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DBA Scenarios

Guthrum's Raid

A heavy mist lies across the fields and the coast as the sun begins to rise on the Saxon shore. In the prosperous villages of Aethwith and Frithburg, Saxon husbands and wives wake to a day of labor in their workshops, plots and orchards. In the adjacent fields, the Saxon herdsmen begin to move among their livestock, leading them out to pasture. It is a peaceful scene except that rumours of the Northmen have forced a calling out by Lord Ulred "the Rapid" of Umbrage, and the best young men of the villages are gathered encamped on the headland to keep a sharp eye out for raiders. Thus begins another day.

But not a normal day. For as the Saxon watch begins to stoke their fires and attend to breakfast, a sharp eyed lookout spots the dreadful prows of the dragonships cutting through the morning mist. The cry goes out...to arms. Runners are dispatched to the villages and a mounted messenger makes haste to the stronghold of Earl Ulred for reenforcements. Will he be quick to Umbrage?

The Armies

The Viking (DBA #106a) raiders are divided into three contingents:

  1. Guthrum (CnC) -- 4 x 4Bd
  2. Kollagrim -- 3 x 4Bd, 1 x 2Ps
  3. Ranald -- 3 x 4Bd, 1 x 3Wb

The Viking army begins the game embarked on three naval elements, represented by individual boats (preferrably longships) or suitable markers.

The Saxon (DBA #75b) defenders are divided into three contingents of village fyrd and one relief column under the overall command of Ulred the Rapid:

  1. Saxon Watch (1x4Wb, 1x2Ps) (deployed at S1)
  2. Aethwith Guard (1 x 4Wb) (deployed at S2)
  3. Frithburgh Guard (1 x 4Wb) (deployed at S3)
  4. Ulred the Rapid (CnC) with Relief Column (8 x 4Sp) (deployed at S4)

The Saxons also have four small herds (located at the spots marked * on the map below), which are tended by unarmed herdsmen.

Terrain Notes

In addition to the fixed terrain reflected on the map, the Saxon player may place two additional pieces anywhere on dry land selected from the following list of available terrain:

Deployment

The Saxon troops begin the game deployed in the positions indicated on the map below. Ulred the Rapid's relief column is deployed off-board at the road end in march column, with Ulred's element at the front. The relief column may not enter the board until the Saxon player rolls a PIP die of 6 or the beginning of turn five, whichever comes first.

The Viking player begins by placing each of his three naval elements at the farthest right corner of his baseline (but not touching land) and then moving. The three naval elements may move by water along the base (water) edge and/or up the river edge. Alternatively, a naval element may move onto the board to beach itself and deploy its troops.

Note: Naval elements need not beach and deploy during the first turn, but may row along the water edges for up to ten turns before deploying. At the beginning of the eleventh turn, any naval element that has not landed and disembarked its troops at least once will retired and may not be subsequently deployed. A retired naval element does not count as lost for victory point purposes, but its loss makes it that much more difficult for the Viking commander to achieve his victory conditions.

The Battle Map (ASCII)


      ===============Saxon Baseline====================
     S4 . . . . . . . . . . . . . . . . . . . . . . . w
      . r . . . . . . . . . . . . . . . . . . . . . . w
      . . r . . . . . . . . . . * . . . . . . . . . . w
      . . . r . . . . . . . . . . . . . . . . . . . . w
      . . . . r . . . . . . . . . . . . . . . . . . . w
      . . . . . r . . . . . . . . . . . . b b b . . . w
      . . . . . . r r r r r r r r r r r r b S3b . . . w
      . . . . . . r . . . . . . . . . . . b b b . . . w
      . . . . . . r . . . . . . . . . . . . . . . . . w
      . * . . . . r . . . . . . . . . . . . . . . . . w
      . . . . . . r . . . . . . . . . . . . . . . . . w
      . . . . . r . . . . . . . . . . . . . . . . . . w   RIVER EDGE
      . . . . r . . . . . . . . . . . . . . . . . . . w
      . . . b b b . . . . . . . . . . . . . . . . . . w
      . . . b S2b.  . . . . . . . . . . . * . . . . . w
      . . r b b b . . . . . . . . . . . . . . . . . . w
      . r . . . . . . . . . . . . . . . . . . . . . . w
      r . . . . . . . . . . . . . . . . . . . . . . . w
      . . . . . . . . . . . * . . . . . . . . h h . . w
      . . . . . . . . . . . . . . . . . . . h [S1]c . w
      . . . . . . . . . . . . . . . . . . . h h h c . w
      . . . . . . . . . . . . . . . . . . . h h h c . w
      . . . . . . . . . . . . . . . . . . . c c c c . w
      w w w w w w w w w w w w w w w w w w w w w w w w w
      =============Viking Baseline=====================

                   WATER EDGE


SCALE: The space between each dot/letter is one inch.

TERRAIN KEY:

.=Good Going (Good Going)
#=Rough/Broken Ground (Bad Going)
h=Gentle Hill (Good Going)
c=Cliff (Impassable)
b=Built Up Area (Saxon Village)
w=Water
*=Saxon Herd (element)

Special Rules

Neither Saxon nor Viking army has a camp.

Viking longships (naval elements) may move by water adjacent to the game board at a rate of 3 inches per turn. It requires 1 PIP to move a naval element. Naval elements may not move in groups. Naval elements may not interprenetrate other naval elements or exchange cargos while afloat.

Troops aboard naval elements may disembark (or reembark) at a rate of one element per PIP per bound. Disembarking troops may position themselves anywhere within a 200P radius of the naval element and may deploy within the zone of control of an enemy element in order to engage it in close combat.

Viking elements forced to recoil into water may reembark into a landed naval element if it has room and is within recoil movement range. Otherwise, the element is destroyed. The maximum capacity of a single naval element is six Viking elements and/or pillage markers.

Viking elements still embarked on a naval element that has landed may fight to defend the element as if it were a camp.

A landed naval element may relaunch if crewed by at least one Viking element at a cost of 2 PIPs.

The Vikings can score victory points through pillaging Saxon villages or herds. A village can only be pillaged once per game, after which its pillaged wealth is represented by a marker (coin) that can be held and moved by either a Saxon or Viking element. To engage in pillaging, a Viking element must move into one of the two Saxon villages or touch a Saxon herd element without being engaged in close combat or falling within the zone of control of a Saxon element. The Viking command then declares that the element is engaged in pillaging, which requires expenditure of 1 PIP. The next bound, a pillage marker is placed alongside the nearest beached naval element. It costs the Viking player 1 PIP to on-load each Pillage coin or herd marker. Saxons can recover points lost through pillaging by taking the naval element with its cargo and/or recovering unloaded pillage markers.

Saxon herd elements can be represented by a 40mm square base of cattle, sheep or goats or other suitable marker. They can be moved 200P per turn at a cost of 1 PIP per herd element moved. Saxon herds that are moved successfully off the Saxon base edge are considered safe from capture and may not be pillaged by the Viking player.

Victory Conditions

In lieu of the DBA victory conditions, the game outcome is determined by points.

The Saxon player starts with 5 points for each unpillaged Saxon village (i.e. 10 points) and earns 5 points for each Viking blade or warband element dispatched, 5 points for each herd saved by off-board movement, 2 points for killing the Viking psiloi, 10 points for killing Guthrum's element, and 10 points for capturing/burning a Viking longship (as well as forcing the Viking to deduct points equal to the amount of pillage lost in the captured ship).

The Viking player earns 4 points for each Saxon spear or warband element dispatched, 2 points for killing the Saxon psiloi, 10 points for killing Ulred's element, 15 points for pillaging a Saxon village, and 5 points for seizing a Saxon herd.

Victory goes to the first player to reach 25 points with an advantage of 10 or more points over the opponent.


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Last Update: Dec. 11, 1998

Comments, questions, and suggestions are welcome. Send them to Chris Brantley at IamFanaticus@gmail.com.