'Fjord Serpents' is a relatively new game (a couple of years old, tops) from Australia which covers Viking naval battles. It's one of those 'game in a box' offerings, with rules, templates, counters and enough models for a decent single-player force or a small two-player game all in the one box. Obviously there's extras you can buy as well.
Our club seemed to have a sudden desire to try this game last month, and four people bought sets. After lots of talented painting we had our first game last night, with six people split onto two teams of three running one ship per person.
The scenario involved salvaging cargo treasure from a sinking vessel in the centre of the table, flanked by a couple of islands. Obviously such an easy mission for each side is complicated by the presence of rivals. Both sides had a small ship (a karvi) and two larger ships (the snekkja). Ships are defined by how many hits they can take (the karvi take 4 and the snekkja 6), which is also how many crew bases they can carry as well.
In fact sailing is fairly simplistic. There are two arcs - wind in front and wind behind. There's no Can't Sail Zone. Going into the wind you can only use half-sail. With the wind behind you you can use half-sail or full sail, the latter being faster. With the wind behind you you also get a speed bonus. Rowing is slower, but you can control your speed. When sailing you must move the full available distance. Turning is via turning-circle templates and is done at the start or end of a ship's movement.
Anyway, on the first move we blundered about trying the movement. On our opponent's side of the table Caesar and Mark used the fact that they had the wind in their favour to bear down on the wreck. They then discovered that collisions with wrecks can be quite nasty. However Mark ignored the damage he'd taken and started salvaging cargo. Caesar bounced off the wreck and came around it to cover Mark's flank form my ship and that of Daniel (out of shot the the right of the picture. That's Caesar's ship with the blue and yellow sail.
Combat involves rolling a a number of D6 looking to score a target number (Major Success) or the number of either side of it (Minor Success). The target number is an odd rule. At the start of a turn you roll a D6 and the score is the target number for the turn. Rolls of 6 and 1 cause the numbers each side to loop around (so if the target number is 6 then a roll of 1 or 5 is a minor success, for example). The whole mechanism could be replaced by a rule that says a 6 is a major success, a 4-5 is a minor and a 1-3 is a miss. It seems to be an unnecessary complication which, as far as I can see, has no purpose.
I digress.
Stands roll to hit enemy stands, and stands that are hit get to save. Fail to save and minor successes wound the stand (it can take two wounds) whilst a major success destroys it. Armored troops get a second save roll to avoid wounding/destruction. Once you get going combat is pretty quick, and the different troop types and action options create some interesting decisions as initiative passes back and forth.
So financial success for one side and a bit of glory for the other.
It's an interesting game. We played just the basic rules; there are all sorts of traits that can be added to leader and ships, plus special crew types that can be deployed. I guess we'll see more of those as people crack on with their painting. I think a fifth person is looking at investing in a set as well, so as a club we should soon have two fairly decent fleets.












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