds. Aware of her plots the rebellious parliamentarians have instructed the Earl of Stilton to capture her and hold her at a hunting lodge outside London. He has therefore slain her escort and is holding her captive awaiting further instructions.
A group Cavaliers carousing at a nearby Inn have received this shocking news. True Nobles and Gentleman all (well we don’t count Sir Richard’s servant Plank) they have ridden hard to her rescue. For the King! The Queen! They must rescue her and escort her safely to the Coast where her ship awaits!
The Campaign is based on that found in the Flashing Steel campaign book.
Outcome
Mike played as the dashing Cavaliers. Despite having all their horses shot out from under them charging over the bridge our heroes won the day and escorted the Queen to safety.

Sun of York
First St. Albans
Lancastrian Victory. A lengthy battle with both Lancastrian and one Yorkist leader injured. Margaret never turned up. The Yorkists struggled to find orders cards. All leaders survived and King Henry was happy.
Blore Heath
Yorkist victory. The Lancastrians struggled to get their troops onto the field of battle across a narrow bidge. The player forgot to play the Dudley card as a leader after drawing it. Going all out for victory in the centre he gambled on a quick victory. However battle field confusion, fatigue, the death of his single leader and then “a Warwick” put paid to that. The lack of orders cards and the requirement of two orders to bring troops into play wore the Lancastrians down. With just six cards in their draw pile remaining the Yorkists captured both left and right battles thus claiming victory. All leaders survived and Henry remained happy.

Wrath of Ashardalon
Elf Paladin and Human Cleric took on the Campaign.
First Clan: Kobolds; Just won with no surges left. Paladin level Two.
Second Clan: Duergar; Much better. No surges lost, both level Two and well equipped.
Third Clan: Orcs: Went pretty smoothly despite being chased by Traps. Upgraded equipment. Elf has +2 Sword, Amulet +1 AC, Bracers of Defence. Cleric has Elven Cloak (very useful), Throwing Shield, Vorpal Sword. Plus other minor items such as rings of shooting stars, potions and lucky amulets.
Fourth: Stables: Rage Drake. Went okay. Gained Staff of Command and Shield +2. Command and Cleric Blade spell really hurts these big monsters.
Fifth: Otuyhugh: Went so fast. Command and Cleric Blade spell really hurts these big monsters. His tentacles and lots of traps though did pose a challenge.
Sixth: Elite Regiment; Too easy as they all seemed to be out, but now we draw two encounter cards per turn when instructed.
Seventh: Gauth; That is always a tricky one with the Evil Eye, high AC and HP. With two encounters per turn and lots of monsters and traps running about the cleric was knocked unconscious by poison ray. Thus the Cleric had to use a Healing Surge after applying the poison damage and they and the Paladin slew Gauth.
Eight: With both short cut and guards bypassed boons the adventures start quicker. This time the heroes raced towards the chamber followed by a few monsters. The cleric found the chamber to find a Prison guard and two villagers. One of the villagers raced towards the exit only to be pounced on by a ferocious cave bear and killed. Only one villager remained. The Palasin dashed into the room and slew the cave bear and then used bravery to advance on the gibbering mouther thus saving the last villager. In time all the guards lay dead and the villager was rescued. Two encounters a turn is nasty but oddly the heroes did not cancel any, saving their cards just in case something devestating appeared. There seems to be no way of saving the villager from the cave bear unless you have the right item or power available.
Nine: Unknown Monster’s Lair. The Rage Drake; The two heroes advanced rapidly towards the chamber. This time the cleric disarmed the rolling ball trap. The Rage Drake and Phalargar’s Lair Event knocked the Paladin unconscious but the Cleric was able to kill the now enraged Drake on their turn using the Throwing Shield and a natural 20.
Ten: Treasure Chamber. The heroes stumbled upon the Treasure Chamber. However due to the Dragon’s Tribute card the chamber was bare with just three 100GP treasure piles. Ironically it turned out to be guarded by Asahardalon. The cleric’s Command spell moved Ashardalon onto a Blade Barrier and out of range of his breath attack. Both heroes were heavily wounded when they managed to kill the Dragon and collect enough treasure to exit. Having collected 1700GP on their way in through killing monsters before the environment card appeared it did not take long to collect the last remaining GP and race for the exit. Luckily the chamber was actually near to the exit, the map having curved round and they were both able to race off map without using any surges.
Eleven: The heroes now have almost every single useful treasure item and potion saved up ready to start the hunt for Ashardalon and the final battle. Also the boon cards which spped up the search. They made short work of the monsters and soon reached the chamber, though the Paladin had taken a fair bit of damage and used up a lot of healing powers and potions by then. Ashardalon’s lair was revealed and the heroes attacked. Having saved up all their xp they cancelled an annoying cave in and then a pit trap. The Kobold and the Legion Devils produced no real threat. Once again the Cleric used his Command power to move the Dragon onto the Blade Barrier and out of range of his breath attack. This allowed the two heroes to then slay the Dragon and complete the campaign.
Campaign Victory for the Cleric and the Paladin. A very powerful duo with lots of healing available and good AC. Not so sure it would be that easy with the weakling wizard or without the healing from the Cleric. Of all the powerful items the Elven Cloak seemed to help the most.

Solo play using two player set up. After repeated defeats solo I was able to heal the eagle using a two player set up. Legolas, Beravor, Denethor with Aragorn, Gloin, Eleanor.