Each side had 3 divisions of around 4-5 warbands each, Anglo-Saxons on the one side, Vikings and later Saxons on the other.
The Vikings were deployed with a group of skirmishers on the right facing the village and a small block of archers on the extreme left.
The A-S were deployed with a group of skirmishers on the left flank, also eyeing off the village and the band of cavalry on the right.
I think it was on the very first A-S turn that the cavalry charged the archers and sent them packing, they then turned on to the viking flank and started rolling up the line. This set the tone for the game as the Viking line tried to deal with their left flank.
Full of confidence, I finally managed to command my left division into the fray only to be punished severely. Losing all the combats, I rolled quite badly on the break tests and lost a lot of units to routing. So with the viking left flank crumbling and the A_S left flank also crumbling, this created a pin-wheel effect.
When we called it quits, the A_S centre was struggling to form a line to deal with Viking right flank that was sweeping round. It could have gone either way but I think I was stuffed.
Some points;
1. They ran my cavalry as medium cavalry which I think was too powerful, especially for early medieval.
2. I think we misread the Break test table, probably because it is different in BP, this with some really bad dice rolling on both sides caused some units to flee way too early.
3. I agree with Tom that units of 2x6 look too small, but when they get into battle and you stack up units behind for combat support, you end up with big melees that look better.
4. The support rules means that you clump your units together so you get big solid melees which look good.
Did, I like the game? I *think* so, I need to play it a couple more times, and it definitely needs some period specific rules.


























