top of page

Campaign of Thrones #19: The Bridge of Skulls

This is the nineteenth report in our narrative campaign series, Campaign of Thrones. After each battle, the characters on the losing side will potentially be captured or killed. This will transform the story as we know it, inspiring new ‘What If?’ scenarios and battle reports. Join us on this alternative dice-driven version of the War of the Five Kings and battle at the Wall.


As discussed in the Last Stand at Dragonstone battle report, these battles will directly impact our upcoming large-scale finale, Battle for the North. Sadly, Stannis Baratheon suffered yet another devastating loss, so he and his army will not be able to make it. No giant slaying, no eagles burning, no STANNIS! STANNIS! STANNIS!


If the Free Folk are victorious during this battle on The Bridge of Skulls, The Weeper and 15-points of Frozen Shore units will join the Battle for the North during Round 3, deploying on the left flank.


LISTS


The game size was skirmish sized at 30 Points per army. The lists were:


NIGHT’S WATCH:


Units (Attachments)

Shadow Tower Spearmen (Denys Mallister, Commander)

Shadow Tower Spearmen (Watch Captain)

Conscripts (Bowen Marsh, Model Only)

Builder Scorpion Crew


NCUs

Donal Noye


FREE FOLK:


Units (Attachments)

Frozen Shore Hunters (The Weeper, Commander)

Free Folk Raiders (Champion of Bone)

Frozen Shore Bear Riders

Frozen Shore Chariot


NCUs

Mance Rayder

Lady Val


Playing against Free Folk at 30 points is a little risky when The Endless Horde can come into play, but with its recent rework it isn’t as much of an issue.


DEPLOYMENT


The Bridge of Skulls is one of my earliest custom scenarios. It’s different than anything else I’ve done as it cuts the battlefield in half and feels very claustrophobic when you’re playing it. It really doesn’t feel like a traditional game of Song. Most of the strategizing comes during deployment.



The Night’s Watch player deployed the Scorpion in the center, sandwiched by Denys Mallister’s Shadow Tower Spearmen on the left and the Watch Captain’s Spearmen on the right. Behind Denys were the Conscripts with Model Only Bowen Marsh.



The Free Folk player deployed in a diamond shape, with the sturdy Bear Riders out front. On the left side was the Chariot, on the right the Free Folk Raiders with a Champion of Bone. Skulking behind the Bears was The Weeper and his Frozen Shore Hunters.


Denys, Bowen, Weeper, and the Bears were the marked units. Weeper chose vicious for his unit. Denys added the weakened ability. The Bear Riders added always roll highest attack die value. Bowen got sundering.


ROUND 1


The scorpion got an early shot that pierced the Bear Riders from across the table, scoring 2 wounds (that were later healed). Denys bravely moved forward to ensure the Chariot had no room to somehow sneak past the Night’s Watch into their rear.


The Bear Riders lumbered forward close enough to get a ranged attack against the Commander of the Shadow Tower, Denys Mallister. All 4 of the spears missed. The Bear Riders decided against charging in and dealing with Set for Charge at this point in time. The Chariot was in an awkward spot, so they decided to back up for now and wait for a more opportune time to strike.


ROUND 2


Round 2 began with possibly the most layered actions we’ve ever witnessed in this game. I’ll write them in bullet points.


Turn 1


- Mance to swords.

- Bears Riders shoot Watch Captain Spearmen. 2 wounds.

- Charging Volley. Bear Riders charge into Spearmen.

- Set for Charge. Spearmen attack Bear Riders first. 8 dice, 5 hits. Only get 2 wounds against the tough Bears.

- Bears now get their attack. 5 wounds. Play There’s Too Many on the panic check (a great card for this claustrophobic scenario). Spearmen need a 9 to pass. Roll a 9.

- Relentless. Spearmen hit back with 7 big hits. Bears suffer 3 wounds total.


That’s 1 turn with 4 attacks and neither unit has even activated yet. Totaled, the Spearmen suffered 7 wounds and the Bear Riders 5 wounds (which isn’t a huge dent into their 16-wound total).


The Night’s Watch made a risky play next turn. Denys Mallister activated, placing a VP token on the Bears. His Spearmen then charged into the Bears’ flank. The Sword in the Darkness tactics card made them vulnerable and panicked, upping the damage potential. He did 7 wounds total, bringing the now weakened Bear Riders down to their last model. The Free Folk’s 2 NCU setup came into play often throughout the game, as it did now when Val healed the Bear Riders and removed the weakened token.


The Scorpion blasted the Bear Riders, risking panic tests on both Spearmen units. The ranged attack did 4 wounds, bringing the Bears back to the precipice of destruction. A few turns later, Bowen and the Conscripts entered the fray against the Bear Riders. With all 3 Night’s Watch infantry units engaged with the Bear Riders, they finally went down. The Night’s Watch were off to a strong start as they scored 5 victory points from this one kill (1 from victory through combat, 2 because it was a marked unit, 1 from the VP placed on the unit, and 1 from being killed by a marked unit). 5 to 0 for the Night’s Watch. All 3 units were also able to reposition and face the remaining Free Folk units.


Undeterred, the Free Folk played Coordination Tactics and the Raiders attacked the Watch Captain Shadow Tower Spearmen (who had already utilized Set for Charge). The attack did 3 wounds, leaving the Spearmen with only 1 wound remaining. They failed the panic test and rolled a 3 on the D3. Intimidating Presence from the Champion of Bone was key as it was enough to add the extra wound needed to counteract Unyielding and destroy the unit. Unfortunately for the Free Folk player, they only scored 1 VP. 5 to 1 for the Night’s Watch.


As the bloody round ended, a ranged attack from The Weeper’s Hunters and an attack and retreat from the Chariot heavily damaged Denys’ Spearmen.

ROUND 3


Endless Horde was played on the Raiders, changing the complexion of the game. As mentioned earlier, Endless Horde could make a huge difference in a 30-point game. Supply Aid continued to feed Denys, but Bowen and his Conscripts were running low on wounds themselves. Denys charged the Weeper and brought his down to his last rank.


A clutch Regroup and Reform healed Weeper by 4 from the Raiders (whose death won’t affect the Free Folk player too much). Denys and Weeper continued to trade blows, but The Weeper was much better supported by his 2 NCUs. It also became clear that the Chariot was a much bigger 5-point threat than the Scorpion, making the Night’s Watch player second guess a lot of their decisions.


The Night’s Watch player decided to go after the Raiders before they charged into them. The attack does 5 wounds, but the Raiders roll two 6s and pass the panic test. The Raiders struck back, getting only 3 hits, but those 3 hits turned into 3 wounds and the Conscripts then crit failed the panic test, suffering another 4 wounds and dying. The Free Folk scored 3 points, 1 from victory through combat and 2 for killing a marked unit. The Raiders then were able to surge forth into Deny Mallister’s rear, pretty much assuring victory for the Free Folk in a big turnaround.


ROUND 4


The Weeper activated and placed an additional VP on Denys (the third VP placed on his unit). The attack did 3 wounds, and a crit panic fail was enough to destroy the unit even with Unyielding blocking 2 wounds. The Free Folk scored 7 VPs form this one unit alone: 1 from victory through combat, 1 from a marked unit doing the killing, 2 for killing a marked unit, and 3 from the tokens placed on the unit. With the score 11 to 5 and only the measly Scorpion remaining, the game was called.


Final score: 11 to 5 for the Free Folk


WRAP-UP


Both sides made some strategic errors as it’s a much different game with so little room to maneuver. The Free Folk player was helped by their clutch tactics card play, but it was their 2 NCUs healing units and getting extra attacks that made the biggest difference in the end.


Since the Free Folk won, 15 extra points of the Frozen Shore contingent will join their wildling kin in the Battle for the North. In Battle for the North, the Starks will join up with the Night’s Watch to battle to Free Folk horde desperately attempting to smash their way through the Wall. Perhaps the Starks won’t get their happy ending after all...

bottom of page