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Anno Domini 633, October 12th.
In the north, near Caer Daun, 64 kilometres from Eoferwic
It's raining! Gods! The water is freezing and it's soaked my tunic. The ground has turned to mud, and the northern winds cut like cold steel.
I'm afraid, and it's not hard to notice it, but others are worse, some have even pissed themselves (I've held out so far). What am I even doing here? I should be at my farm, with my wife and children!
The hand holding my lance is shaking, and I'm shivering. I'm just a mouse in a time of titans. Woden, you know that I'm no warrior.
The man to my side nudges me, our lord has ordered us to advance two steps and present lances. Our lord is Osfrith, the son of the great king Eadwine of Deira. I can see him not far from here, moving between the men, dressed in mail to his heels and his steel helmet, from which falls his long and blonde hair, dirty and sweaty. His sword jingling, hanging from his belt, and an enormous shield jutting out at his back. He jokes, laughs, hits a man in the chest and asks another about his dog. Two of his bodyguards accompany him.
Osfrith reaches us, looks at us with his deep blue eyes. He's a boy, and I a man of thirty two winters, but I feel small at his side.
-"Ceowald!" He greets my neighbour, who lowers his head in respect. "Tell your wife that the child grows healthy and strong! My father is proud of you, there isn't a better midwife in all the
kingdom!"
-"Thank you, Aetheling."
-"Rejoice, man! This is a great day. Tonight we'll be getting drunk in the camp of our enemy" - he places his hand on the shoulder of Ceowald - "and you'll be able to return home and tell your ten small ones about how brave you were."
Osfrith continues his trip, and stops in front of me. His hand, gloved in hide, holds my chin, and turns my head to look me in the eyes.
-"Eappa" - he pronounces my name shrilly, he hates me, I know it, he wants my wife, but the law protects me and while I live he can't have her - "remember that you still owe me a cow. I'll only forgive you if you can kill 10 bastard welshmen today. I want you in the first line."
-"Aethel..." - the words catch in my mouth. He laughs, and he walks away from me. One of his men, a well built man with a full beard, takes me from my companions, and drags me, insensitive to my cries and begging, to the centre of the battlefield, where Osfrith's elite hold ranks. They're all men of war, with serious faces, fierce and brave, dressed in iron, armed with sword and lance. They're the bravest, those who face the worst of the battle.
My destiny, my Wyrd, is written.
Osfrith isn't a bad kid, but he's capricious, and noone can dissuade him when he gets an idea in his head. His father has spoiled him too much, nothing like his brother Eadfrith, the other son of the king Eadwine, straight and saintly like a christian priest, but merciless on the battlefield.
If only I had him as my lord, he only cares about his serfs for the due taxes, not interested by their wives, their children, or their cows.
equips them with the best weapons and conducts the riskiest operations. His father is proud of him, I can see it when he looks at him. And because the great king Eadwine loves war too.
Cyning Eadwine of Deira is more than a man, when you stand at his side, you don't feel small, like with his son, you feel like the luckiest person in the world, even if it's just to serve as a footstool for mounting his horse.
Eadwine is tall, despite the years weighing down upon him, lean like a staff pole, and his hair has barely grayed despite being near 50. Eadwine is the king of Bernaccia and Deira, the most powerful man of the Angle & Saxon Brittania...he is Brytenwalda.
In another time I knew him well, he and his sons, I was a priest of Woden and I gave counsel, and thanks to that I knew how to keep myself far from war.
Then, politics caused Eadwine to convert to Christianity, though his heart remained pagan, and I left his side.
He gave me a farm in the lands of his son Osfrith and made me his serf. I took a wife and I
dedicated myself to ploughing and bringing children into the world. Until today, when they claimed me in the levy to face the most important battle of our time.
I hear the horns and the sweat begins to bead on my forehead, while the first welshmen appear between the trees on a hill. Here comes Cadwallon ap Cadfan, the Brenin of Gwynedd, the High King of the Britons. I had hoped that our enemies would not accept the battle that day, but I was mistaken.
Gwynedd commands the best men of the welsh kingdom, hundreds of spears that hate us for stealing their lands, even though it happened hundreds of years before they were born.
If Eadwine is a titan, the best king that the Angles know, Cadwallon is his alter ego, a legend among his people, able to unite the welsh and drive them towards victory. Some say that he's a second Arthur, but I don't think that anyone had caused such a great loss to our people before.
Cadwallon, gods curse him, had killed more Angles than all the previous kings put together. Without him, Eadwine would have long since subjugated the lands of the north, and all these wars would have been finished. But Cadwallon and Eadwine are two suns who struggle to shine, two giants for whom the world is too small, and when they die, their war will continue in the Waelcyrge. But the men who say that are fools.
Together with Cadwallon comes Penda with his army, Cyning Penda with the Angles of The March, our brothers from the south who prefer to fight at the side of the welshmen, but to repay them like always we have tried to steal their livestock and their women.
They say that Penda is a rising star, that he'll never be as great as Eadwine or Cadwallon, but he'll survive when both stars go out.
I have never seen Penda, but I've heard things. They say that he's a born warrior, a man without scruples who desires to be Brytenwalda above all other things.
I have heard that he is a hard man, strong like a mule...and I have heard that his mother was a Briton and that he feels more Briton than Angle.
Now he comes at the head of his people to massacre us.
If only I had been born in another time, less overshadowed by the terror of weapons, where I could read books or sit around the hearth, listening to stories about an age of heroes, about how Eadwine and Cadwallon faced each other, near Caer Daun, in the Final Battle. But that's not how it is, and the horns sound out around me calling out to war.
There are some priests (Eadwine permits it, now that he's Christian) delivering blessings among the troops, who accept them with fervour, prepared to try to receive the blessings of the old gods just as
much as the new.
I have been chosen to live in the time of the sword.
Our enemies have formed ranks on the hill, their helmets shine, their shields have formed a wall, and they advance at the sound of the horns. Don't they doubt? Or fear? How can we defeat them? To our left, we hear the sound of Eadwine's horn, our king, and we see his standard move off with the cavalry towards the flank. Everything is being prepared. Chaos breaks out. The officers move between the men ordering the ranks, preparing the troops. Some of men are so afraid that they're stuck, paralysed with fear, and the officers hit them to snap them out of it. Those who try to flee are beaten.
-"We've come here for victory or death!" - shout the warlords - "If today we are defeated, tomorrow our women will lie with some filthy welshman or the bastard son of King Penda." - the officers are the backbone of the army of King Eadwine, without them everyone would have long since fled - "Hold tightly your shield and lance, and remember what you've been taught!"
I have the shield in front of me, crossed with that of one of the veterans, who doesn't seem very pleased to have me beside him.
-"If you screw up, I'll kill you, you bastard" he grunts, and with this I lose control of my bladder. Our lord, Osfrith, runs to the centre of the battlefield. He's taken off his helmet, his blonde hair free to the wind, so that we can all recognise him, and joins us in the middle of the battlefield. There, he joins with his most faithful men, men dressed in iron, with sword, lance and shield...true warriors. The son of the king jokes, perhaps hiding his own nervousness, and his veterans laugh.
“Brittania denique subito duabus gentibus transmarinis vehementer sævis, Scottorum a circio, Pictorum ab aquilone, multos stupet gemitque per annos.”
-The Venerable Bede,
“In the meantime, three vessels, exiled from Germany, arrived in Britain. They were commanded by Horsa and Hengist, brothers, and sons of Wihtgils. Wihtgils was the son of Witta; Witta of Wecta; Wecta of Woden; Woden of Frithowald; Frithowald of Frithuwulf; Frithuwulf of Finn; Finn of Godwulf; Godwulf of Geat, who, as they say, was the son of a god, not of the omnipotent God and our Lord Jesus Christ (who before the beginning of the world, was with the Father and the Holy Spirit, co-eternal and of the same substance, and who, in compassion to human nature, disdained not to assume the form of a servant), but the offspring of one of their idols, and whom, blinded by some demon, they worshipped according to the custom of the heathen. Vortigern received them as friends, and delivered up to them the island which is in their language called Thanet, and, by the Britons, Ruym. Gratianus Aequantius at that time reigned in Rome. The Saxons were received by Vortigern, four hundred and forty-seven years after the passion of Christ, and, according to the tradition of our ancestors, from the period of their first arrival in Britain, to the first year of the reign of king Edmund, five hundred and forty-two years; and to that in which we now write, which is the fifth of his reign, five hundred and forty-seven years. “
Introduction
Welcome to Brytenwalda, a ruleset which will allow you to recreate battles and raids during the so called British “Age of Arthur” and Saxon invasion. In Brytenwalda you'll impersonate a Chieftain during the Dark Ages, commanding his men in the defence of their homelands or looting and burning those belonging to your enemies. There were many battles during the Dark Ages (specially in the British islands), but the armies used to be surprisingly small. The laws of King Ine who reigned between the 7th and 8th century provide a good frame of reference. A group of seven ravaging men are regarded as thieves, from seven to thirty-five is called a band and any any group larger than this is regarded as an army. Usually, an invading army arrived in just two or three ships, and even kings could be seen
commanding armies no larger than three football teams.
Although the Dark Ages were an extremely violent era with a great number of battles and raids, but only a few were detailed in the chronicles, such as decisive pitch battles or those in which an important person died.
Brytenwalda is focused on these kinds of battles which the modern wargamer would call a “skirmish”. While you wont be able to re-enact the Battle of Hastings in Brytenwalda, you'll have plenty of fun leading a band of Scot-Irish pirates, a group of raiding Saxons or a unit of Romano-British pedites patrolling the frontier. Grab your lucky dice, gather your men, and get ready for battle!
What do I need to play?
Miniatures
In Brytenwalda, each model represents a single person, and should be based individually. You'll be able to use models of any size, although it is recommended that you play at a scale between 15 and 33mm. Of course, you can use bigger miniatures if you can manage a really large table!
Depending on the manufacturer and the players’ preferences, miniatures can be based on round or square bases. It does not matter how your
miniatures are based when playing Brytenwalda, but it's recommended to base them all in the same way.
Tabletop
This is the place where you will fight your battles. The field of battle can be as simple as a table covered by green fabric or as sophisticated as a hobby project with modular terrain. The size of the tabletop will vary depending on the scale of your miniatures and the size of your
warbands. For small battles between two forces of around 600 solidus, a 60x60cm board may be used.
In bigger battles with around 1.000 or more solidus per warband a larger table will be
sugested: 90x90cm or 120x100cm. The size of the battlefield ultimately depends on the scenario and the players' preferences.
Dice and rulers
In Brytenwalda, dice are used to determinate the outcome of combat as well as various other actions. Brytenwalda uses traditional six sided dice (D6).
You will also need a ruler or similar measuring tool. Brytenwalda uses the metric system, but you are free to convert ranges into any other systems such imperial or Roman.
In Brytenwalda you may measure distances whenever you want.
Tokens
Although not necessary, tokens may come in handy to remember which units have already performed an action during that turn. They will be also useful to indicate a shieldwall formation.
Scenery
If you do not want to play your battles over a desert wasteland, you will need scenery. You can choose among a great variety of elements. Common features in Dark Ages Britain would be hills, rivers and streams, marshes, buildings (maybe go into more detail about what types of buildings, i.e. stone, thatched-roof, etc.) and forests.
Some of these terrain features have their own rules, which will be explained later.
Other materials
You will need paper and pencil to write down the composition of your army. It is possible that, as you play more games, you'll require additional resources, and probably more drinks and snacks!
I suppose it is best then to die boldly. I lament not pain or suffering in this life, but only that I did not suffer enough to have earned such a perfect life.
-Unknown Irish poet
How does Brytenwalda
work?
Who is the attacker and who
the defender?
Some scenarios define who is the attacker and who the is the defender; you just must decide the role of your army. In a pitched battle, each player should simply throw a die, with the high roller playing as the attacker.
Setting the scenery
The type and arrangement of the scenery will be preset in some scenarios. Whenever the scenario does not tell you how to set up terrain, use the following procedure:
The battlefield may contain no less than two and up to four terrain features, which will be
deployed by the defender. Divide the board into four equal imaginary quadrants, and place the terrain features in any of these. For example, a general who practices guerilla warfare and ambushes may want to use all four terrain features to which he is entitled, while an army relying on heavy cavalry or large blocks of infantry would prefer a clear battlefield, and only place two terrain features.
Once the defender has placed all the scenery, the attacking player may choose one side of the table as his deployment zone (if the table is not
square, he must choose one of the longer sides).. Before either player deploys his troops, the attacker may, if he wishes, perform one of these
two actions:
1.Switch the positions of two pieces of terrain. This does not allow you to relocate a terrain feature to an empty quadrant.
2.Eliminate one of the elements. The attacker can choose one of the terrain features placed by the defender and remove it from the battlefield.
Deploying the armies
Some scenarios will determinate the deployment areas. In all other scenarios, armies will be deployed on opposing sides of the battlefield. The defender will deploy his troops first, followed by the attacker.
Some troops have a special talent that will affect the way they are deployed. These features are explained below.
Beginning the battle!
The attacking player takes command of his troops and moves first.
How long does a game last?
When playing a scenario the battle ends when a specific scenario objective has been reached. In pitched battles there are two ways to play the game: by turns or percentage.
Before the battle begins, choose a number of turns (usually between six and eight); the game ends when both players have played their last turn.
Alternatively, choose a set percentage (usually between 25% and 50%). Once a player suffers
the agreed-upon percentage in casualties, calculated by solidus, his army is defeated. Although this system entails more book-keeping, and requires that both generals keep a tally of the point values of their casualties, it also adds an interesting element of uncertainty into the battle. The duration of the game in real time depends on many factors, including the size of the armies, the scenario objectives, and the players’
knowledge of the rules (during your first battles, always keep the manual handy for consultation, but as you familiarize yourself with
Brytenwalda, you can play with more ease). In any case, the duration of a normal game will be around one hour.
Profiles
The physical characteristics of each type of troop, their training, morale, and equipment, are all represented by a profile. This is an example of a type of warrior in Brytenwalda we use to explain its characteristics.
Troop M C D Q T S
Geoguþe 5 2 3 4 Spearmen, Shields 36 Tier: Conscripts
Troop
The name of the unit. In this case it is a unit of Geoguþe, a basic type Saxon unit. This is a low class spearmen armed with spear and shield, but no armour.
Movement
This is the distance in centimetres that this unit can move across open terrain. When a model marches or charges this measure is doubled.
Combat
This characteristic indicates how good the warriors are when fighting a melee. This number is added to the combat dice roll.
Defence
Indicates how well protected the warrior is, including factors such as armor, physique, and
agility. The higher their defence characteristic, the greater their chances of survival.
Quality
This characteristic is a measure of the professionalism and training of the warriors. Quality is used to measure another important statistic, a warrior’s guts.
Talents
This category includes the equipment carried by the warriors, as well as any special skills they may have.
Solidus
This is the cost of each model that makes up the unit. The measure is estimated in Solidus (an old Roman currency). Solidus function in the same way as “points” in most wargames, measuring the overall effectiveness of units and armies.
Tier
The level of each troop type. There are two types, conscripts and veterans.
Characteristics Tests
Sometimes you will be required to perform Quality or Defence tests. To do so, simply roll a die; if the result is equal to or less than the corresponding characteristic, you have succeeded.
Niall was fearless, Conn was brave, Garran was strong, but no chief of the Ui Cannairh was so bold as Conglach the White, slayer of eight-hundred, and devourer of the wicked.
Ran, chief of the Dal Riatta
Talents
Considering the scale of Brytenwalda, a
warrior’s training, morale, and equipment will be the difference between success and defeat. “Talents” are a way of measuring these differences.
Temperance. These troops have a strong temper and are able to hold their ground in situations where other units would fail. Units with the Temperance talent may reroll one failed Quality check each turn.
Scouts. These warriors scout ahead of the main army to inspect the ground and warn their fellow troops of potential ambushes. Troops with the Scouts talent are deployed after both armies have deployed all other troops, except for the
Explorers, and must be deployed in a piece of terrain in their half of the game board. If there is no terrain in their half of the board, they must be deployed with the rest of the army.
Ferocity. Some troops are especially fierce and will fight any enemy. Fierce troops add +1 to the Combat value of the unit.
Brutality. In any society there are always individuals who are likely to solve problems with more strength than skill. Troops with the Brutality talent reduce the Quality of their enemies by 2 whey taking a morale check after loosing a combat.
Impetuous. If a unit with the Impetuous talent is within charge range of an enemy unit that it may legally charge, that unit must pass a Quality check or charge against it immediately. If the
conditions are met at any time the unit must pass the check or charge, even if this interrupts the normal sequence of events.
Shields. Only shield-bearing units may perform the Shieldwall! order.
Spearmen. Spears are basic and very effective weapons that allow soldiers to attack the enemy from the relative safety of a short distance. Models in the second rank may attack the enemy during a combat as they were in contact with him.
Pikemen. Pikemen share the same rules as spearmen, but in addition they may not be charged by cavalry units.
Assault missiles. A unite that charges or is charged by a unit with assault missiles will apply a -1 to its Quality value during the first round of combat.
Bows. Including crossbows and all kind of bows. Units with bows may shoot up to 30cm as
described later.
Throwing weapons. Including javelins, franciscas and so on. Units with throwing weapons may shoot up to 15cm as described later.
Cavalry. Riders mounting on horses or ponies. Cavalry units are mounted troops, so they are able to move more quickly through the battlefield. They are especially good when charging, so they receive a bonus of +1 to their Combat characteristic on the turn they charge. They also have a Movement value of 10cm.
Units in Detail
Unit Sizes
Units are divided into four types according to their size: a team (3 miniatures), a group (6 miniatures), a band (9 miniatures) and a horde (12 miniatures). Whatever its size, it is
considered a unit for all purposes. The
maximum number allowed to be allocated in the first rank will be always five, regardless of the size of the unit.
Conscripts and veterans
Depending on their training and experience
troops may be conscripts or veterans. The conscripts form the backbone of a warband in Brytenwalda, so it should include a minimum of two groups of conscripts.
Troop M C D Q T S Cons 5 2 3 4 - 30 Troop M C D Q T S
Vet 5 3 4 5 - 40
Infantry
Most of the warriors fought on foot during this period. Although some were more skilled or better equipped, most fought in a very similar manner.
Archers
A unit armed with bows considered archers, and can make ranged attacks. They can also fight in close combat, but suffer a -1 penalty to their Combat and Defence characteristics.
They may be either conscripts or veterans.
Cavalry
Cavalry units are mounted troops, so they are able to move more quickly through the battlefield. They are especially good when charging, so they receive a bonus of +1 to their Combat characteristic the turn they charge. They also get a Movement value of 10cm.
Heroes
Heroes are elite warriors with exceptional skills. They may be included in any unit to boost its combat power. Each warband may include up to 6 characters, including a chieftain.
Chieftains
Each warband is led by a chieftain, who directly represents the player on the battlefield. The Chieftain is the commanding officer and his orders dictate the army’s performance. It is mandatory to include one chieftain per warband, no more, no less.
The Romans have no concern for us, so we will concern for ourselves. Good men and good faith is all we will need.
Saint Patrick
Heroes in the
battlefield
Both the chieftain and other heroes should be deployed inside a unit. These men represent the hero’s retinue, and they will not abandon him, thus linking his fate with his companions.
You can include up to a maximum of two heroes in each unit.
Orders System
The troops do not move through the battlefield on their own will, nor are they directed any heroes that have joined their unit. Instead, all units will obey the orders of the army chieftain, the brave strategist who will enjoy the spoils of victory or the infamy of defeat.
The command structure of a warband is formed by the chieftain and the other heroes.
Both the chieftain and the other heroes in the army should be represented by suitably outstanding miniatures, so they may be identified amongst their troops.
Giving orders
As mentioned above, an army will follow the orders of their chieftain to act effectively on the battlefield, otherwise they would remain in place or charge against the enemy as a directionless crowd.
To coordinate the actions of the troops the chieftain will give orders to his men during the battle.
The chieftain may give one order per turn to each of his units within his command radius of 30cm.
It is very important to note that each unit may only receive a single order each turn, a group of soldiers may get quite confused if they receive contradictory orders.
Leadership and compression
When a unit receives an order it will make a Quality check to verify that they understood it correctly (or have the courage to carry the order out). If they fail the check they will continue following the order received the previous turn. Units equipped with missile weapons are an exception to this point because, in case of
failure, they will fire at the nearest enemy unit at range instead of following the rules of other types of troops. If two enemy units are at the same distance, shooters may choose which unit to shoot at.
Heroes leading units
The unit where the chieftain is deployed will automatically pass their quality checks when they receive an order.
Hero-led units may re-roll a failed quality check when receiving an order. Checks can only be re-rolled once by a unit, even if it includes two heroes. The second result must be accepted.
First round orders
At the beginning of the battle all men know what to do and the enemy is at a distance long enough to pose no immediate threat, so they will do exactly what their chieftain expects of them. In the first turn all units can execute orders without checking for discipline.
Type of orders
The chieftain can give several types of orders. Some orders are specific to a particular troop type, for example a unite of spearmen can not receive the order, “Shoot!” because they do not have any kind of projectile weapons.
As we said each unit can only receive one order per turn, when they receive a new order they will forget the previous one and will begin to follow the new.
Available commands are:
Forward!
This is the most basic order. The unit can move in any direction as long they keep the same formation and no miniature move more than its movement value.
March on!
As Forward!, But movement value will be double and the whole movement should be straight. All units charged while executing
March on! Will suffer a -1 penalty in their
Combat, Defence and Quality values during the first round of the melee. Cavalry unites man not
March on! Through difficult terrain.
Charge!
Before giving the order, verify that the charging unit will reach its enemy. A charge doubles the value of movement as in March on!, and it
allows the unit to engage in melee with an enemy unit. When contacting in a melee, you must place as many of your models as possible in contact with the enemy, without changing the original lineup. Cavalry units can't charge through difficult terrain.
Halt!
When given this order, the unit will stop and may change its facing and lineup as desired.
Shieldwall!
Only shield bearing units may perform a shieldwall. The unit receiving this order must stop in that turn. Place a token to indicate that the warriors are forming a shieldwall. Warriors on shieldwall cannot march nor charge as long the formation lasts. Warriors forming a
shieldwall will add +1 to their Defence value when shot by missile weapons. Warriors forming a shieldwall will not recoil when loosing a combat..
Fire!
Only units bearing missile weapons. A unit with missile weapons will shoot the nearest enemies if they have not received any further orders. When they receive Shoot! May shoot at any enemy within their range and line of sight.
Move and shoot!
Thanks to this order the cavalry unity may either shoot and then move/march, or shoot and then move/march.
Move back!
This order can only be performed by cavalry engaged in combat with infantry. Cavalry may break off from melee and march straight back. They will keep marching in the same direction as long as they do not receive a new order.
The turn
Brytenwalda does not use the dear old IGOUGO (“I go you go”) turn system. Instead of that, both players will share the same turn.
Both players roll a dice and the winner will get the initiative that turn. The player with the initiative will choose one of his or her units; that unit will attempt to perform their order. Then the other player will get the initiative and will give an order to any of his or her units.
Place a token next to units that have already received an order this turn to remind yourself that they cannot be activated again until next turn. A player may choose not to give a new order to a unit if he or she wants the unit to continue performing the previous order, or wants them to stand still. If one player fields more units that the opponent, he or she may also give orders to any units left after the enemy finishes his or her last activation. When all units have received their orders, the turn is over and initiative is rolled for again.
A unit engaged in a melee maybe chose to fight
as a free order (you do not have to give an order for them to fight, but it counts as an order which is automatically obeyed). When a unit that is given Charge! order contacts an enemy, it also fights immediately as an extra free order. A fleeing unit must be stopped with a Halt! order. No further orders may be given to fleeing units.
There is a grave for March, a grave for Gwythur, a grave for Gwgawn Red-sword; Wonder of wonders, no grave for Arthur.
Englynion y Beddau (Stanzas of the Graves)
Shooting
Units armed with missile weapons can shoot at enemy units if they receive the appropriate order.
Legal targets
In order to be targeted by a unit of archers, an enemy unit must meet the following criteria: - Be within range of fire of the shooter. - Be within line of fire of the shooter. -Not be engaged in close combat.
Ranges
The are two kinds of missile weapons in Brytenwalda: bows and throwing weapons. -Bows (including crossbows and all kinds of bows) 30cm.
-Throwing weapons (including javelins, franciscas and so on) 15cm.
These ranges determinate the distance of effective fire. This does not mean that a longer distance cannot be reached, but it pretends to show that these kind of shoots would be erratics and little effective.
Remember that you can measure distances whenever you want.
Line of sight
The line of sight determinates which targets can be in sight and can be chosen as a valid
objective. Line of sight may be blocked by: -High terrain. Features such as forests, hills and
buildings count as high terrain. Both players should agree on which pieces of terrain are “high” before beginning the game.
-Friendly troops that are 5cm or closer to the intended target. Your archers will not risk damaging their own allies.
Shooting
Once you have determined your target, you may roll the dice to see if you hit and how badly they are damaged.
Both the shooter and the target must follow a simple procedure:
Shooter:
Add the number of miniatures in the unit plus the unit’s Quality value plus 1D6
Target:
Add the number of miniatures in the unit plus the number of heroes in the unit plus the unit’s Quality value plus 1D6
If the target wins nothing happens or there is a tie.
If the shooter wins the target must check for Defence. For each failed Defence check a warrior must be removed as a casualty from the target unit, indicating that he is either dead or severely injured. If one or more miniatures have been removed in a unit, that unit must
immediately take a Quality check; if the check is
failed that unit may not move during this turn if it has not been given orders yet. If the unit has taken orders this turn, then it will not receive any orders for the next turn instead. Place a token next to the unit to indicate that they may not act next turn.
If the shot unit includes a hero, the unit can re-roll a failed Quality test, but they must accept the result of the second roll. Regardless of the
number of heroes allocated to a unit, the test can only be re-rolled once.
Linked shooting
Linking shooting is an effective way to turn down an enemy.
Two or more units bearing the same kind of missile weapons can choose the same target if it is a legal target for all models in both units. It is a special order and it is an exception to the normal order system. To perform a linked shooting, choose one unit as the leader. This unit will serve as the primary shooters; it must pass a Quality check just as if it had been given a normal order. The controlling player may then choose one or more units which will shoot as secondary units. These units must pass a Quality check as well. Any secondary unit failing the check can not take part in the linked shooting action.
Once the units partaking in the linked shooting have been determined, use the following procedure:
Main unit
Add the number of miniatures in the unit plus quality value plus 1D6
Supporting unit
Any supporting unit, no matter how big or small, just adds it’s number of miniatures to the total score.
As with a normal shooting order, if the target wins ore there is a tie nothing happens
, and if the shooters win, the target must check for Defence. If the target is doubled check twice for Defence (if it is tripled, check three times and so on).
Damage to the target unit is resolved in the same way as a normal shooting order.
I have been where Llachau was slain, the son of Arthur, awesome in songs, when ravens croaked over blood.
Mi a Wum, Black Book of Carmarthen
Charging
To engage the enemy in close quarters fighting, a unit must be given a Charge! order. The unit selected to perform a charge must meet the following requirements.
-It must not already be engaged in close combat. -The target must be within its line of sight -The target must be within charge range (doubled movement value).
-If the chargers are a cavalry unit, they cannot pass through difficult terrain .
Advantages of charging
When a gang of warriors charge, they close in running, shouting, and waving their weapons in anger to look as intimidating as possible.
The charging unit will get +1 to their Combat Value during the first round of the melee. If they lose the combat in the first round, they will get a +1 to their Quality value.
Reacting to a charge
A unit on the receiving end of a charge is unlikely to stand around while the enemy closes in on them, screaming and brandishing their weapons, but they may decide to react in various ways.
If the target unit is outnumbered by the charging unit they have to pass a Quality check in order to Stand Still or Shoot; if they fail they will Flee instead.
-Stand still. The most common reaction. They just will brace for the impact of the charge, readying their weapons with their feet firmly entrenched. The combat will be resolved normally.
-Flee. When cowardice overcomes them, or they are simply wise enough to realize that they are outmatched by their opponents and doomed to lose, men will turn and turn tail and flee.
Move the target unit double its Movement value directly away from the charging unit. The charging unit will then complete the rest of their charge move, moving up to the maximum (double their movement characteristic). In the event that the remainder of the charging unit’s movement brings them into contact with their target, the target unit will be completely destroyed and all enemy models removed as casualties. If the remainder of the charging unit’s movement is not enough to reach its target, the unit may choose to complete the charge
movement at double their normal movement rate, or to restrain their impulse and complete the order using their normal movement rate.
If the target unit is not caught and destroyed, it will be considered fleeing as if it had been defeated in combat, and it can be regrouped with a Halt! order as usual.
-Shoot. Only units with missile weapons can perform this charge reaction. The warriors may take one last shot before their enemies reach them in close combat. Due to the stress of being charged, apply a -1 modifier to their Combat value when performing this reaction. You cannot do linked shooting when performing this
shooting reaction, only the unit targeted for the
Charge! order may shoot. Since the charging
warriors are more preoccupied with reaching the target unit than with defending themselves, they do not need to take a Quality test if any of their warriors fall as a result of the shooting.
-Shoot and flee. Only cavalry units with missile weapons may shoot and flee as a charge reaction. This combines Shoot and Flee reactions. Just as
with the shoot reaction, the target unit may take a shot with a -1 modifier to their Combat value. After the shot is resolved, the target unit may move its Movement value directly from the charging unit.
Accidental Charges
Units are not allowed to move into contact with the enemy without being given the Charge! order. In the event that a movement would lead them to contact with an enemy unit, stop them at 5cms away from the nearest enemy model. If a unit reacts to a charge by fleeing, the
charging unit may redirect their charge against a new enemy unit that is located in the path of the charge. The new target of the charge has not enough time to do anything but stand still.
Saxons on all sides into disgrace will come; their age has passed away; there is not a country. Death has been accomplished to the black auxiliary.
Armes Prydein Vawr, Book of Taliesin
Close combat
This is the most exciting phase, the troops are finally face to face and can settle disputes man-to-man at a very personal distance.
The combat in the ancient world is not as epic as the movies and novels can make us think, the fighters were more concerned about staying alive than killing their enemies. A warrior will try to keep his body as safe as possible behind his shield; stabbing his enemy was secondary. We can almost imagine the fighting formations approaching each other timidly, while being harangued by their officers and egged on by their compatriots behind them.
Determining contacts
Check how many miniatures are in contact with an enemy; these warriors will take part in the close combat.
Melee
Each side adds the number of miniatures in contact with an enemy plus the unit's Quality
value plus 1 if they outnumber their opponent
plus 1D6
Chieftains and heroes in
combat
In addition to other factors, add 1 for each fighting hero in the unit. If the unit includes the chieftain, add a 1D2 in addition to the +1 of a normal hero; to perform this throw a dice (1 if odd, 2 if even) or flip a coin (call heads or tails). Units including one or more scholarly hero may re-roll the 1D6, but they must accept the
outcome of the second roll.
Determining Casualties
The unit that loses the combat will be pushed back by the enemy and retreat one base’s length directly backwards provided they have room to do so.
Each warrior in the defeated unit and half the warriors in the winning unit (rounding down) must then take a Defence check. If the unit that wins scores double the looser must check twice for Defence (if it's tripled check three times and so on). Each failed Defence check means a warrior dead or severely injured, and so that number of miniatures must be removed from the game.
Checking for moral
The losing unit must now check to see if they are brave enough to keep fighting after suffering a
defeat.
If just one man falls during the combat, then no test will be necessary. If two or more men have been killed, the unit must take a Quality check. Each hero in the unit (including the chieftain) adds +1 to the unit's Quality characteristic when performing this morale check. If the Quality check is failed, the unit flees. This check can be re-rolled if there are one or more men in the second rank of the unit.
Adding pressure
If the defeated unit does not flee, the winner may choose to move as many of his or her miniatures to contact as he or she wishes. Only models which are not already in combat can be moved this way.
Fleeing and pursuing
If the losing unit does not pass its morale check it will immediately flee double its Movement value directly away from their opponents. The fleeing unit will continue moving in the same direction until a successful Halt! order is given. The winning unit may decide whether or not they want to pursue. A victorious unit that wishes to stand still must pass a Quality check to maintain control. If this test if failed, they are overcome with confidence and run after their fleeing enemies. If the pursuer is a cavalry unit and the fleeing unit is infantry, the fleeing unit will be always completely slain (remove all the miniatures of that unit from the game). Infantry may not attempt to pursue a fleeing cavalry unit. If both units share the same type (two infantry units or two cavalry units), roll 1D6:
1-3 The enemy is completely slain; remove all the miniatures of that unit from the game. 4-6 The enemy escapes. Move the pursuer its normal Movement value after the fleeing unit.
Multiple combat
When a second unit charges into a unit which is already in close combat with another unit, it is referred to as a multiple combat.
Follow the usual steps of a single combat with the following changes:
-If there are three or less miniatures from another friendly unit already in combat, add these
models to the sum of the combat.
-If there are four or more miniatures from another friendly unit already in combat, throw an additional 1D6 when solving the combat.
Fleeing from a multiple combat
Only the last unit to charge may choose to pursue if the enemy flees.
Scenery
The various components of the landscape are represented in the game by terrain pieces, such as hills, villages, marshes, rivers and so on. Some terrain features have their own rules.
Size of the scenery
Different pieces of scenery will have different forms depending on the item represented (an oval hill or a rectangular building, for example). There are no mandatory rules regarding the size of terrain features, although as a guideline most should be no larger than 15x25cm unless the battle requires something larger, or both players agree.
Difficult terrain
Marshes, swamps, steep or rocky hills, crops...
Infantry units may not march or charge through difficult terrain elements. Cavalry cannot move through this type of terrain.
Impassable terrain
Buildings, walls, cliffs, crags, deep lakes...
No infantry or cavalry unit may move through scenery pieces classified as impassable terrain.
Hills
Hills are a type of scenery that play an important tactical role, so they have their own special rules. When two or more units in combat are fighting on a hill, the unit closest to the center of the hill will add +1 to its Combat value. Most hills will not be perfectly circular, but you may use an imaginary point, paint a small dot, or place a token such as a small rock to mark the center of the hill.
Walls
A unit defending a wall will add +1 to its Combat and Quality value during the combat. A unit is only considered to be defending a wall if it did not move during the previous turn and the enemy unit is in contact with the defending unit’s front facing.
Note: a wall built on a hill is a very
advantageous position so, yes, the bonuses for defending a wall and having an uphill advantage are cumulative. A unit receives a +2 to Combat and +1 to Quality when defending a wall with an uphill advantage.
Rivers
Rivers are another scenery piece with special characteristics.
A river must be placed on the table so that it enters into a quadrant and leaves by an adjacent one (ie, can not leave the table by the diagonally opposite quadrant).
There must be at least one and no more than two crossings on every river. These passages may be either bridges or fords and they must have a minimum width of 3cm and a maximum width of 6cm, which are considered passable as if they
were open terrain.
Cavalry may cross a river without a ford or bridge, but cannot march or charge through it. Infantry crossing a river without ford or bridge must perform a Quality check. If failed, roll 1D6:
1-3 One miniature is drowned and must be removed from the game.
4-6 2 miniatures are drowned and must be removed from the game.
Warband Lists
Choosing your army
Before playing a battle, both players must agree how many solidus they want to spend on their armies. Both armies must share the same amount of solidus, unless the scenario says otherwise or both players agree to field uneven armies.
Romano-British
Heroes
Denomination Amount Solidus
Chieftain Pendragon 1 60
Warrior Teulu 0-5 50
Scholar Druid, bard or priest 0-2 50
Chieftain and warrior heroes may mount on horses at a cost of 10S. Doing so gives them the
Warriors
Tier Talents Solidus
Ardu Conscripts Scouts, Throwing weapons 36
Aulue Conscripts Spearmen, Shields 34
Rherel Veterans Spearmen, Shields, Temperance 46
Campwyr Veterans Shields, Ferocity 46
Helwyr Conscripts Bows, Scouts 38
Saethwyr Veterans Bows 46
Marca Veterans Cavalry, Throwing weapons 52
Saxons
Heroes
Denomination Amount Solidus
Chieftain Thegn 1 60
Warrior Dryten, Geoguth, Gesiþas or warrior cults 0-5 50
Warriors
Tier Talents Solidus
Gebur Conscripts Shields 32
Geoguþe Conscripts Spearmen, Shields 34
Duguþe Veterans Spearmen, Shields 44
Gesiþas Veterans Spearmen, Shields, Brutality 48 Langbogascéotendas Conscripts Bows, Shields 38 Mearc-preát Veterans Spearmen, Bows, Shields 50
Eóred-preát Veterans Cavalry 48
Scots-Irish
Heroes
Denomination Amount Solidus
Chieftain Arras 1 60
Warrior Curadha, Riastarti or Dinuadda-claiomhnaghta 0-5 50
Scholar Druid, bard or priest 0-2 50
Warriors
Tier Talents Solidus
Ceitherne Conscripts Shields, Throwing weapons, Scouts 38
Cliarthairi Claiomh Conscripts Shield 32
Cliarthairi Slea Veterans Spearmen, Shields 44
Cliathairi Gaemor Veterans Pikemen 44
Deaisbard Veterans Shield, Brutality 46
Fiagania Conscripts Bows 36
Picts
Heroes
Denomination Amount Solidus
Chieftain Gai Aurmahr 1 60
Warrior Caithdaoer or Thomordaoer 0-5 50 Scholar Druid, witch or priest 0-2 50
Warriors
Tier Talents Solidus
Dim Conscripts Throwing weapons, Scouts 36
Gairlorm Conscripts Spearmen, Shield 34
Gaimorlom Veterans Pikemen 44
Aumue Boai Veterans Ferocity, Brutality, Impetuous 48
Chodaoer Conscripts Shield 32
Elbharu Veterans Bows 46
Myrchan Veterans Cavalry, Throwing weapons 52
Scenarios
Board Size and distances
Brytenwalda was written with 15mm. scale miniatures in mind, but it would work fine with 25-30mm miniatures as well. When playing at a different scale, players may adjust ranges and
distances accordingly if they wish, or they may simply use the given ranges and distances to avoid complications with converting.
The game board size may also vary, depending on the solidus spent during warband creation. For small battles between two forces of around 600 solidus, a 60x60cm board is recommended. In bigger battles with around 1,000 or more solidus per warband, a larger table of 90x90cm. or 120x100cm is recommended, depending on players' preferences and the restrictions of the playing area.
Battle length
Some battles last until one player concedes or all models on one side are either fleeing or dead. With especially large warbands, however, this may take too much time. In these cases both players may agree to either a time or a turn limit for the battle. One hour or six turns Count the solidus of each killed model when the time is over – the player who destroyed more solidus’ worth of enemies will win the battle.
Choosing a battle
fight, or alternatively they may let fate decide, by rolling on the following table:
1 Pitched Battle 2 Loot and Plunder 3 Bridgehead 4 Relic Raiders 5 Ambush! 6 Kidnapping
Pitched Battle
Setting up
Roll a die to determinate who is the attacker and who is the defender. The player who scores higher is the attacker. The defender may place up to four terrain features on the board, but may not leave more than one quadrant vacant. The attacker may then choose between swapping the placement of two of those elements, or removing one of them from the battlefield. Note that a river counts as a single terrain feature even if it flows along two squares.
The defender chooses one side of the table and deploys his or her warband no further than 10cm. from that board edge. The attacker then deploys his or her warband on the opposite side, keeping within the same 10cm. distance from the edge. Scouts and Surveyors may be deployed after the main armies. The attacker gives the first order.
Conclusion
Battle lasts until one player concedes or all models on one side are fleeing or dead.
They then sent to Angeln, bidding them send more help, and had them informed of the cowardice of the Britons and the excellence of the land. They then immediately sent hither a greater force to the help of the others.
The Anglo-Saxon Chronicle
Loot and plunder
Setting up
Roll a die to determinate who is the attacker and who is the defender. The player who scores higher is the attacker. The defender may place up to four terrain features on the board, but may not leave more than one quadrant vacant. The attacker may then choose between swapping the placement of two of those elements, or removing one of them from the battlefield. Note that a river counts as a single terrain feature even if it flows along two squares. In addition, the defender places one terrain feature in the centre of the battlefield; which will be the objective. The objective may be a church, abbey,
longhouse or similar structure, and does not count towards the scenery limit, nor can it be repositioned or removed by the attacking player. The defender chooses one side of the table and deploys his or her warband no further than 10cm. from that board edge. The attacker then deploys his or her warband on the opposite side, keeping within the same 10cm. distance from the edge. Scouts and Surveyors may be deployed after the main armies. In this scenario, the attacker’s Scouts and Surveyors may not be placed closer than 15cm to the objective. The attacker gives the first order.No attacker scout or surveyor may be deployed 15cm. or closer to the objective. Attacker moves first.
Conclusion
In order for the attacker to win, he must keep a unit composed of six or more miniatures in contact with the objective base for at least two complete turns without close combat fighting, with a Halt! order active. If he or she succeeds,, the attackers win battle. If the attacker has a unit of 6 or more in contact with the objective at the end of the game, but they’re in combat, the battle is a draw.Battle lasts for eight turns.
Bridgehead
Setting up
Use the same procedure for placing terrain as in a Pitched Battle. When the defender has set all the scenery the attacker must choose a hill or a wall which will serve as the objective and place it in one of the quarters. The attacking warband must be deployed in the same quarter as the objective, and he or she must deploy one unit defending the objective (either behind the wall or at the center of the hill). The defender deploys on the opposite quarter and at least 15cm. away from any enemy model (enemy scouts and surveyors do not count on this deployment restriction).
Conclusion
Battle lasts for six turns. If the attacker keeps one unit defending the objective (no matter if it is the original defender unit or not) when the sixth turn is over, he or she wins the battle.
Beware the anger of the patient men.
Irish Proverb
Relic Raiders
Setting up
Both players roll a die; the winner receives two relic tokens, receives one. These tokens
represent the possible locations of a relic that both warbands are seeking. Players take turns placing the tokens 10cm. or closer to an imaginary line which crosses the middle of the board, starting with the winner of the roll-off. The distance between tokens must be at least 15cm.
After the tokens have been placed, players take turns deploying units, starting with the winner of the roll-off and alternating until both warbands are on the battlefield. No Scout or Surveyor unit may be deployed closer than 15cm. to any token. No other unit may be deployed further than 10cm. from its board edge.
Conclusion
When a unit comes into contact with a token roll a die: on a 5-6 they have found the relic. If the relic is not reveald after the second token that is
investigated, the last token will automatically be the relic. The unit which found the relic will carry it with them until the unit is either
destroyed or flees, in which case the relic token is placed on the battlefield where the unit was destroyed or began to flee. The relic may be carried again by any unit which contacts it. The battle lasts until one player carries the relic to his or her board edge, or one player concedes, or all models on one side are fleeing or dead.
Ambush!
Setting up
Roll a die to determinate who is the attacker and who is the defender. The player who scores higher is the attacker, and is ambushing the defending player.
The ambushed player deploys his or her army no further than 10cm. from an imaginary line which crosses the middle of the board. When all regular troops are deployed, Surveyors and Scouts may be deployed, but no further than 20cm. from that line.
The attacking player now places up to four terrain features no closer than 10cm to any enemy model. The attacking warband is then deployed anywhere on the battlefield, but no closer than 15cm. to any enemy model.
Conclusion
The battle will last until the defenders manage to put ten non-fleeing models in contact with any edge of the board or all attackers are dead or fleeing, in which case they win, or until all defenders are dead or fleeing, in which case the attackers win.
Kidnapping
Setting up
Follow the same set-up procedure as in the Loot
and Plunder scenario. In this scenario, the
attackers’ kidnapping target is residing inside the objective building.
Conclusion
When an attacking unit contacts the building, it will kidnap the dweller. If the kidnapping unit is destroyed or flees, set the kidnap victim on the battlefield. The victim will remain stationary, but may either join or be recaptured by any unit which contacts it depending on if that unit is an attacker or defender.
The battle lasts until one player escorts the dweller to his or her board edge or one player concedes or all models on one side are fleeing or dead.
Note that although you may use a miniature to represent the kidnapped person, it will count as a token, and you must not deploy it inside the unit which carries it, even though it may remain on the board and move with that unit.
Then all the councillors, together with that proud tyrant Vortigern, the British king, were so blinded, that, as a protection to their country, they sealed its doom by inviting in among them, the fierce and impious Saxons, a race hateful both to God and men, to repel the invasions of the northern nations.
De Excidio Britanniae, The Ruin of Britain, Gildas
Campaigns
Although playing separate battles may be fine
for a casual gamer, hardcore wargamers and old school RPG players will look for a way to interconnect them, creating a story. Playing a campaign is one way to create a saga for your chieftain and his bold followers. During a campaign, your warriors’ names will be immortalized in the songs of bards but also suffer terrible misfortunes.
Designing a campaign
A campaign can be as simple as writing a story and playing a string of scenarios build around that story, or playing a tree or map based campaign, and fight for the conquest of a
number of provinces or critical places. The more players partaking in a campaign, the more fun it is, no matter which type of campaign you choose to play.
In the event that two or more players want to play as the same faction, each player may simply choose a different kingdom to ally themselves with (consider two Romano-British players - one may fight for Gwynedd while the other will sell his sword to the king of Dumnonia). In ancient Britain, it was not uncommon for warbands hailing from similar cultures and regions to be at odds with one another.
Aftermatch
Fallen units
Even if a unit is completely massacred during a battle, some of the men may have only suffered injuries or possibly even ran from the battlefield (woe the cowards!). Roll on the following table to see how many of them have managed to survive for the next battle. Vertical is the size of the original unit, vertical is a 1D6 roll:
* 3 6 9 12 1 - - - 1 2 - - 1 2 3 - 1 2 3 4 1 2 3 4 5 2 3 4 5 6 3 4 5 6
Fallen heroes
Chieftains’ and heroes' destinies are linked to the unit they joined when the battle began; if the unit is utterly destroyed they may also fall with their brothers in arms. Roll 1D6 and consult the following table to see what happens:
1 or 2 A noble death.
3 Captured
4 Wounded for the next 2 battles 5 Wounded for the next battle
6 He is alive!
When a chieftain or hero is captured, the warband which defeated them may ask for a ransom. Both players may negotiate the amount but, if there is not a deal, the captors can keep him captive as long as they want, or even kill him.
Booty
When the battle is over, the winner can pillage the fallen enemies and sell the prisoners to the nearest slave trader. Winner gets 200 solidus after the battle.
The defeated warband may sell the properties of the fallen companions and seek for
reinforcements among the nearest towns. The loser gets 100 solidus after battle.
Relic Raiders and Kidnapping scenarios gives 100 extra solidus to the winning warband.
Retrieving lost warriors
You can use your solidus to recruit new heroes or warriors to replace those who have fallen in battle; just pay the amount indicated in your warband list. If your chieftain has passed away, you pay for a new hero; one of the existing heroes will be promoted to the role of chieftain of your warband.
Recruiting new warriors
You can use your solidus to buy new warriors for an existing unit, or even buy enough warriors to create a brand new unit. Just remember you cannot add warriors to a unit that already contains twelve men, and you cannot create a
new unit with less than three men.
Glory and renown
As the campaign progress your chieftain, heroes, warriors, or sometimes your whole warband may acquire new skills which reflect their experience and reputation. Although these skills may be the result of experience gained in battle or reputation won among nearby settlements, in game terms they are bought using Solidus. Each one of these skills costs 250 solidus.
You cannot buy skills for a chieftain, hero or unit that fell in the previous battle.
Chieftain and heroes
Die hard. If the character rolls a 1 in the fallen heroes table you may roll again.
Hard as steel. Roll again if your character rolls 4 or 5 in the fallen heroes table.
Fame. Discount a 15% of the solidus spent when retrieving or recruiting warriors.
Cunning. When both players have deployed all their units, the unit this character is within may be re-deployed in any legal deployment zone.
Units
Favor of the gods. You may re-roll a Defence check once per battle.
Pathfinders. Infantry units only. This unit may march through difficult terrain.
Raiders. Before beginning a battle but when all units are already deployed, the unit may make a move as though they received a March on! order. Bold. Unit ignores their fist failed Quality check. Elite. Unit adds +1 to their Combat value.
Warband
Relentless. Once per battle you may gain the initiative for the turn without rolling the dice. Strategist. You may re-roll when determining who is the attacker and the defender of a battle. Battle standard. Your chieftain's command radius is increased to 45cm.
Devious. When both players have deployed all their units, you may swap the positions of two of your units. The new position must be legal for both units (this skill does not give scout or surveyor talent!).
The twelfth battle was on Badon Hill and in it 960 men fell in one day from a single charge of Arthur's, and no one laid them low except he alone.
Nennius, Historia Brittonum
Appendix
Creating new warriors and
warbands
Although this rulebook attempts to cover the main kinds of warriors of each culture, you might want to create some new ones like elite kontos-bearing Romano-British cavalry, or Pict warrior women. You may also want to create your brand new warbands of Goths or Vikings for other games backgrounds.
These are the points used in the creation of the warbands you can enjoy in Brytenwalda. Try to be sensible when designing new warriors or warbands; do it fun to play with and against.
Conscripts 30 Veteran 40 Temperance 2 Scouts 2 Ferocity 4 Brutality 4 Impetuous 0 Shields 2 Spearmen 2 Pikemen 4 Assault m. 4 Throwing w. 4 Bows 6 Cavalry 8
Creating new scenarios
Maybe you have an interesting idea, or maybe six scenarios are too few for a large campaign all over Britania. You are free to design your own battle ideas. Just try to make it as fun as possible for both players. In fact it would be fine to gather with your friends and share yours ideas. And, if you are especially fond of your new scenario... share it with all the Brytenwalda community!
Do not be disheartened by limitation. Do what you can, until all strength is spent, and you have done heroic things. A man can only do so much. If he could do more, he'd be God.
St. Columba
Written by Víctor Gondra.
Graphic design and miniatures painted by Víctor Gondra. Additional texts by Alberto Fuentevilla De Diego (Idibil) Additional rules by Thomas Gabel
English correction by Thomas Gabel and Blacksmith.
Photographies by Fectio, Letavia, Batavi, Contubernium, Comitatus and El Clan del Cuervo. Miniatures by Splintered Light Miniatures, painted by Víctor Gondra
Textures: Struckdumb, Isthar, Frozen Stocks, Ninstock, Firesign, Bashcorpo, Wojtar, Arghus, Moonstruck, Texurestockbyhjs.