After their disastrous invasion of the Barony of Heirland, the Mireland forces are caught in the open pass between the baronies. They put up some quick barricades in hopes of fending off the oncoming Heirland forces from their camp of injured soldier.
I gave the injured soldiers some slight fighting ability to help simulate a last stand mentality if Heirland forces make it to the camp.
The rules of the scenario indicate one army will retreat if the overall commander is captured. Each side has three units with leaders (indicated by round tokens underneath). So I rolled dice to determine overall command.
Round 1: Heirland wind the roll off 9-6 and goes first.
Their first three activations are used by the leaders activaing the units around them to move up.
The remaining activations have 8 battlemages move to the edge of the southern hill and attack. A Gatorkin and a Goblin archer units at the corner of the defenses are destroyed.
Round 2: Mireland has a +2 bonus on the roll off due to lost units, but Heirland wins 6-5.
One scout uses a free activation from winning the roll off (an ability I keep forgetting) to attack the to inflict losses on the Goblin leader's unit. The next activation: the Scout leader activates the units around it to attack. Scouts and Battlemages lash out at the Goblin leader unit, destroying it, and wounding a Carnage Beast.
The Knight and Infantry leaders move units up to the barricade.
Two Knights charge the corner Carnage Beast inflicting more damage. The
two infantry that didn't move look for a rumored goat path through the
mountains on the the west side of the pass and one finds it.
The retreating mage fails a morale roll and routs off the field. Two more mages activate and damage a second Carnage beast. Both wounded beasts fail morale checks.
Mireland uses leader activations for attacks and to attempts to rally the beasts, one does. Two carnage beasts, a Gatorkin, and a Drake attack along the line. Two Infantry fail morale rolls.
Round 3: Mireland has a +1 to the roll off and wins 6-4. The Drake leader oversees attacks at the corner of the barricade.
Activation by the Gatorkin leader and remaining activations are used to attack all along the line. Two Infantry fail morale and retreat. the retreating Carnage Beast continues to withdraw.
The Heirland Scout leader activates units around it. Scouts and 2 mage move up. Four mages attacks drakes, killing 2. Three other mages activate and attack and kill a Carnage Beast.
The Knight leader activates units around it for attacks; two Infantry also attack. The Infantry leader rallies two Infantry. The remaining activations result in successful rallies as well.
Round 4: Mireland has a +2 and wins the roll off 11-5. Most of the activations are used attempting to rally units. Three of the four are successful. The leader unit activations fuel attacks that kill two Infantry units. The unrallied Gatorkin and beast continue to retreat.
For Heirland, the Infantry leader triggers units attacking and moving in. Three Scouts attack and damage the Gatorkin leader unit. (token on top of units indicate they will need to check morale.)
Cavalry charge in and attack the bucking flank of the Mireland forces. The scout leader move units in the center. Three mages attack retreating units, killing one. Three Gatorkin and the Drake leader unit fail morale, but the Mireland right holds strong.
Thunder sounds in a distance. Time for the first weather roll.
The storm holds off.
Round 5: Mireland is at +1 for the roll off. 9-9 tie. Then Heirland 10-4. The Infantry leader oversees the attacks on the left; the Scout leader orders range attacks on retreating units. then five mages move in and mop up, killing 3 retreating units.
The Knight leader directs attacks in the middle of the battlefield, killing a Goblin. Scouts concentrate fire on the Gatorkin leader unit and then an Infantry moves in. A Carnage Beast fails morale.
The Gatorkin leader orders units to stand fast and attack. The Drake leader attempts to rally troops and fails. Four of the units of injured try a slow retreat. Two Infantry fail morale.
The sky darkens further...
But the storm holds off.
Round 6: Mireland wins the roll off with a +4 16-5. The troops commanded by the Gatorkin leader inflict losses of an Infantry and a Scout. The wounded continue to try to escape.
An Infantry is rallied. The mages surround the Mireland wounded. An all out Infantry and Scout assault kill a Drake and inflict other damage. A Carnage beast and Gatorkin fail morale.
Lightning flashes across the sky...
But the mountains keep the storm at bay.
At this point the Mireland forces were either routing off the field or surrounded. Subsequent combat (rounds 7 and 8) killed a few remaining units and captured the injured.
Units remaining for each army. Top=Heirland (rectangle tokens indicating which units routed):
Casualties, Mireland on top:
Mireland:
Gatorkin - 350 killed, 350 wounded, 1100 scattered
Drake Riders - 400 killed, 250 injured, 450 scattered
Goblins - 250 killed, 100 wounded, 350 scattered
Carnage Beasts - 3 killed
Heirland:
Infantry - 200 killed, 450 wounded, 10000 scattered
Knights - 100 killed, 50 wounded, 50 scattered
Scouts - 50 scattered
Victory points:
Both sides - 1 point per enemy unit destroyed, 2 points per captured leader, 2 points for control of Mireland wounded camp
Heirland - 1 point for Mireland units routed off north side of battlefield
Mireland - 1 point for Heirland unit routed off south side of battlefield, 1 point for unit remaining on batlefield in good order
Total (counting casualties by stand [die]): Heirland 40, Mireland 4
Total (counting casualties by figure [pip]): Heirland 203, Mireland 14











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