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Monday, 15 December 2025

Collaborative Campaign Year 8

 Year 8 of the Campaign (The Year of the Lizard) witnessed an assassination attempt in Zigura - poison had been secreted in the light lunch (22 courses) of King Xeroz, praised be his name. Agents of the King’s brother, Toshibbaz (who is thought to be hiding somewhere in Inconnu), have been blamed. Fortunately a diligent food-taster (RIP) got to the dish before the King of Kings did.

Picenia consolidated further its grip on Luss, however there has been another rebellion…

We go over to our regular Picenian correspondent, Mark Cordone, who provides the text and photographs.


Events in the North, year of the Lizard.

The previous year had seen an embassy from the new high king of the Thulians, Adawulf, to the Wend king Hedwyn.  Some years ago, A younger Hedwyn had gone north over the mountains to seek adventure, glory and wealth, the things he would need to build a following of his own.  While there he met Adawulf, A prominent Thulian warlord and took service with him.  They became fast friends and comrades in arms, and when Hedwyn departed for home they both made an oath that should either come to power there would be a place for the other in their realm, and should both be so blessed they would make an alliance and together conquer the world.

Now that the gods had so blessed both of them they fulfilled their oath.  Hadwyn offered his sister Ifeielda, who had recently come of age to Adawulf in marriage.  He put his first wife, who was barren, aside and married her.  At the wedding Rionach was revealed to be with child and the following spring she gave birth to a healthy baby boy they named Idamund.  To celebrate these happy events a major raid into Lussatia was planned, to be led by Adawulf's right hand man Annar called Ironhand.

The battle of Dunar
I used the Dominion of the Spear rules along with my initiative, events and new expendable units variants.


The raiders were composed of a loose alliance (designated A for their turns on the pics) of about 500 Luss, 200 of whom were cavalry and the rest unreliable warbands.  200 Wend cavalry and a sizable contingent of Thulians, 200 cavalry, 300 warriors, 300 unreliable warband and about 200 Ulfhednar, berserkers believed to be able to shape shift into wolves.
Their target was the town of Dunar, located near some ancient cyclopean ruins from which it got its name.  The ruins had become something of a tourist attraction since the Picenian conquest.  Nearby was an extensive villa and plantation owned by none other than senator Galenus, architect of the Picenian conquest.

Picenian agents among the Luss nobility learned of the coming raid and it's target and governor Auteus was able to take steps to counter it.  He ordered general Illius Ince, Legate of the sixth Legion to take his command to the town as quickly as possible and destroy the raiders.  By dint of several grueling forced marches he was able to win the race by about half a day, arriving with the 1st - 4th cohorts of 6th legion (1200 men in all), where he met up with the local limitari, 300 archers and 200 unreliable reserves which included all of his 100 cavalry.  He evacuated the villa and prepared to meet the raiders with the town forming the center of his line, occupied by the first cohort.  The second was in the right hand sector and his archers on the left.  The rest of his force in hand formed the reserve.  The reminder of sixth Legion was on the road and was expected by nightfall.



The raiders, led by the Thulian warlord Annar Ironhand, were surprised to find the enemy present in force and deployed for battle when they arrived.  Undeterred, Annar deployed his men as well.  The 300 Thulian warriors quickly occupied the villa while his Thulian horsemen took post in the center.  On the left the fearsome Ulfhednar began to work themselves up into a frenzy as the rest of the raiders formed a second line to act as the reserve.



It was just after noon on the 15th day of the sixth month of the year of the Lizard when the Ulfhednar surged forward to attack the Picenian archers.  The archers let several volleys of arrows fly, but to no effect.  As the screaming Northmen continued their charge the Bowman broke and fled and were pursued off of the field by the berserkers and slaughtered.  Their places taken by the Wend cavalry and 4th cohort. 

Meanwhile on the right the Thulian axemen and the second cohort began a melee that started tentatively as both sides felt each other out, then increased in intensity until both sides were completely spent.  As this was happening the Annar's cavalry quickly routed the exhausted men of the 4th cohort and then did the same to the limitari that replaced them in the battle line.  They then turned on the first cohort in the town, already engaged from the front, and attacked them from the flank.



This sparked an epic defensive stand as the outnumbered defenders held off the barbarian cavalry for several hours allowing the 3rd cohort to claim an even greater share of the glory.  They advanced on the defenders of the villa, routed them and captured it, then advanced to attack Annar's reserves in the rear.  (Since the villa was a strong point that offered defensive advantage and the unreliable Thulian warband failed to activate I decided to allow the Picenians to occupy it and have that flank forward). 






The Thulian warband fled, then the Luss warband was destroyed in turn.  As dusk was just beginning the brave defenders of the town were finally defeated.  Technically, this gave the allies the victory, but with the Picenian reinforcements set to arrive on their turn (the cavalry), I decided to call the game a draw, with the allies withdrawing in the growing twilight.


This was another close battle which featured some enjoyable swings in momentum and was a lot of fun to play.  I liked the way things went when I introduced the 3x3: element by allowing the Picenians to occupy the villa. The Dominion rules, as in 3x3 games, are actually area movement games and by allowing the advance I think I enhanced the narrative.

***

Thanks again to Mark for a splendid game report and some really nice pictures. 

19 comments:

  1. Great campaign - or really, this sort of thing ought to be a whole new war gaming genre: War Games Chronicles - a history of Interesting Times.
    Your King Xeroz sounds like one of those famous gastronomes of history, rather like a certain Caliph hight Suleiman, who died (of indigestion) in 717. The cause of his fatal malady? Probably the two baskets of eggs and figs (ingested alternately), or possibly the marrow and sugar that concluded this repast.

    Only two courses, but consider: a marathon is but one...
    Cheers,
    Ion

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    1. Thanks Ion. My fellow collaborators are penning some fabulous tales indeed. That's a great little story about the Caliph too!

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  3. Another nicely fought battle ⚔️⚔️ I suspect the Picenians will be keen to re-establish their power.
    As for things in Zigura, the royals are wont to squabble amongst themselves regarding the ultimate position of power. Let’s see how this turns out.
    Cheers,
    Geoff
    Ps/ edited by way of (no) thanks to auto-correct 😉

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    1. I'm thinking they are planning a punitive expedition into the mountains soon....

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    2. Geoff, cheers; sounds like there's more to come...

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  4. Great progress in the Year of the Lizard 🦖🐉, and a fine report on the Picenian clash with the raiders. Excellent stuff.
    Any chance of expanding on the ‘initiative, events and new expendable units’ rules tweaks please?

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    1. Thanks. I can post them here with your permission MJT. I like them as they are, they are simple and work for me but comments and suggestions by the readers of this fine blog would be most welcome.

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    2. Mark, please do.
      Martin, I agree, good stuff.

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  5. Great campaign and enjoyable to read. I really like the small but very effective setup.

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  6. Loving the 22 course lunch...so hard to work out where the poison is - is it in the raw Velotulo? The fresh Goonen berries? The Radagasta Cream? Great narrative developing here - also I am totally stealing 'Adawulf'.

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    1. Ha, ha. That's what those legions of food tasters are for!

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  7. Some alternative troop types for the Dominion series of rules sets.
    1) Terror Weapons/units: these tended to be one shot types of attacks that lacked long-term effectiveness in battle. They include but are not limited too scythed chariots, Berserkers, flaming pigs vs elephants and poison gas.
    These units cost one point and an army may only have one of them. They do not count towards the army's 6 unit maximum, so an army with one may have 7 units. They must be deployed in the front line and in combat fight as melee infantry hitting on a base roll of 4+. At the end of their first round of combat they are eliminated and can't be rallied regardless of the combat outcome.
    They disorder their opposing unit as follows: elite or armored/defence advantaged units lose that bonus. Regular units become unreliable and unreliable units are eliminated. This only lasts for that one round of combat.

    Mixed units: some units contained an even mixture of melee and missile troops, of were trained and equipped to be able to perform as both. They include but are not limited to Persian Immortals, some Byzantine cavalry, Chinese pole arm and crossbow units and mixed pike and shot units.
    Mixed units cost 1 point for unreliable units, 2 points for regulars, 3 for elite or armored and 4 for elite and armored. They fight as either the missile version of their type as desired by that player each round, but do net get nor are they effected by the match up bonus for that type of unit. (Example, mixed melee cavalry do not get the +1 bonus vs missile cavalry, and their opponents do not get that bonus if they are fighting as missile troops.)

    Comments, questions and suggestions are welcome.

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  8. Sorry for the delay.

    My optional initiative and events system for the Dominion series of rules, adapted from my 3x3 Portable Wargames variant.

    Determine the attacker and defender as per the rules with the attacker making the first move on turn one.. The first player on turn one will be the attacker for the events and the second the defender.

    Each turn roll 1d6 for each side, the high roll is the first player that turn. In case of a tie follow the same order as last turn and there is an event:
    1-1: Game ends after this turn due to bad weather or nightfall.
    2-2: Bad weather, 50% the first player or the second player loses their turn due to bad weather.
    3-3: fog of war: miscommunication or indecision results in the attacker losing their turn.
    4-4: fog of war: as 3-3 above but the defender.
    5-5: reinforcements: at the end of the attackers next turn they receive an additional unit to their reserve. The unit may be allied or of A type allowed to their army and can be seen approaching the field.
    6-6: reinforcements. As 5-5 but the defender.

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    1. Nice to have some random events throwing a spanner (wrench) in the works - thanks Mark

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    2. Handy extra twists there, Mark. Thanks for posting those 👍🏼.

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