The Revenge of MacAdder
Revenge of MacAdder
Rules: War & Conquest: 2600 points
Kingdom of the Isles Scots (III/77) v. Norse Vikings
(III/40)
Mac Adder, the fishmonger, reports to his somewhat
distant cousin Somairle, Lord of the Isles, that his daughter Angus (yes, Angus
is a girl) has gone missing. He claims she was kidnapped by Thorfin the Timid,
the lesser son of the Viking chieftain Ragnar the Unlucky. He further adamantly
denies the rumors that she voluntarily eloped as vicious lies. Although the
mighty clan Mac Adder has been raised, it is clearly nowhere near strong enough
to deal with the powerful Ragnar and his ally Lagertha (also his ex-wife).
Somairle the Mighty (usually called
“Sorley-Boy) isn’t really all that concerned with the dealings of McAdder, but
he is under Somairle’s protection, thus making it an affair of honor. Besides,
Mac Adder pays his taxes on time without protest. But as far as Somairle is
concerned, it’s just an excuse to smack some Vikings around.
As for Ragnar, he isn’t all that concerned
for the honor of this particular son either, but he hates his sobriquet and
needs to fight battles, if he is to earn another. As for Lagertha, she couldn’t
care less about Thorfin or his “bride;” she’s just hoping to nick some cattle
and perhaps score some loot.
Somairle’s quick reaction has caught the two
Viking parties separated. He hopes to defeat them in detail before they can
consolidate.
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Odin keeps a single eye on the Dice Jail |
Notes on the
Army Lists:
Both armies are based upon the old
conversions from DBA lists. I did this because even though there is an updated
Viking list, there isn’t one for the Kingdom of the Isles – so far as I know,
and I wanted them to be consistent. I was a bit loose with the lists. One unit
of the Islemen has been modified in that I gave them two-handed axes because I
think they’re cool and I had the figures. As for the Vikings, I ignored some of
the list limitations in order to make them as heterogenous as possible, because
it is more fun that way.
The individual companies of both armies are
named after their captain. In the case of the Islemen, usually after one of the
sons of Somairle (even though I suspect some of them weren’t old enough to
fight before he died). The Viking names are made up, with the unit nicknames
named after their flags. To make the game a little more interesting (line up
and bash gets boring after a while), the Viking force has been divided in two,
with only Ragnar’s main force being on the table at the start. Lagertha’s force
will appear randomly in time and place.
I gave the Vikings
a terrain advantage to offset their original disadvantage in numbers. The game
will start in the middle of turn one, after the Vikings have moved forward.
The first name in the list is the name used in
this write up. The description in parenthesis is the name from the army list.
What follows is a description of their Combat Ability (CA), Armor Value (AV)
Morale (Mo), weapons and other relevant information. When Morale is marked with
an asterisk, it means it is one point higher because of an attached (minor)
personality. If the personality is killed, it will permanently drop one level.
Final Note
regarding the abbreviation SIP: It is a game mechanic that allows one to use an
extra dice (or two) in some situations hoping for a better result. The number
of these is limited (The Islemen have four and the Norsemen have three). As
often as not, I forget to use them.
Kingdom of the
Isles:
Commanders: Somairle
the Mighty & Saor MacNeil (Somairle’s foster brother)
·
10
Mounted Warriors: CA3, AV1, Mo7, hand weapons and javelins; Light Cavalry
·
32 Gilliebride’s
company (Better Islemen): CA4, AV2, Mo7, throwing spears
·
28
Darroch’s Irishmen (Better Islemen): CA4, AV1, Mo7, two-handed ax
·
24 Ragnall’s
company (Lesser Islemen): CA3, AV1, Mo8*, hand weapons
·
24 Dubgall
company (Lesser Islemen): CA3, AV1, Mo8*, hand weapons
·
40 Lord
Fergus’ comp. (Galwegians): CA3, AV1, Mo8*, hand weapons, Warband
·
18
MacBundy’s comp. (warriors): CA3, AV0, Mo7, bow
· 2x12 Clan MacAdder (scouts): CA2, AV0, Mo5, javelins (one unit lead by Baldric Baldricson, the other by Lord Percy Percy)
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The leaders of the mighty clan MacAdder have a conference |
Ragnar’s Command
·
24 Thorvald
the Varangian (Huscarls): CA4, AV2, Mo7, throwing spears
·
24 Angantyr’s Dragons (Hird): CA3, AV2, Mo7, throwing
spears
·
24
Olav’s Bulls (Bondi): CA3, AV1, Mo7, hand weapons
·
15
Beserkers: CA3, AV0, Mo7, warband, fanatics
·
15
Archers: CA2, AV0, Mo7, bow, light infantry
·
2x12
Bondi Archers: CA2, AV0, Mo6, bow skirmishers
Lagertha’s Command
·
12
Horsemen: CA4, AV3, Mo7, Thrusting spear
·
24
Shieldmaidens (Freelance Raiders): CA4, AV1, M07, Hand weapons
·
24
Asmund’s Mermaids (Raiders): CA4, AV1, Mo7, hand weapons, undisciplined
·
36 Nials’
company (Dublin Vikings): CA3, AV1, Mo7, javelins, light infantry
Ragnar the
Unlucky: Like many gamers,
I play a variety of different games and genres. So I have both a historical and
a fantasy “Norse/Viking” army. My Norse general is always named Ragnar, whether
historical or fantasy, as that is the way of things. In many games with my boys
(now grown and moved away) Ragnar earned the sobriquet of “The Unlucky” because
of multiple horrendously bad die rolls. For example, needing a 3+ to hit, he’ll
go 0-6. Does this all the time. I have even changed figures hoping to change
his luck – didn’t help.
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Situation at Start |
Turn 1: (Only Islemen will move, the Vikings are
considered to have moved already)
On the left, Baldric Baldricson moves his
scouts through the ford, followed by Lord Fergus and his men of Galloway. In
the center Ragnall’s men form a column and prepare to attack over the bridge.
McBundy’s archers move off to their right to cover them. Dubgall provides rear
support for both units. On the far right, the cavalry uses the cover of the
church to advance. Sorley-Boy holds his reserve (Gillebride’s Islemen and
Darroch’s Irish) in place and awaits developments.
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Saor MacNeil encourages Ragnall's company before they attack the bridge |
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Men of Galloway cross a ford lead by Baldric and his scouts |
Turn 2: Norse initiative (they
will have that a lot this day) but they pass
The Islemen continue
to move into position, otherwise nothing significant happens.
The Norsemen adjust
their lines a bit. Archers in the tavern fire at Percy’s force, causing one
casualty, Norse left flank archers fire at MacBundy’s archers, causing three
casualties.
Turn 3: Norse
initiative, they pass. Lagertha fails to arrive
On the left, the men
of Galloway continue to maneuver to flank the tavern. In the center, Lord
Percy’s scouts skirmish with Norse archers in and about the Tavern. They cause
two casualties.
On the right, the
Scots cavalry and MacBundy’s archers plaster the Norse left flank archers with
javelins and bows (6 casualties). They break and flee the battlefield.
On the Norse turn,
the archers in the tavern cause one casualty to Percy. The Norse right flank
archers fire a volley into the men of Galloway, causing three casualties.
On the Norse right,
the Beserkers emerge unexpectedly from the woods and charge Baldric’s scouts.
Baldric’s men unleash a storm of javelins (causing three casualties) and scatter
as they evade the charge; however, in spite of their escape, Baldric is unable
to rally them right away.
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A living nightmare - Beserkers emerging from the woods |
Turn 4: Initiative finally goes to the Islemen.
Lagertha fails to arrive
On the Islemen right,
the archers cannot fire as they have to move up to make way for Dubgall’s company,
which is moving towards the island on the Adderburn on the right (currently
held by the cavalry). Meanwhile, the cavalry pelt the Dragons with javelins,
causing a casualty.
Thorvald the Varangian and his Huscarls guard the bridge
In the center, Ragnall charges across the bridge and strikes Thorvald’s Huscarls. Without room to
deploy, it is an unequal struggle. Casualties are light (2) but it is still too
much for the lightly armed Islemen, who break and flee (It was a bad time to
roll three sixes on four dice – even spending a SIP did not help). The Norsemen
elect not to pursue as they don’t want to get caught on the bridge either. The
Islemen escape for now.
In the left center, Percy’s scouts kill another archer in
the tavern. On the far left, the men of Galloway charge the outnumbered Beserkers.
Casualties are light, with the men of Galloway having an advantage, but true to
their nature, the beserkers grimly hold on and keep fighting.
Norse turn:
For the most part,
Ragnar is content to hold his men in their positions. The archers in the tavern
do cause one casualty to Percy’s force.
On the Norse right, the men of Galloway continue to give
worse than they receive (3 casualties to two), but the Beserkers will not
break.
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Galwegian warband v. Beserkers |
During the end phase, Baldric Baldricson is able to rally his small force. Conversely, Ragnall cannot, in spite of the nearby presence of MacNeil.
Turn 5: Lagertha initially fails to arrive. However,
after rolling “doubles” for initiative three times in a row, I decided that was
an Omen of the dice-gods smiling on the Norse. Lagertha will begin arriving
next turn. Initiative to the Norsemen, who pass.
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Turn 5 |
Sorley-boy decides he will take his reserve and march to the left through the old forest and envelope the Norse right.
The men of Galloway
finally defeat the Norse Beserkers. True to their nature, there were no
survivors.
On the right, MacBundy’s archers cause three casualties to
the Dragons. The cavalry completely whiffs in their efforts at the same target.
On the Norse turn,
the right flank archers maneuver to get a shot at the flank of the men of
Galloway, hoping to soften them up before they charge The Bulls. Their captain,
Olav the Easily Distracted, forgot about clan MacAdder, to whom they have now exposed
their flank.
The archers in the
tavern cause another casualty to Percy’s scouts.
Turn 6: Islemen initiative. Lagertha arrives behind
the Norse left, but on the wrong side of the Adderburn.
Percy moves his
troops to the left and lets his javelins fly at the rear of the right flank
archers. Baldric also targets the same unit. They inflict six casualties,
causing the archers to break and flee the field.
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Percy's flank attack - notice all his men are left-handed |
The men of Galloway charge the Bulls and inflict a significant defeat (3 kills to zero); they break and flee, but escape (the Galwegians must have been tired from their fight with the Beserkers).
Fearing his flank is
about to be turned, and somewhat disgusted with the Bull’s performance, Ragnar
adjusts the facing of Thorvald’s Huscarls. With his left flank secured by the
arrival of Lagertha, he also redeploys the Dragons to cover the bridge and the
left flank of Thorvald. This maneuver leaves the archers in the tavern a bit
exposed, but they aren’t in any significant danger at the moment.
The Bulls fail to
rally, but they don’t flee far.
Turn 7: Islemen initiative
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Lagertha's Command |
With the arrival of Lagertha threatening their flank, the Scots cavalry rapidly “Advances to the rear.’ This move forces MacNeil to redeploy his formations facing right – hoping to take advantage of the church hilltop.
MacBundy decides his
duty requires him to keep firing at the Norse center, rather than redeploy to
the threat on his right. He is trusting MacNeil to guard his right flank. His
archery is effective, causing four casualties to Ragnar’s huscarls (this paid
dividends later).
The men of Galloway
charge the Bulls, who are still fleeing, but they just manage to escape.
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Charging the Bulls |
MacAdder orders both of his units (Baldric and Percy) to charge the tavern, hoping to evict the now exposed archers. However, true to form they completely botch the attempt and both Baldric and Percy break and flee.
For their turn,
Ragnar doesn’t do much but hold his position, while Lagertha continues to bring
her forces on the board.
In the end phase, The Bulls, Percy and Baldric all rally.
Turn 8: Sorley-Boy wastes his SIP - as the Norse
regain the initiative.
Ragnar joins his huscarls and they maneuver to threaten the
right flank of the men of Galloway, but they don’t have the right charge angle
just yet. The Dragons move up in order to keep covering both the bridge and Thorvald’s
left flank.
Now that they no
longer enjoy the cover provided by the Adderburn, the archers in the tavern
rain death upon Percy’s depleted force; they break and flee the battlefield.
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"Well, we could if we wanted to!" Lord Percy Percy reports the loss of his command to MacAdder |
Lagertha’s cavalry is able to catch the lighter Scot’s horse from the rear; they break and flee the battlefield.
On the Islemen turn,
Baldric pulls his survivors back and takes cover behind the ridge, out of the
line of fire of the archers in the tavern.
Sorley-Boy and his
reserves have now cleared the old forest and are deploying on the Norse right
flank.
Lord Fergus of
Galloway decides his best option is to clear the Bulls off once and for all,
trusting that his pursuit will take him out of the danger of being flanked by Thorvald’s
Huscarls. Unfortunately, inspired by the nearby presence of Ragnar and the
Raven Banner, the Bulls have found their courage and fight on.
On the right, MacBundy’s archers kill two more men of the
Dragons.
Turn 9: Norse initiative
Ragnar has finally
gotten Thorvald’s Huscarls, which he has now joined, into position to flank
Lord Fergus and his men of Galloway, if the Bulls can hang on just a bit
longer.
On the far left,
Lagertha has now got her entire force on the board and is threatening to
overwhelm MacNeil. Having chased off the Scottish light horse, Lagertha’s
cavalry face-off on Ragnall’s Islemen.
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Saying prayers for Saor MacNeil - he will soon need them |
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MacNeil is overrun by the Dublin Vikings |
Lagertha’s Dublin Vikings impulsively charge uphill against Ragnall’s Islemen, who have been joined by MacNeil. The Dubliners, who outnumber MacNeil and Ragnall, get the upper-hand, but MacNeil barely hangs on (he used a SIP).
The men of Galloway
continue to inflict punishment on the Bulls, but they refuse to break within
sight of Ragnar and his banner.
Oops. Looks like I forgot to do the Islemen half of
the turn. Oh well, "C'est la
guerre."
Turn 10: Norse initiative
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Turn 10 |
As Ragnar and his huscarls start to charge the men of Galloway in the flank, Lord Fergus spots the danger and orders his men to flee to avoid being caught in a trap with enemies on two sides. He is just able to escape their pursuit.
On the Norse left,
Lagertha’s Dublin Norse mercenaries defeat MacNeil and Dubgall’s Islemen in a
close fight. Unfortunately, they still break and are overrun (Dubgall uses an
SIP in the hopes of staying in the fight, but rolled: 6,6,6,3 – a very bad roll).
The pursuit crashed into MacBundy’s archers – who also died in “Ragnarian
fashion” (flee roll of 1,1,2 – as bad as it gets. Ragnar’s luck appears to have
transferred to MacNeil).
With the collapse of
the MacNeil’s command, Lagertha’s horse try their hand and charge the front of Ragnall’s
Islemen, but the horse are defeated and break. Ragnall attempts to pursue, but
cannot catch the faster horsemen. However, seeing some nearby cattle, the
horsemen decide they would prefer to nick the cattle than fight formed
infantry.
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Thieving cattle is much more fun that fighting determined infantry |
As for the Islemen, Sorley-Boy has moved up and is now formed up with the Men of Galloway, who have rallied.
Turn 11: Islemen initiative
On the right flank, Ragnall drops back a bit, much to the chagrin of the priests.
On the Islemen left, Lord Fergus and his men of Galloway
turn to face the Tavern. While the archers are distracted by Fergus, Baldric
and company cautiously approach.
Sorley maneuvers his men to cover the right flank of the
Irish. The Irish are able to hit the Bulls in the flank. But in Ragnarian
fashion – they completely botch the attack and the Bulls keep fighting.
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The Bulls servive this - for one turn anyway |
Norse turn – Ragnar’s sector
Ragnar has his huscarls back up a bit as the Dragons reform,
with the intention of moving the latter to the right flank of huscarls.
Meanwhile, the archers in the tavern take out four men of Galloway.
Darroch Stoutheart’s
Irishmen finally get the better of the Bulls, who break and flee the field.
Their pursuit carries them into the right half of Ragnar’s company.
Lagertha’s sector.
On the far left,
Lagertha’s horsemen gather up some stolen cattle, while Nials’ company of
Dublin Vikings advance on Ragnall’s Islemen. At the same time, Asmund Dark Heart
moves his mermaids behind Nials’ company and heads for the bridge as Lagertha
sends her shieldmaidens over the ford.
Turn 12: Norse initiative
On the far left, Lagertha’s cavalry drive the stolen cattle
towards their main force. Nial’s company advances into position to attack Ragnall’s
company. The Mermaids begin crossing the bridge.
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Lagertha orders her horsemen to escort the loot to the ships |
On the right, the archers continue shooting at Fergus, causing another casualty.
The melee between Ragnar and Darroch continues somewhat
inconclusively.
Islemen turn
Ragnall orders his ranks and prepares to receive the charge
of the Dublin Vikings.
The Irish and Ragnar continue to slowly whittle each other
down as the melee goes back and forth with no clear advantage to either side.
Sorley-Boy maneuvers his force so that he can join the fight with Darroch
against Ragnar.
Fergus and his Galwegians attack the tavern and route the
archers.
Turn 13: Islemen initiative
Fergus reforms his men now that they have cleared the
tavern. Baldric discovers something of note.
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Baldric has discovered the missing couple |
Sorley-Boy’s company charges into the fray against Ragnar. As of yet, there is no clear winner.
Norse turn:
Nials’ force charges home on Ragnall’s company. It does not
go well and Ragnall seems to have the upper hand for the moment.
The Mermaids have cleared the bridge and have formed up on
Ragnar’s left flank. The Dragons stand fast and wait for Lagertha and her
shieldmaidens to catch up.
The melee between Ragnar and Sorley-Boy continues, as Ragnar
is wounded. Sorley-Boy has the advantage
of numbers – especially in light of MacBundy’s earlier sacrifice (when he
elected to shoot at Ragnar’s Huscarls rather than turn to the developing threat
to his flank) so is getting the upper hand. But the Norsemen will not quit.
Turn 14: Norse initiative
Finding themselves on
the wrong side of the Adderburn, Lagertha’s horsemen drive their loot through
the ford.
In spite of their
advantage in numbers, Nials’ Dublin Vikings falter against the hard-fighting Ragnall
and his Islemen. The Vikings break, but just manage to escape pursuit – for
now.
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Ragnall defeats the Dublin Vikings |
Sorley-Boys two
companies (Gilliebride’s Islemen and Darroch’s Irish) finally prevail against
Ragnar; however, the pursuit is half-hearted and Ragnar escapes.
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Ragnar's Loyal huscarls cover his retreat |
Islemen Turn
Sorley-Boy reforms his men. Ragnall easily catches the
fleeing Nials, and the Dublin Viking force is destroyed.
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Lagertha the Hot and her guard of shieldmaidens |
Sorley-Boy offer a parlay, but Lagertha the Hot refuses. She will fight for her looted treasure, even if Rangar has been defeated. Lagertha orders her forces to advance and three separate combats ensue:
·
Asmund Dark Heart’s Mermaids v. Fergus’ men of
Galloway
·
Lagertha and her shieldmaidens v. Sorley-Boy and
his best Islemen
·
Angantyr the Fierce and the Dragons v. Darroch’s
Irishmen
There is no clear advantage in the first combat. Sorle-Boy’s
men have the upper hand against Lagertha, but there is no quit in the
Shieldmaidens. Apparently Darroch’s force was spent in their fight against
Ragnar, as the Dragons are able to break their formation and the Irish are
dispersed. They will not reform this day.
Islemen turn.
Ragnall’s Islemen are reforming at the bridge – they pose a
significant threat to the Mermaid’s unprotected left flank. Sorley-Boy and
Fergus are quickly gaining the upper hand, but Lagertha’s shieldmaidens and the
Mermaids will not admit defeat.
The Dragons will very
shortly be a threat to Sorley-Boy’s flank.
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Sorley-Boy and Lagertha parlay |
Conclusion:
With nether side able
to gain a significant advantage, and with significant threats to their flanks, the
wounded Ragnar convinces Lagertha to negotiate. The Norsemen and Sorley-Boy
come to the following terms:
·
Lagertha will keep her treasure wagon, but
return half the cattle (Sorley-Boy counts this loss of wealth as a win, because
it belonged to Mac Adder anyway)
·
Ragnar and Lagertha agree not to raid any of
Sorley-Boys lands for one year
·
Ragnar and Lagertha each agree to surrender one
long ship to Sorley-Boy (the ones crewed by the defeated Bulls and Dublin
Vikings)
As the negotiations
conclude, MacAdder meekly speaks up:
MacAdder: What about Thorfin the Timid?
Ragnar: Him you can keep
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The happy couple |
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