RAVENFEAST – A review and playtest

Stephen offers a review and playtest of a free ruleset…

Ravenfeast is a free set of  skirmish rules for the Viking Age. I’ve had it some time and finally got around to having a test game over the weekend.

The rules and all its components can be downloaded for free from here:

Free Downloads – Ravenfeast

Mopping Up Stragglers

The game is designed for warbands of between 12 to 20 models, though claims to be scaleable and even has rules for Big Battle Ravenfeast inside. I’m not sure you’d want to go much over 30 models a side (depending on number of players), nor so convinced by the Big Battle rules (you replace individual models with multi-bases that just use the same stats and rules as is!).

For my test game I put together two identical warbands, each comprising a Jarl, two Huskarls, a Berserker, six Bondi with hand weapons, and three Bondi with bows. A total of 12 models per side.

The game designers say that Ravenfeast is meant to be an introductory wargame, and so included in the rules are hints and tips on how to paint models and build terrain. This did make me wonder if the game would be too simplistic and therefore a bit frustrating.

So was it?

In brief, no. It wasn’t. Well, yes, it was simple but that doesn’t mean simplistic nor does it mean the game didn’t provide a good experience.

Battle Commences

Game starts by making an Initiative roll (a D6). Low rolls are good in this game. The player scoring lowest wins the initiative and decides whether to go first or second in each phase. Then players take it in turns to complete each phase before moving on to the next – these are Rally, Movement, Missile, Melee, End of Turn.

Any models that failed a morale roll in the previous turn were marked with a Cowardly marker and may attempt to rally in the Rally phase. All tests are a single D6 roll, with one or two (really, that’s all) modifiers. If the result is equal or less than their Morale stat then they recover, otherwise they are removed from the game and counted as killed.

Movement is also straightforward. Each model has a move stat (in inches) with movement costing double across rough terrain. And the simple approach continues with Missile fire – roll a D6 equal to or less than Missile rating to score a hit. If there are any obstacles between the shooter and target then the target gets a D6 roll for each intervening item – a roll of 4+ means the missile hits an obstacle and the target is saved. But if it gets through then an Armour roll is made which is, again, a D6 roll equal to or less than the model’s armour rating. If hit and wounded then a Blood marker is put down. Wounded models are not removed until the End Phase (nice little tactical touch that).

A Lot Of Wounds Taken

Melee is simultaneous, with each combatant rolling a D6 equal to or less than melee stat. When hit a model makes an Armour roll like Missile firing and, if wounded, a Blood marker is put down. In melee there’s something called A Death Worthy Of A Song. This represents a particularly gruesome and bloody killing and models struck by such a blow receive a Raven token, which could adversely affect the morale of nearby friends.

What I liked about the game was that attempt to put a bit of flavour into it. It can make a lot of difference with simple games because it gives flavour and flair, and becomes something that creates stories and fun. Another such thing is the ability to put your troops into Shieldwall, this improves Armour, but impedes movement. Again, period flavour and tactics.

Form Into Shieldwall

In the End phase you remove any model with a Blood token. You also make Morale rolls for things such as death of a Leader or Hero, if you’ve lost half or more models, or for witnessing A Death Worthy Of A Song. Models that fail are given a Cowardly token and must make a flee move. This is also the time you check to see if there’s a winner (e.g. time limit, scenario objectives, etc).

Included in the game are stats for your Vikings, plus alternatives for Saxons. There’s also a points generator if you want to create your own Vikings or any other troops (for example, Normans). To round it off are three scenarios.

Shieldwalls Clash

From the website you can also download more scenarios as well as fantasy Norse additions. What I also got were a set of Rune Cards. These are a great idea. Each player is dealt one or two cards. Each has a special effect – it could affect one of your models, or it could give you an option to either affect your model or your opponent’s. Play it when you want to and once used it’s gone. There’s also something in there called Geld, which is money you gain from a scenario that you can spend on things like re-rolls or extra Rune Cards, or more berserkers or…well, whatever you agree between you. This could also be used as a scenario objective – grab the loot.

Rune Cards

In summary, I found Ravenfeast to be a cracking effort. They got a lot in there and it all adds something. Yes, it’s simple, but it still has flavour. Naturally, not everything is covered, but it’s not something that a group of friends couldn’t easily house-rule. It’s the kind of game where you could easily get in three or four games in a day and create a one-day mini-campaign. And since it’s free…well, what’s to argue with?

Jarl versus Jarl