Rules + Scenarios
Rules + Scenarios
Rules + Scenarios
Rules by Al Halden
Table of contents
INTRODUCTION………….. 2 MODELLING………………. 26
Historical Wargaming Assembling Your Vikings
What You Need to Play Painting Your Vikings
Historical Setting Free Paper Vikings
Terrain Essentials
RULES………………………. 8 Building a Longhouse
Standard Rules
Recruiting Your Warband EXPANDING YOUR
Advanced Optional Rules HORIZONS…………………. 35
New Games
SCENARIOS………………... 22 Links & Resources
“A tale is but half told when only one person tells it.” –The Saga of Grettir
Ravenfeast was written by Al Halden in 2010, a beloved and long-time member of our
historical miniature wargaming club in Pennsylvania. Al was a fellow gamer and a good
friend. His love of Viking sagas and lore drove him to write Ravenfeast so that we could lead
our own Viking warbands to glory. It was Al’s firm belief that the best wargaming rules were
short, which is almost certainly why he based Ravenfeast on a free, one-page set called “One
Page Fantasy Skirmish” by John David Slor. Al’s incredible enthusiasm, infectious laugh, and
immeasurable knowledge of the hobby and history are sorely missed around the tables of
our club. This book would not be possible without him, and it is in his honor that we are
publishing this guide for beginners to the hobby.
Al, you are very much missed at the club, and we hope this book honors your dedication to
the hobby.
1
Welcome!
Have you ever wanted to set sail with the great Viking heroes of the sagas or hear the crash
of sword on shield and the cries of the ravens? Now you can create your own epic tales of
heroic deeds, the likes of which will forever be told around the fires of the great mead hall
on dark nights when the cold winds howl.
Ravenfeast is your gateway to the exciting world of historical miniature wargaming! This
book includes a free set of skirmish rules for wargaming in the Viking Age. Whether you’re
new to the hobby or a veteran tabletop player, this game gets you swinging an axe with just
a few pages of simple rules. Beyond the game, this free book also includes all the resources
new players need to get started in the hobby.
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The HISTORY: First and foremost, historical miniature wargaming is about history! Anyone
with an interest in the subject, whether it came from school, a movie, a book, or a television
series, can enjoy the hobby. From ancient Rome to World War 2 and beyond, historical
miniature wargaming spans all eras. Whether you enjoy the study of warfare on land, on the
sea, or even in the air, you will find miniature games for it.
The MINIATURES: Chances are, you’re reading this because you saw a tabletop miniature
wargame being played and were immediately taken in by the visual spectacle of painted
figures. Miniatures come in many sizes and styles, made by a variety of manufacturers from
around the world. Sizes such as 15mm and 28mm are common and denote the height of the
model. Scales such as 1/48th scale are designed to match model trains, cars, or other kits.
Ravenfeast can be played in any scale, though we like to use the most popular scale for
skirmish wargames—28mm.
The PAINTING: One of the most rewarding parts of the hobby is the purchase, assembly,
and painting of the miniatures. Since these miniatures represent soldiers from historical
battles, painting them in the correct colors is part of the fun! To ensure the miniatures are
painted accurately, a big appeal of the hobby is researching uniforms and learning about the
weapons and the equipment of the armies. If you’ve never painted a miniature before, don’t
be intimidated! Later in this book, we’ll show you how to get started.
3
The GAME: While it’s nice to have well-painted miniatures on a great-looking wargame
table, the goal of the hobby is to re-fight historical battles. To do that you need game rules! A
good set of wargaming rules puts you in the shoes of the great generals of history. The
troops are yours to command, and it is your strategies and your tactics they will execute
against your opponent. Wargames give players a structured system to simulate the
movement, firing, and combat results in a battle. Dice are often rolled to determine the
chance of success or failure in combats, while tape measures and special markers are used to
measure troop movements and record the conditions of units in action.
Wargame rules are as varied as the miniature manufacturers, with some rules being simple
and fast to play while others dive into great detail and complexity. If you are interested in a
historical period, it is guaranteed that there are a set of rules written for it. A quick internet
search will help you find game rules for any era.
We understand a new hobby might be intimidating, but don’t worry! We’ll walk you through
all the basics you need to get started in an easy-to-use, fully illustrated format with
supporting materials. When you’re done reading this short book—or even while you’re
reading it—we encourage you to visit us at www.Ravenfeast.com for video tutorials, battle
reports, and more free online resources.
4
What you need to play
5
Historical setting
In the summer of 793, the first recorded Scandinavian raiders pillaged an abbey in
northeastern England, marking the start of a three-hundred year span of history known
today as the “Viking Age.” The term “Viking” never appears in surviving texts from the time.
Citizens of the fractured, vulnerable kingdoms of the British Isles called the Vikings “wolves
among sheep,” or simply “Danes.”
The seafaring Danes exploring and raiding the British Isles hailed from the numerous,
isolated kingdoms of Scandinavia and generally spoke a shared Germanic language, Old
Norse. Their far-flung exploration and raiding parties reached from the Black Sea all the way
across the Atlantic Ocean. Their battles to wrest control of the Saxon kingdoms in England
are the stuff of legend—Alfred the Great, Guthrum, Harald Hardrada, Ragnar Lothbrok, and
Harold Godwinson all rank among the famous captains of the era.
Throughout Ravenfeast, we use the more modern term, “Viking.” The weapons and tactics
of the period are reflected in the rules, and players will need to sense the opportune
moment to form up their shield walls.
The chaotic politics of the Viking Age saw Vikings fighting each other nearly as often as they
clashed with the Saxons or other kingdoms of the mainland continent, so you will have
plenty of flexibility in using your miniatures to fight any opponent!
7
Learning to Play
8
Standard Game Rules
Ravenfeast can be played with two or more players on any size table, with any scale models.
You will simply need a couple of tape measures, a handful of six-sided dice (D6), at least a
dozen figures per player, three colors of tokens, some terrain for your table, and a horn of
mead (over 21 only please!).
BASING: We recommend all Viking figures be mounted on a 1” or 25mm square base. Round
bases may be used if you prefer.
GAME LENGTH: You can fight until one side is eliminated, design your own scenario, or pick
from one of the scenarios offered at the end of the rules. A typical skirmish can be resolved
in 1 hour of play time.
TURN SEQUENCE: A turn consists of six phases. During each phase, every player completes
their actions in Initiative order. Each phase must be completed before starting the next.
During the Missile and Melee phases, mark any casualties as they occur but do not remove
them yet, as they may still act until the End of Turn phase.
#1 Initiative #4 Missile
#2 Rally #5 Melee
#3 Movement #6 End of Turn
A Viking who previously failed a morale roll and is marked with a Coward Token must try to
rally. Roll a D6. If the score is equal to that Viking’s Morale rating or less, the test passes. If
passed, that Viking may immediately act as normal. If failed, that Viking is removed from the
game and counted as killed.
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Phase #3: MOVEMENT
Starting with the player who won the Initiative, each player moves all of their Vikings. A
Viking may move up to their Move rating in inches and may move through friendly Vikings
but not enemies. A Viking may not end his movement with its base overlapping any other. A
Viking cannot move between enemy figures if there is less than its base width between
them. Moving a Viking into base-to-base contact with an enemy locks both figures into melee
and they each forfeit any remaining movement for that turn.
TERRAIN: “Rough” terrain costs double the movement distance to move through it.
Obstacles, such as stone walls or passing through a building doorway, cost 2” of movement.
Some terrain may be defined as impassible, like cliffs or high walls. Players should mutually
agree to terrain types that affect movement before starting.
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Phase #4: MISSILE
To hit with a ranged weapon, the Viking must roll a D6 equal or lower than their Missile
rating. If a hit is scored, each piece of cover between the shooter and the target (walls, fences,
etc), has a chance to block the missile on a D6 roll of 4+.
If the shooter successfully rolls to hit and avoids all intervening cover, the enemy must see if
their armor protects them from the hit. The enemy rolls a D6. If the roll is equal to their
Armor rating or lower, the hit is ignored. If this roll is higher than their Armor rating, they
suffer a wound. Place a Blood Token next to the wounded as a reminder for the End of Turn.
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Phase #5: MELEE
MELEE MODIFIERS
-1 Melee rating if attacking across an obstacle or uphill
-1 Armor rating if attacked from the rear
-1 Melee rating if engaged by multiple enemies (except in Shield Wall)
In melee, a Viking must use at least one attack against an enemy directly in front of them, but
any additional attacks may be used against any other viable target. A Viking rolls a D6 for
each attack. Any roll equal to or lower than their Melee rating inflicts a hit. If the Viking
successfully rolls to hit, the enemy checks to see if their armor protects them from the hit.
The enemy rolls a D6. If the roll is their Armor rating or lower, the hit is ignored. If this roll is
higher than their Armor rating, mark them with a Blood Token.
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SHIELD WALL: Three or more Vikings armed with shields, who are not currently engaged in
melee, may form a Shield Wall. Move your Vikings into base-to base contact during their
Movement phase, all facing the same direction. Declaring a Shield Wall ends their remaining
movement for that turn. Once formed into a Shield Wall, Vikings may only move at half their
Move score, straight ahead or a quarter move back (no turns or wheels), and never over
obstacles. A Shield Wall may reverse their facing 180°, but this requires all of their
movement. A Shield Wall may have a second rank (place the rear rank in base-to-base contact
behind the front rank).
All Vikings in a Shield Wall receive +2 to their Armor rating (maximum of 5, and no bonus if
attacked from the rear). If the Shield Wall has more than one rank, Vikings in the rear rank
may automatically take the place of wounded Vikings in the front rank. This does not count
as movement and may help to preserve the formation! Figures armed with spears in a
second rank may attack an enemy directly in front of them through a friendly figure in the
front rank of the Shield Wall.
A Shield Wall is broken when there are less than three base-to-base Vikings. Vikings may
voluntarily dissolve the Shield Wall at the beginning of the Movement phase with all figures
behaving normally afterward (those Vikings cannot join another Shield Wall the same turn).
EXAMPLE These five figures are in a Shield Wall. The two Vikings in the rear
have spears and may attack from the second rank of the formation.
WOUNDED VIKINGS: Vikings are assumed to only have one wound, unless otherwise noted
with the “Tough” ability. Abilities are described in the next section, “Recruiting Your
Warband.” During the game, any time a Viking suffers a wound from ranged missiles or
melee, mark them with a Blood Token or Raven Token, respectively.
The wounded Viking may still complete all phases of the turn, including any attacks of their
own. Wounds not are applied until the End of Turn!
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Phase #6: END of TURN
During the final phase, all Vikings marked with a Blood Token are removed from the game as
killed, unless they are rated with the “Tough” trait and can sustain multiple wounds.
Likewise, apply a wound to any Vikings marked with a Raven Token, but because their
spectacular death is “worthy of a song,” it requires a morale test for nearby Vikings who
witnessed it. There are other circumstances that each trigger a morale test when they occur
in a turn, which means a Viking may need to take multiple tests!
MORALE TEST: To pass a morale test, a Viking must roll a D6 and score equal to or lower
than their Morale rating. Any Vikings part of a Shield Wall may add +1 to their Morale rating.
Despite any bonuses, a natural roll of “6” always fails morale.
Leaders and Heroes have the ability to inspire nearby Vikings in their warband. And friendly
Vikings within the Morale rating of a Leader or Hero in inches may use that Morale rating to
make Morale tests. Vikings not within the Morale distance of a Leader or Hero use their own
Morale rating.
EXAMPLE With a Morale rating of 5, the Jarl can share his leadership
with both friendly Vikings within 5” of his base for any morale tests.
14
FLEE!: Vikings who fail their morale test are marked with a Coward Token and immediately
turn directly away from the nearest enemy, fleeing their full Move rating away. All enemies
in base-to-base contact with a fleeing Viking receive an immediate Free Attack! Vikings who
flee off the table are removed. Vikings who attempt to flee but find themselves surrounded
to their front and rear are immediately captured or killed—enemy’s choice.
WINNING the GAME: Once the End of Turn phase is complete, proceed to another turn with
the same sequence. How do you eventually win the game? Your Viking skirmish can end in a
number of different ways—you may be playing a “fight to the death,” or you and your
opponent could agree on a turn limit.
Ravenfeast is most enjoyable when you play a scenario with specific objectives, liking
raiding a settlement. If you need inspiration for a scenario, try reading a period book or
watching a Viking-age movie or TV show. And if you’re still at a loss for ideas, we have three
fun scenarios ready for you to try in the book, plus more online for free! Visit us at
www.Ravenfeast.com for free resources to help you play.
15
Recruiting Your Warband
Reference the chart below to recruit your Viking
warband before each game. The point values are the
cost to recruit the Viking. Players may also choose to
upgrade Vikings with special traits. The point value
of your Jarl and Huskarls already include special
traits, but others may also be purchased. Figures can
be given multiple traits. The exact weapons your
figures carry are up to you, but historically
appropriate suggestions are listed on the next page.
Abilities
Leader (+15 points): The head man. Every army is required to have one—and only one—
leader. Leaders may inspire nearby Vikings by allowing them to use his Morale rating if the
Leader passes his morale test first.
Hero (+10 points): Add +1 Morale. Modified Morale ratings may never exceed 5 and
multiple heroes do not stack cumulative bonuses. Heroes may inspire nearby Vikings by
allowing them share to his Morale rating if the Hero passes his Morale test first.
Mighty (+5 points): A man of legendary strength. Enemy figures reduce their Armor rating
by -1 when hit in melee by a Mighty figure.
Tough (variable cost): Vikings can normally only suffer a single wound, but additional
wounds may be purchased at a cost of 50% of the figure’s base point value per wound. For
example, a Viking rated “Tough (2),” could sustain two wounds, while a Viking rated “Tough
(3)” could sustain up to three wounds.
16
Unit Types
Chainmail, shield,
sword or axe
Cloth armor, bow Cloth armor, shield, spear Cloth armor, javelin
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OPEN POINTS ARCHITECTURE
Ravenfeast includes a number of standard unit types pre-designed and already calculated
for your convenience, but players who want to build their own special units are welcome to
use the open design architecture below. Missile attacks can be purchased for long range
(bows at 18”) or short range (javelins and thrown weapons at 8”). Note that multiple melee
or missile attacks may be purchased—a Berserker, for example, has 2 melee attacks.
EXAMPLE: Let’s design a unique Viking! Our customized Viking will be a Berserker
wielding a sword and a throwing javelin. We’ll upgrade his Move to 8”, which costs 2
points. Then we’ll assume he’s quite skilled with a javelin and rate him with a Missile
score of 3, costing 3 points for the shorter range javelin. A bow would have cost 9 points
had we chosen that instead. Berserkers typically have two melee attacks, so we will buy
two attacks at a rating of 4, costing 8 points each. Finally, we’ll give our Berserker a
rating of 4 in Armor and Morale. These each cost 8 points.
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Advanced Optional Rules
Once you’ve mastered the basic game concepts and played a few times, we suggest
experimenting with some advanced rules. You are welcome to use as many of the optional
rules as you want in your games, including the use of Rune cards for unpredictable twists or
the introduction of Saxons as opponents. There are also game adaptations for Norse
mythology if you want to battle monsters and trolls, as well as a “big battle” option for those
of you who want to graduate beyond skirmish gaming into famous Dark Age battles like
Stamford Bridge!
RUNE CARDS
You can go online to www.Ravenfeast.com to download a deck of Rune cards, print them at
home, and cut them out. There are no duplicates in the deck and most cards have two
possible effects. Some cards target figures, others terrain, and a few even target opposing
players. Effects of a Rune card are immediate and may last a phase, a turn, or the entire
battle. The text of each card explains all effects and many of them “break the rules” in a
unique way, making your games less predictable and more fun!
Before the game begins, players agree on how many Rune cards will be randomly dealt to
each player (we suggest one or two). If you choose to deal Rune cards, players may secretly
study their own cards but should not share that information with other players—including
their allies in a multi-player team game. If you are dealt a card that does not pertain to the
scenario for any reason, show it to all other players, discard it, and draw a replacement.
19
GELD
Introducing the concept of money adds a new layer of strategy to your games! When using
the optional Geld rules, players should gather a horde of trinkets to represent currency.
These could be costume jewelry, plastic gold or silver coins, or whatever tokens you have.
Each player begins the game with the same agreed-upon amount of Geld (between 3-6 coins
generally works well). Based on the scenario, it may also be possible to earn additional Geld
for achieving game objectives.
It is assumed that your leader carries your unspent Geld, and if your leader is slain during
the game, the opposing player may assign one figure to spend a full turn “searching the
body” to loot your Geld. Looted Geld becomes the possession of the victor! In the case of a tie
game at the end, the player with the most Geld wins. Geld may be used to purchase rerolls or
other fun things. Geld won during a game may be spent to purchase items at any time from
the start of the game onward.
2 Geld: Receive one additional Rune card (if using the optional rule)
Saxon infantry typically fought with spears and fielding a Saxon army introduces a new unit
type to the game—cavalry. The Saxons and Danes did occasionally field small numbers of
mounted troops, but the use of mass cavalry did not truly emerge until the arrival of the
Normans in 1066. Mounted figures may never form a Shield Wall.
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BIG BATTLE RAVENFEAST
Ravenfeast is a skirmish game, where one figure represents one man, and a player might
normally command a warband of 12-20 models. But what if you want to lead an army of
12,000 to 20,000 men, instead? This is quite simple to do using the same set of rules—it is
only a matter of adjusting the figure scale. Instead of gluing one 28mm figure to a 1” base, try
gluing four 15mm figures to a 1” square base! This new base can be used to represent a
formation of 100 or 200 men. The exact number of figures you place on a unit base does not
impact the game—the “base” is simply an abstract representation of a group of soldiers.
Playing a “big battle” version of the game functions much like the original skirmish rules. To
introduce some command friction, only units within the Morale rating distance of a Leader
or Hero are allowed to create or disband a Shield Wall. This means, for example, a
Leader/Jarl with Morale of 5 must be within 5” of a friendly unit to command them into a
Shield Wall. In all other respects, the game proceeds in the same manner.
EXAMPLE
15mm figures mounted on group bases for a “big battle” game.
MYTHOLOGICAL RAVENFEAST
The men and women who lived through the Viking
era widely believed in magic and Norse mythology.
Players can use Ravenfeast to adventure in this more
fantastical setting, hunting monsters and clashing
with trolls! Use the open point architecture earlier in
this book to let your imagination run wild when
designing Nordic monsters or creatures.
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Sample scenarios
Ravenfeast can be played without a specific scenario. You and your opponent(s) are always
welcome to agree upon a point total and simply throw down your Vikings on a kitchen table
and fight to the death! But after a few games like this, you may want a more challenging
tactical experience and a more narrative, story-driven scenario.
Each of the three scenarios offered in this chapter portrays a different aspect of Viking
warfare. A 4’x4’ table space is suggested for these games. Each scenario includes a map, a list
of starting forces, the objectives, and victory conditions. Players may even wish to play these
scenarios linked together, tracking their Geld and casualties between games!
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“Back to the Boats!”
FORCES: The defender should have a warband of no more than 300 points. The ambusher
should field up to 500 points. Both forces must be led by a Jarl.
OBJECTIVES: The defender must break through the trap and escape back to the longship.
The ambusher wins if he can prevent this escape!
VICTORY: The defender wins a major victory if at least one Jarl or Hero safely reaches the
longship, along with half of his men. It is a minor victory as long as a Jarl or Hero reaches the
longship. Any other result is the victory for the ambusher.
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“Fight for honor!”
Forces: Both players should have equally sized warbands (we suggest about a dozen Vikings
per side, or 300 points), led by a Jarl with at least two Huskarls.
Objectives: For this scenario, both Jarls are rated with Armor 3—a night of feasting means
they either are not wearing all of their armor, or their wits are a bit dull from mead! The
opposing Jarls are required to charge each other and engage in single combat until at least
one wound is inflicted. Whenever a Jarl is wounded, the warband of the wounded Jarl must
take a morale test at the end of that phase. If the morale test is passed, the warband
continues to cheer their Jarl on and the single-combat challenge continues. Roll for morale
each time a Jarl is wounded. If any Viking in the warband fails his morale test, instead of
fleeing (the normal reaction in the rules), the entire warband of the wounded Jarl attacks the
opposing warband and a general melee breaks out! If a Jarl dies and his warband passes all
of their morale checks, the honor duel is over…perhaps a grudge is held….
Victory: The battle is over when a duel ends with one dead Jarl. There’s bound to be a good
fight and a chance to nurse a grudge for a future encounter….
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“Pillage & Burn!”
Forces: The defender should have a warband of no more than 300 points that includes at
least three Thralls. The attacker should field up to 500 points. In a game with 3 or more
players, keep the point ratio between the defenders and attackers the same.
Geld: Zero to start, but players may earn Geld during the game (see Objectives).
Objectives: The attacker must attempt to loot the village and capture Thralls. To loot and
burn the longhouse, the attacker must occupy the longhouse with one or more Vikings. For
each complete turn an attacking Viking is inside an undefended building, earn 1 Geld by
looting. If inside the main longhouse, earn D3 (a six-sided die divided in half) Geld per turn.
To capture a Thrall, the attacker must defeat a Thrall in combat, in which case the Thrall is
automatically captured and moves with the unit (they may do nothing else while captive). If a
defending Viking defeats an attacker with a captive, they may liberate them, allowing the
freed Thralls to move and fight as normal.
Victory: The attacker wins by exiting the table with as much Geld and as many Thralls as
possible. Only Vikings who safely exit the table keep the Geld and Thralls they looted! The
defender wins 3 Geld for each attacking Jarl, Hero, or Huskarl who does not successfully
escape the table. The side with the most Geld wins the scenario.
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Hobby Crafting
Miniature wargaming is a hobby with many facets, with modeling, painting, and crafting
representing just a few of them. Some players find these creative elements of the hobby
exciting, while others find them intimidating when starting from scratch. This chapter will
help get you going with no prior experience required.
We’ll teach you basic skills for painting and terrain construction, and we encourage you to
visit Little Wars TV on YouTube for more detailed video instructions. We have lots of
modeling tips and tricks for new and veteran players alike!
26
Preparing Your Vikings
1. Remove your Viking miniatures from their package and check for missing parts. If the
spears, swords, or other parts are bent, gently bend them back into position slowly so the
part does not break.
2. If preparing a metal miniature, scrape off the excess mold lines or “flash,” but be careful
not to damage the detail of the miniature. If assembling a plastic miniature, Super Glue the
pieces together per the manufacturer instructions.
3. Place a drop of Super Glue or CA glue on the center of a 1” base to affix the miniature.
Allow the glue to fully set. Metal washers can be used as bases, or you can purchase plastic,
wood, or MDF bases if you prefer.
4. Holding the miniature upright and level, use a small disposable paintbrush or toothpick to
dab white or PVA glue around the base, being careful not to cover the feet. Make sure the
glue covers the whole base. Once applied, keep the miniature level and dip it into a container
of sand or model railroad ballast and then tap off the excess into a bowl or can. Allow the
glue to fully set.
5. Prime your miniatures using flat black spray paint. Use short bursts of spray in a smooth
motion, making sure not to spray too closely to the miniature. Several light and even
coatings are preferable to one thick coat. If you are unsure of your ability to spray paint a
miniature evenly, use a paintbrush to apply a thin coat of black acrylic paint by hand. It is
slower, but easier to control the final result.
27
Painting Your Vikings
1. Once your Viking is primed black, paint any armor, swords, or metal with metallic silver.
Chainmail can be dry-brushed. Dry-brushing is a fast and easy technique that will help you
get your Vikings painted quickly. See our YouTube video tutorial to learn how to dry-brush.
2. Paint the pants and shoes a neutral color, like brown or gray, and paint the tunic a
brighter color.
5. This step is optional, but recommended. Wash metallic areas and the shield with black
wash. When dry, proceed to wash the pants, tunic, and flesh with brown wash. See our
YouTube video tutorial to learn how to apply washes.
6. Paint the base in a dark brown color and then drybrush a lighter earth brown (see dry-
brushing above).
7. Put several drops of white or PVA glue on the base in patches around the feet.
8. Sprinkle on flocking or static grass and lightly blow or tap off any excess.
9. If desired, seal your Viking with matte spray sealer in a well-ventilated area. Make sure
you do not spray outside if it is cold, wet, or humid.
28
Free paper vikings
Our goal in publishing Ravenfeast is to get you and your friends playing a fun, historical
wargame right away! Maybe you don’t own any suitable Dark Age miniatures, or maybe
you’d just like to try playing before taking the plunge and ordering some figures of your own.
In either case, we have an affordable, immediate solution for you—paper figures!
Our free paper models are hand-drawn, double-sided Vikings you can use to represent a
variety of unit types in the game. An example of a spear-armed Bondi warrior appears
below! For an introductory game, we recommend about one dozen figures per player.
ASSEMBLY
1. Download the free PDF at www.Ravenfeast.com and print as many copies as you want!
2. The free paper figures are offered in beautiful, stylized full color and also in black and
white for those who might prefer to customize and color their own models. Pick whichever
option is best for you!
3. Use scissors to cut out each figure and fold them where indicated. With a glue stick, glue
the halves of each figure together.
4. Your Viking warband is ready to pillage the countryside! But if you’d like to enhance your
figures a bit more, you can add grass to the paper bases with flock or static grass.
ARTWORK BY
ZACH HERSHBERGER
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Terrain Essentials
A cloth GAME MAT is the foundation of your miniature tabletop battlefield. You can
make your own mat by purchasing plush felt from a local craft store. Alternatively, you
can buy a professional mat from a manufacturer.
HILLS are placed underneath the ground cloth. You can cut and shape hills from
Styrofoam or polystyrene insulation board. The hills pictured above are 1”
polystyrene, with the edges cut on an angle and sanded down smooth. You can stack
various shapes and sizes of hills to create dramatic, rolling contours.
There are many creative ways to represent FIELDS, but the tall wheat shown above is
made from cutting up an outdoor doormat. Visit us on YouTube for video tutorials on
other affordable, easy field ideas.
TREES are a key feature on most battlefields, and while there are ways to hand-make
them from scratch, we strongly recommend buying your trees. Links are provided in
the next chapter.
SCRUB and BUSHES can be modeled with lichen, sold in bags at most craft stores.
Model railroad suppliers make bushes in various types and colors, as well. Rocks and
twigs from your backyard can also serve as rough ground.
These simple STONE WALLS are home-made by indenting polystyrene insulation with
a ballpoint pen! We have a full video tutorial on YouTube to teach you how to make
stone walls on a budget.
Every village needs a LONGHOUSE! Are you ready to build your own?
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Building a Longhouse
STEP #1: Determine the size and shape STEP #2: Cut out the wall sections using a
of your longhouse. Trace four wall sharp X-Acto knife. Make several passes
sections and two roof sections onto foam rather than one deep cut and change the
core or cork tile. Remember to visit us on blade as soon as it starts to become dull.
YouTube for a complete video tutorial on Then glue the wall and roof sections
how to make this longhouse, including together to form the structure. Hot glue is
the exact dimensions used. recommended!
32
STEP #3: Glue strips of thin cardboard STEP #4: Attach basswood or balsa strips
planking to the walls. Using scissors, to represent structural beams on the ends
trim the edges evenly once dry. of the longhouse and roof edges.
STEP #5: Cut a swatch of teddy bear STEP #6: Make sure the direction of the
fur (or similar fabric) to fit the roof fur runs from the top ridge of the roof
and glue it down with PVA or white down to the bottom edges.
glue.
STEP #7: Coat the fur in PVA or white STEP #8: Drybrush the building with gray
glue, thinned with water. Allow time to or grayish-brown. Then heavily drybrush
dry. Then, use craft paint to prime the lighter shades of gray to represent worn
longhouse black or dark brown. wood. The roof should be drybrushed
with tan colors to represent thatch.
33
Graduating to New Games
There is a wide world of historical wargaming beyond Ravenfeast. You can play more
advanced rules in the same era, or you can venture to a different chapter of history. We hope
this free book starts you on the path to a long journey into the hobby of historical miniature
wargaming. If you want to meet thousands of other players from around the world who
gather for large conventions, visit the Historical Miniatures Gaming Society
(www.hmgs.org) to see a schedule of future events.
After mastering Ravenfeast, you may find yourself looking for a more complex, more
advanced game. Luckily for you, those options exist in abundance! Consider these Dark Age-
era games as the next stop on your adventure to Valhalla:
Of course, you may also be itching to leave the Dark Ages altogether and explore a new era
of history. For some inspiration wargaming other periods, visit us at Little Wars TV on
YouTube or our official website, www.LittleWarsTV.com. We’ve staged some spectacular
games, like Gettysburg, Agincourt, Trafalgar, and much more!
35
Links & Resources
There are many more companies than the ones listed here, but we’ve had good experiences
with these suppliers. Little Wars TV receives no commission on sales—we simply like to
support independent businesses whenever possible, as miniature wargaming largely
remains a “cottage industry.” As new companies emerge, we will keep a fully updated list of
links on the official Ravenfeast website!
ONLINE RESOURCES
Official Ravenfeast website: www.Ravenfeast.com
36
5. MELEE: A Viking is in melee if in base-to-base
contact with an enemy. If a Viking has multiple
attackers in base-to-base contact, that Viking
QUICK REFERENCE may decide which enemy to face. A Viking may
attempt to disengage from melee up to half their
This quick-start guide serves as a reminder Move rating directly away, but every enemy in
contact gets one Free Attack.
for the most important rules. It is not a
complete version of the game.
Melee Modifiers:
-1 Melee if attacking across obstacles or uphill
-1 Armor rating if attacked from the rear
TURN SEQUENCE: Each phase is considered -1 Melee if engaged by more than one enemy
simultaneous. Mark all casualties with Blood or
Raven Tokens, and resolve at End of Turn. In melee, a Viking must use at least one attack
against an enemy directly in front of them, but
1. INITIATIVE: Each player rolls a six-sided dice any additional attacks may be used against any
(D6). Subtract the current number of heroes and other viable target. A Viking rolls a D6 for each
leaders in your warband. The player with the attack. Any roll equal to or lower than their
lowest total goes first or nominates who goes Melee rating inflicts a hit. The target rolls their
first. Play proceeds clockwise. Armor rating or lower to ignore the hit.
2. RALLY: A Viking who previously failed a Death Worthy of a Song: If a Viking hits with a
morale roll and is marked with a Coward Token D6 roll of “1” and the enemy rolls a “6” for their
must try to rally by rolling its Morale rating or Armor rating, the Viking rolls a second, Free
less. If they pass, the Viking immediately acts as Attack. A successful second hit inflicts a
normal. If failed, remove the Viking from play. spectacular wound with a Raven Token.
3. MOVEMENT: Starting with the player who Free Attacks: Roll to hit as normal, but the
won the initiative, each player moves all of their enemy does not roll for their Armor rating.
Vikings. A Viking may move up to their Move Successful Free Attacks are automatic wounds!
rating in inches. Moving a Viking into base-to-
base contact with an enemy locks both figures Shield Walls: Requires at least three Vikings,
into melee and they each forfeit any remaining armed with shields, facing the same direction,
movement for that turn. not currently in melee. Shield Walls only move
at half their Move score, straight ahead or a
Terrain: “Rough” terrain costs double the quarter move back, and never over obstacles. All
movement distance. Obstacles, such as stone Vikings in a Shield Wall receive +2 to their
walls, or hedges, or passing through a building Armor rating. Vikings armed with spears may
doorway, cost 2” of movement. fight from a second rank deep in a Shield Wall.
Facing: A Viking may attack any target forward 6. END OF TURN: Apply wounds. Vikings who
of its rear base edge. are required to take a morale test roll a D6,
equal or lower than the Morale rating to pass.
4. MISSILE: Vikings who moved more than half Leaders and Heroes may lend their own Morale
their movement or are engaged in melee may not rating if within that number of inches.
shoot. To hit with a ranged weapon, the Viking
must roll a D6 equal or lower than their Missile Morale Test Events:
rating. The target ignores the wound by rolling —All Vikings test if their Leader is killed
their Armor rating or less. —All Vikings test at +50% warband losses
—Any Vikings within the Morale rating range
Cover: Enemies more than 2” into woods or of a dead Hero from their warband
inside buildings cannot be targeted. For each —Any Vikings within 6” of a Raven Token
piece of cover between the shooter and the target inflicted by the enemy this turn
the shot is deflected on a D6 roll of 4+.
“HOW DO I START
MINIATURE WARGAMING?”
Maybe you’re new to the hobby of tabletop
wargaming, or maybe you’ve played a few
games and want more guidance. This free
book will help you and your friends roll dice,
lead miniature armies, and have a great time
exploring the battles of the Viking Age!
FORCES: Historians know very little about this pivotal battle, except that it occurred in early January 871 near the
Saxon village of Reading, along the eastern border of Wessex. We do not know the number of Saxons or Danes
present for the battle, but armies in this era could be as small as a few thousand men. From Asser’s chronicle, The
Life of King Alfred we do know the names of several famous historical personalities who fought (and died) in this
climatic engagement. Orders of battle for both armies appear on the next page.
OBJECTIVES: Both sides must try to eliminate at least two-thirds of the opposing army. The first side to suffer over
66% losses immediately retreats and loses the scenario.
HISTORICAL OUTCOME: The Danish army deployed on a ridge in two wings—one wing under the kings Bagsecg
and Halfdan, and the other wing under the command of five lesser earls. The Saxon army attacked the ridge in a
matching formation, with King Aethelred leading one wing and his younger brother Alfred commanding the other
flank. The Saxon attack was disjointed but ultimately victorious. One Danish king (Bagsecg) and all five of the
lesser earls were killed in the battle and the subsequent, bloody pursuit. In the months that followed, the Saxons
would suffer a string of defeats in major battles, culminating in the death of King Aethelred I in April 871. He was
succeeded by his brother, the future King Alfred “the Great.”
Ravenfeast is a product of Little Wars TV, copy-written in 2020, authorized for free non-commercial reproduction.
WEST SAXON ARMY
ORDER OF BATTLE
RIGHT WING, commanded by the Danish kings (14 units / 319 points)
Name Units Move Missile Melee Armor Morale Pts Traits
King Bagsecg x1 6” 0 5 5 5 75 Leader, Tough (3)
King Halfdan x1 6” 0 4 4 4 46 Hero, Tough (2)
Huskarl x1 6” 0 4 4 4 36 Tough (2)
Berserker x1 6” 0 4 (x2) 3 4 30
Bondi Archer x2 6” 2 (18”) 3 3 3 36
Bondi x8 6” 0 2 2 2 96
LEFT WING, commanded by the Danish earls (14 units / 310 points)
Name Units Move Missile Melee Armor Morale Pts Traits
Earl Sidroc the Old x1 6” 0 4 4 4 46 Hero, Tough (2)
Huskarl x4 6” 0 4 4 4 144 Tough (2)
Bondi Archer x2 6” 0 3 3 3 36
Bondi x7 6” 2 (18”) 2 2 2 84
“Back to the Boats!”
FORCES: The defender should have a warband of no more than 300 points. The ambusher should field up to 500
points. Both forces must be led by a Jarl.
OBJECTIVES: The defender must break through the trap and escape back to the longship. The ambusher wins if he
can prevent this escape!
VICTORY: The defender wins a major victory if at least one Jarl or Hero safely reaches the longship, along with half
of his men. It is a minor victory as long as a Jarl or Hero reaches the longship. Any other result is the victory for the
ambusher.
Ravenfeast is a product of Little Wars TV, copy-written in 2020, authorized for free non-commercial reproduction.
“Burn the Longship!”
FORCES: This scenario is loosely based on history but inspired by Bernard Cornwell’s The Saxon Chronicles series
(known to television audiences at The Last Kingdom). As such, two heroes from the fictional saga—Uhtred and his
priest Father Beocca—are included in this scenario.
The Saxon force includes two warbands. King Alfred (rated as a Lord) leads 4 Hearthguards, 4 Veteran Fyrd, and 3
Bowmen. The second warband includes Uhtred (rated as a Lord with 2 Melee attacks), Father Beocca (rated as a
Veteran Fyrd with Tough (2) and the Hero ability) and 6 Fyrd.
The Viking force includes two warbands. Tostig (rated as a Jarl) leads 3 Huskarls, 1 Berserker, 6 Bondi, & 3 Bondi
Archers. A second warband is allowed to land by rowboat anywhere along the shoreline, at any time after Turn 2.
This second warband is led by a Huskarl (rated with the Hero ability) and 5 Hirdmen.
OBJECTIVES: The Saxon players must attempt to burn the longship. Any Saxon model who spends his melee action
in contact with the longship is assumed to be setting fire to the ship. Place a smoke marker (you can use a cotton
ball). The Vikings must prevent the ship from catching fire, while also trying to kill or capture King Alfred.
VICTORY: The Saxon players win if King Alfred survives and 6 smoke markers are placed on the longship. The
Vikings win a minor victory if they prevent this from occurring, and a major victory if they can kill or capture
Alfred!
Ravenfeast is a product of Little Wars TV, copy-written in 2020, authorized for free non-commercial reproduction.
“Capture the king!”
FORCES: This scenario is historically-based, but taken from the Bernard Cornwell’s The Saxon Chronicles series
(known to television audiences at The Last Kingdom). As such, two heroes from the fictional saga—Uhtred and his
priest Father Beocca—are included in this scenario.
The Saxon force includes two warbands. King Alfred (rated as a Lord) leads 5 Hearthguards & 3 Bowmen. The
second warband includes Uhtred (rated as a Lord with 2 Melee attacks), Father Beocca (rated as a Veteran Fyrd
with Tough (2) and the Hero ability) and 4 Veteran Fyrd.
The Viking force includes three warbands. Guthrum (rated as a Jarl) leads 2 Huskarls, 1 Berserker, 5 Hirdmen, & 3
Bondi Archers. Heasten (rated as a Jarl) leads 1 Berserker and 8 Bondi. Ragnar (rated as a Jarl) leads 1 Berserker, 7
Bondi, and 3 Bondi Archers.
OBJECTIVES: The Saxon players must attempt to escape along the dirt road leading from the left, top, or right table
edge. The Saxons may use any combination of these potential exits. The Vikings are attempting to capture or kill
King Alfred, along with his two companions Uhtred and Father Beocca!
VICTORY: The Saxon players win a major victory if King Alfred, Uhtred, and Father Beocca all escape from the
table. The Saxons can win a minor victory as long as King Alfred and one other Hero escapes. The Vikings win a
major victory if they kill or capture Alfred and a minor victory if they kill or capture both Uhtred and Beocca.
Ravenfeast is a product of Little Wars TV, copy-written in 2020, authorized for free non-commercial reproduction.
“Fight for honor!”
Forces: Both players should have equally sized warbands (we suggest about a dozen Vikings per side, or 300
points), led by a Jarl with at least two Huskarls.
Objectives: For this scenario, both Jarls are rated with Armor 3—a night of feasting means they either are not
wearing all of their armor, or their wits are a bit dull from mead! The opposing Jarls are required to charge each
other and engage in single combat until at least one wound is inflicted. Whenever a Jarl is wounded, the warband
of the wounded Jarl must take a morale test at the end of that phase. If the morale test is passed, the warband
continues to cheer their Jarl on and the single-combat challenge continues. Roll for morale each time a Jarl is
wounded. If any Viking in the warband fails his morale test, instead of fleeing (the normal reaction in the rules),
the entire warband of the wounded Jarl attacks the opposing warband and a general melee breaks out! If a Jarl dies
and his warband passes all of their morale checks, the honor duel is over…perhaps a grudge is held….
Victory: The battle is over when a duel ends with one dead Jarl. There’s bound to be a good fight and a chance to
nurse a grudge for a future encounter….
Ravenfeast is a product of Little Wars TV, copy-written in 2020, authorized for free non-commercial reproduction.
“Pillage & Burn!”
Forces: The defender should have a warband of no more than 300 points that includes at least three Thralls. The
attacker should field up to 500 points. In a game with 3 or more players, keep the point ratio between the
defenders and attackers the same.
Geld: Zero to start, but players may earn Geld during the game (see Objectives).
Objectives: The attacker must attempt to loot the village and capture Thralls. To loot and burn the longhouse, the
attacker must occupy the longhouse with one or more Vikings. For each complete turn an attacking Viking is inside
an undefended building, earn 1 Geld by looting. If inside the main longhouse, earn D3 (a six-sided die divided in
half) Geld per turn. To capture a Thrall, the attacker must defeat a Thrall in combat, in which case the Thrall is
automatically captured and moves with the unit (they may do nothing else while captive). If a defending Viking
defeats an attacker with a captive, they may liberate them, allowing the freed Thralls to move and fight as normal.
Victory: The attacker wins by exiting the table with as much Geld and as many Thralls as possible. Only Vikings
who safely exit the table keep the Geld and Thralls they looted! The defender wins 3 Geld for each attacking Jarl,
Hero, or Huskarl who does not successfully escape the table. The side with the most Geld wins the scenario.
Ravenfeast is a product of Little Wars TV, copy-written in 2020, authorized for free non-commercial reproduction.