Blood and Plunder - Summer of Plunder 2026 Escalation League

July 20, 2026 ยท 8 minutes read

This post is my easy-reading version of the Competitive Escalation League details from Blood and Pigment’s Summer of Plunder 2026 Escalation League document. My goal was to keep the league structure, weekly game sizes, scenario notes, scoring, and reporting requirements in one place that is easier to skim than the original PDF, and not to steal from the great folks over at Blood and Pigment.

The images below are cropped from the league document and kept with the matching week because the deployment diagrams are much easier to use visually than as prose.

League Format

The Summer of Plunder 2026 escalation league is a competitive league run through Tabletop Simulator. Each Monday, Dred pairs players and notifies them of their opponent for the week. Players then have the rest of the week to schedule and play their game.

After a game is finished, both players should contact Dred with:

  • The winner.
  • Each player’s Strike Point total.
  • How many opposing models each player killed.

These results feed into the public score sheet and are also used for tie breakers.

Public score sheet

If you miss a week, contact Dred to see whether a makeup game is possible.

Scoring

League points are awarded after each game:

  • Win: 3 League Points
  • Draw: 1 League Point
  • Loss: 0 League Points

After each round, record the result, Strike Points given and earned, and models killed. The document emphasizes that these details matter because they break ties.

Weekly Benefits

Starting in week 2, the player with the stronger league standing chooses one of the two listed weekly benefits. The other player receives the remaining benefit.

League standing priority is:

  • Most wins.
  • Fewest losses.
  • Fewest models lost.

The weekly benefits can be used and attached by any player, even if the usual requirements, such as nationality or skills, would not normally allow them.

Week 1 - Scouting Party

Reports of enemy movement are coming in. Send a small scouting force, determine what the enemy is doing, and report back.

  • Game size: 75 points
  • Game type: Land
  • Scenario: Encounter
  • Terrain: No structures
  • Special rule: If a force has every model removed, it suffers 1 extra Strike Point.
  • Optional map: Steam Workshop map

Week 1 Encounter map preview

Choices:

  • Expert Scout
  • Local Guide

Week 2 - Live to Fight Another Day

The enemy has been confirmed. Fall back, get the warning out, and bring reinforcements.

  • Game size: 100 points
  • Game type: Amphibious
  • Scenario: Custom amphibious setup
  • Terrain: About 30% of the board should be shallow water.
  • Boats: Place 2 piraguas in the middle of the shore.
  • Deployment: Deployment zones are 8 inch squares in opposite corners from the shore.
  • Board note: A 3x4 board is recommended. If using a different setup, make sure all boats are more than 12 inches from both deployment zones.
  • Escape rule: Any piragua that leaves the far sea edge is out of play and gives the opponent 1 Strike Point per escaped boat.
  • Optional map: Steam Workshop map

Week 2 amphibious map preview

Choices:

  • Local Guide
  • Deployment zone becomes 12 inches

Week 3 - High Value Target

The scouts have found a valuable target. A dignitary is staying in a nearby town, and the mission is to capture him.

  • Game size: 150 points
  • Scenario: Raid
  • Terrain: The map should be 40-50% structures, beginning in the defender’s deployment square.
  • Dignitary placement: The defender places an unaffiliated non-combatant model inside a structure that is not inside any deployment zone.
  • Deployment restriction: The Dignitary’s structure cannot be occupied by any other unit during deployment.
  • Optional map: Steam Workshop map

Week 3 raid map preview

Choices:

  • Attacker
  • Defender

Week 4 - The Dignitary

The high value target is being moved by hostile forces. Stop the transfer and get the Dignitary on your side.

  • Game size: 175 points
  • Game type: Land
  • Scenario: The Dignitary
  • Optional map: Steam Workshop map

Week 4 European Militia and European Militia Cavalry options

Choices:

  • European Militia
  • European Militia Cavalry

The Dignitary Scenario Notes

Week 4 Dignitary land scenario sheet

The Dignitary is a special non-combatant model attached to a defender’s non-mounted unit at the start of the game. He uses that unit’s experience level, skills, and special rules, but he does not use its weapons. He cannot make ranged attacks or fight in melee, though he can be removed as a casualty by ranged or melee attacks.

For the land version, the defender chooses a corner and the attacker deploys in the opposite corner on the same long board edge. The defender is trying to move the Dignitary off a diagonal escape edge. Both forces may be split, with some units entering from board edges during the first turn. The game lasts 6 turns.

Key objectives:

  • The defender gains 2 Strike Points if the Dignitary is removed as a casualty.
  • The defender gains a Strike Point at the end of turn 3 if the Dignitary is not within 4 inches of the center point of the board.
  • The defender gains a Strike Point at the end of turn 6 if the Dignitary is not within 6 inches of the escape edge.
  • The attacker gains a Strike Point if the Dignitary has not been removed by the end of turn 6.
  • The attacker loses automatically if the Dignitary moves off the escape edge.
  • The force with the most mounted models is automatically the attacker.
  • Attacking units using Lay in Wait must set up at least 9 inches from the center of the board.
  • Cannons that enter from off-board begin with 4 reload markers; heavy cannons may enter as a dedicated action, must be within 4 inches of the board edge, cannot move again, and cannot enter structures or rough terrain.

Week 5 - Escape to Sea

With the Dignitary now among your ranks, get him to the water and away to safety.

  • Game size: 200 points
  • Game type: Amphibious
  • Scenario: The Dignitary
  • Optional map: Steam Workshop map

Week 5 Dignitary amphibious scenario sheet

Choices:

  • Attacker
  • Defender

Amphibious Dignitary Scenario Notes

The amphibious version keeps the same Dignitary idea but moves the escape route toward water. One side of the board must contain land terrain covering at least 50% of the board while still leaving enough navigable water for a longboat.

Key setup and rules:

  • The defender gets a free longboat hidden near the center of the board.
  • One defender unit must crew the longboat.
  • The defender may include an additional ship or boat.
  • The defender’s force must be split between a land portion with the Dignitary, a longboat crew, and an optional ship at sea.
  • The attacker may bring ships onto the board from the opposite water edge during turn 1.
  • The force with the most mounted models is automatically the attacker.
  • Lay in Wait attackers must be at least 9 inches from the board center.
  • The game lasts 6 turns.

Key objectives:

  • The defender gains 2 Strike Points if the Dignitary is removed as a casualty.
  • The attacker gains a Strike Point if the Dignitary has not been removed by the end of turn 6.
  • The attacker automatically loses if the Dignitary moves off the escape edge.

Week 6 - Commander at Sea

The enemy is too well organized, so their commander must be nearby. Sail out and remove the problem.

  • Game size: 225 points
  • Game type: Sea
  • Scenario: Take and Hold
  • Optional map: Steam Workshop map

Week 6 Take and Hold sea deployment diagram

Choices:

  • Master Gunner
  • Carpenter

Scenario notes:

  • The board is deep water, with any additional water terrain added at player discretion.
  • The defender sets up within 12 inches of a board edge, facing with the wind direction.
  • The attacker sets up on the opposite board edge, at least 24 inches from the defender.
  • The game lasts 6 turns.
  • If a force’s flagship is captured, that force immediately loses, regardless of Strike Points or other factors.

Week 7 - Reinforcements

The commander is down, but reinforcements arrived too quickly. Hold out until better information comes in.

Week 7 sea encounter deployment diagram

Choices:

  • Grapeshot
  • Cook

Scenario notes:

  • The whole board is deep water, with extra water terrain added if the players want it.
  • The defender chooses a board edge and deploys at least 16 inches from each corner.
  • Ships must be placed with part of the ship within 2 inches of the deployment edge.
  • The attacker deploys the same way on the opposite board edge.
  • All ships start 90 degrees to the wind.
  • The game lasts 6 turns.
  • There are no special objectives beyond the standard Strike Point rules.

Week 8 - Seasoned Commander

The enemy has had enough and sends a seasoned commander to deal with your attacks. Be prepared and take them out.

Week 8 sea raid deployment diagram

Choices:

  • Officer
  • French Jesuit Priest

Scenario notes:

  • The board is deep water, with optional extra water terrain.
  • The defender chooses a board edge and deploys with part of each ship within 2 inches of that edge.
  • The attacker deploys anywhere else at least 24 inches away from the defender.
  • The game lasts 6 turns.
  • The defender gains a Strike Point if the attacker captures the defender’s flagship by the end of turn 6.
  • The attacker gains a Strike Point if the defender’s flagship has not been captured by the end of turn 6.

Week 9 - Final Mission

The campaign ends with one last mission: destroy or defend a shore tower that can spot ships before they make landfall.

  • Game size: 300 points
  • Game type: Amphibious
  • Scenario: Provided scenario from the league document
  • Optional map: Steam Workshop map

Choices:

  • Attacker
  • Defender

Round Reporting Checklist

Use this after each game:

Round reporting slip

  • Week number
  • Your name
  • Opponent
  • Win, loss, or draw
  • Your Strike Points
  • Opponent’s Strike Points
  • Models killed

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