BMC Miniatures
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Wednesday, 4 February 2026
Pillage Scenario
The Blessing of St. Cuthbert’s Ford — A Norman vs. Viking Scenario (600 points each)
The winter sun hung low over St. Cuthbert’s Ford, its pale light glinting off the frozen thatch of the little Saxon village crouched beside the river. Smoke curled lazily from hearths as the villagers gathered in nervous clusters, whispering prayers and gossip in equal measure. Today was meant to be a day of celebration — a rare moment of prestige for this remote corner of Northumbria.
For the first time since the Conquest, a Norman Bishop had ridden north to bless the newly restored chapel, accompanied by a high‑ranking nun of noble birth whose presence alone could elevate the village’s standing. The Normans had seized the moment with predictable enthusiasm: soldiers patrolled the muddy lanes, tax collectors hovered like crows, and the local reeve had been instructed to “encourage generous offerings” from the Saxon peasants.
But beyond the frosted fields, danger stirred.
Across the grey waters of the North Sea, word had spread of the Bishop’s journey — and of the wealth that trailed in his wake. A band of Viking raiders, hardened by winter storms and hungry for plunder, had slipped ashore under cover of night. Their scouts watched the village from the treeline, eyes gleaming at the sight of Norman banners snapping in the wind. A holy man, a noblewoman, a chapel filled with offerings, and a village ripe for pillage… it was too tempting to ignore.
As the church bells tolled and the Bishop raised his hand in blessing, the first distant horn sounded — low, mournful, and unmistakably Norse.
The villagers froze.
The Normans reached for their weapons.
And the Vikings began to advance.
The blessing of St. Cuthbert’s Ford was about to become a battle for survival — and for loot.
Scenario: The Blessing of St. Cuthbert’s Ford
A 600‑point Norman vs. Viking Raid Scenario
The frost still clung to the thatched roofs of St. Cuthbert’s Ford when the Bishop’s procession arrived, banners snapping in the bitter northern wind. The Saxon villagers — weary, suspicious, and long accustomed to being trampled by one lord or another — gathered to witness the blessing of their humble chapel. With the Bishop rode a high‑born Norman nun, famed for her piety and notorious for her sharp tongue, and a small retinue of soldiers tasked with keeping order and collecting “voluntary offerings.”
The Normans saw opportunity.
The villagers saw trouble.
The Vikings saw loot.
Before dawn, longships had slipped into a hidden cove. Hardened raiders crept inland, guided by rumours of holy relics, noble hostages, and a village swollen with tax silver. As the Bishop raised his hand to bless the chapel door, a horn sounded from the treeline — low, hungry, unmistakably Norse.
The blessing was over.
The raid had begun.
Forces (600 points each)
These are suggested compositions, not mandatory lists — tuned for a balanced, cinematic fight.
Norman Defenders (600 pts)
- 1× Knight Leader (Warlord)
- 1× Bishop (non‑combatant objective)
- 1× Noble Nun (non‑combatant objective)
- 1× Unit of Norman Knights (3–6 models)
- 1× Unit of Sergeants with Spears
- 1× Unit of Crossbowmen
- 1× Unit of Local Saxon Fyrd (levy-quality, representing villagers pressed into service)
Norman Strengths: mobility, armour, ranged punch
Norman Weaknesses: must defend multiple points, non‑combatants slow them down
Viking Raiders (600 pts)
- 1× Jarl (Warlord)
- 1× Unit of Huscarls (elite shock troops)
- 1× Unit of Bondi Warriors
- 1× Unit of Archers or Javelinmen
- 1× Unit of Berserkers (optional spice)
- 1× Unit of Thralls (cheap bodies for grabbing loot)
Viking Strengths: brutal melee, flexible raiding units
Viking Weaknesses: limited armour, must cross open ground under fire
Battlefield Layout (4'×4' recommended)
Central Features
- Saxon Chapel (primary Norman objective, major loot site)
- Village Green (central control zone)
- Three to five Saxon houses (secondary loot sites)
- Animal pens, carts, wood piles (scatter terrain)
Norman Deployment
- Deploy within 8" of the village centre
- Bishop and Nun must begin inside or adjacent to the chapel
Viking Deployment
- Vikings deploy within 6" of any table edge EXCEPT the Norman edge
- They may split forces to simulate a multi‑pronged raid
Objectives & Scoring
This scenario blends area control, hostage mechanics, and loot scoring.
Primary Objective: Defend or Seize the Village
- Control the Village Green at game end
- Control = more models wholly within the zone
- Worth 5 Victory Points
Secondary Objectives: Looting
Each lootable feature is worth 2 Victory Points to the side that completes the action.
Lootable features:
- Saxon houses (3–5)
- The chapel (contains relics and offerings)
- The tax cart (if present)
Looting Action:
A unit must spend one full activation in base contact with the feature and not be engaged in melee.
Tertiary Objectives: Hostages
The Bishop and Nun are non‑combatants who can be escorted or captured.
Norman Points
- Bishop survives: 2 VP
- Nun survives: 2 VP
- Both survive: +1 bonus VP
Viking Points
- Capture Bishop: 3 VP
- Capture Nun: 3 VP
- Deliver either to table edge: +1 VP each
Capturing:
A Viking unit must move into base contact with an unguarded non‑combatant.
The captive moves with the unit at reduced speed.
Special Rules
1. Saxon Panic
At the start of each turn, roll a die:
- On a 1, a random Saxon villager model (levy) flees 6" in a random direction.
- If they collide with a unit, that unit must pass a morale check or lose an action.
2. Holy Ground
Any Norman unit within 3" of the chapel gains:
- +1 to morale checks
- Vikings looting the chapel suffer −1 to morale checks next turn
3. Fire & Smoke (Optional)
If a Viking unit successfully loots a house, they may choose to set it ablaze.
Burning buildings:
- Block line of sight
- Cause nearby units to take a morale check
4. Berserker Fury (Optional)
Once per game, Viking Berserkers may activate twice in a row.
Game Length
- 6 turns, or until one side is reduced to 25% strength
- If the game ends early due to casualties, all unclaimed loot is ignored
Victory Conditions Summary
| Objective | Norman VP | Viking VP |
|----------|-----------|------ -----|
| Control Village Green | 5 | 5 |
| Loot each house | — | 2 |
| Loot chapel | — | 2 |
| Bishop survives / captured | 2 | 3 |
| Nun survives / captured | 2 | 3 |
| Escort hostage off table | — | +1 each |
| Both holy figures survive | +1 | — |
Optional Narrative Twists
If you want extra spice, choose one:
A. The Relic of St. Cuthbert
A relic is hidden in one random house.
Worth 3 VP to whoever holds it at game end.
B. Saxon Betrayal
At the start of turn 3, roll a die:
- On a 6, one Saxon levy unit defects to the Vikings.
C. Norman Reinforcements
At the start of turn 4, roll a die:
- On a 5–6, a small unit of Norman riders arrives from the Norman table edge.
Based on scenario 2 of the rulebook
Summary
Scenario 2 in the Pillage rulebook is a straightforward raid-style engagement designed to teach players how to maneuver, contest objectives, and manage aggression. It’s intentionally simple, with a focus on movement, timing, and opportunistic scoring rather than complex special rules.
Core Idea
Two warbands clash over a central area of interest—usually a settlement, farmstead, or cluster of lootable structures. Victory comes from controlling the area and driving off the enemy, not from total annihilation.
Objectives
- Primary: Control the central zone at the end of the game.
- Secondary: Inflict casualties to reduce the opponent’s ability to contest the zone.
- Tertiary (optional): Loot or burn terrain features if your group uses the optional pillage rules.
Deployment
- Both sides deploy on opposite table edges.
- Deployment zones are shallow, encouraging early engagement.
- Terrain is recommended to be moderately dense to create flanking routes.
Special Rules
Scenario 2 is intentionally light on special rules. The only common ones are:
- Control Zone: A defined area (often 12" diameter) in the center.
- Control Check: A side controls the zone if it has more models in it than the opponent at the end of the final turn.
- Morale Pressure: As casualties mount, it becomes harder to maintain control.
Victory Conditions
- Major Victory: Sole control of the central zone.
- Minor Victory: Control contested but you inflicted more casualties.
- Draw: Neither side controls the zone and casualties are largely similar
Monday, 2 February 2026
Pig sty built
Just need to paint add some flocking on the outskirts. a water and food trough and some pig inhabitants.
Some more progress Dark Age buildings
Almost have way on the origibal 6 A Frame buildings wanted to do 3 made 1 of which is painted. Though do want and need to base them at some point. Also started a pig pen and I am considering adding a granary. At some point like to so suitable Dark Age Fortification with wooden walls and earth works etc. Also will need little Saxon church. The pig pen should be useful for number settings and periods at least though the A Frame could work fantasy possibly ancient period settings as well.
Saturday, 31 January 2026
Thursday, 22 January 2026
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