If you haven't read the initial setup, that post is here:
https://nerdusinterruptus.blogspot.com/2022/07/campaign-carnival-2022-scenario-2.html
The Heirland forces setup with the scouts on the south end of their line. They can travel through just woods (the southern half of the forest on the left, the top half is on a hill) without restriction. There are two knights on the road to lead the convoy of wagons (white dice).
The Mireland forces setup with the rage beasts on the left and the drake riders on the right. The ground forces will race for the gap in the mountains while the drakes head over the mountain to block the road.
Turn 1
The roll off (2d6): Mireland 4, Heirland 2
Mage teleport rolls (2 each since they are double moving): 2&5, 5&5, 4&4, 6&1, 6&1
Forces move up. Heirland gets on the road, their battle mages teleport to the edge of the wooded hill and the scouts move into the woods. The lead rage beast enters the mountain pass, because it's a hill and halves movement the lead beast just makes it through. The second beast is in the pass. The other units back up behind the pass. The drake riders move to the base of the mountain.
Turn 2
The roll off: Heirland 9, Mireland 7
Mages moving base range so no dice rolled.
The mages stack up on the edge of the hill which gives them extra range and open fire on the lead rage beast.They score a total of 11 hits, the rage beast saves 5 of them. The second knight unit charges and scores 4 hits. The rage beast saves only one and dies. The lead knight unit charges the rage beast in the pass. It hits with it's charge (not saveable), and scores 4 other hits. The rage beast saves 1.
Having used all 7 available activations, the remaining Heirland forces focus on moving further across the map.
The rage beast in the pass lashes out at the knights, scoring 3 hits. The knights save two, shining armor slightly dented. The drake riders move across the mountain.
Turn 3
The roll off (Mireland plus 1 after losing a unit): Heirland 10, Mireland 8
Mage teleport rolls (4 moving and attacking, 1 double moving): 6, 5, 4, 5, 2&1
The front end of the convoy moves down the road leaving a gap for the range units. The three scouts plus one mage activate and attack the drake rider unit with the the leader. They land a total of 14 hits, including two unblockable hits from the mages. The drake rider only saves 8 and is destroyed (leader captured). Two mages attack the second drake rider, scoring 6 hits. None are saved and the second drake unit is destroyed. The fourth mage targets the next drake rider in line and scores 3 hits, 2 unblockable; one is saved. The remaining convoy units move down the road.
The rage beast in the in the pass hits the blocking knights for 3 hits, only one is saved. The remaining drake riders attack 3 infantry units in the convoy, including the leader. The leader unit takes 2 hits and saves 1; the east unit takes 2 hits and saves 1; the west unit takes 4 hits and saves 1.
Turn 4
The roll off (Mireland +2): Heirland 12 (!), Mireland 10
Mage teleport rolls (moving only once to remain in range of combat while being near map edge):3,6,3,5,4
Most of the convoy (including all 5 wagons and the knight leader unit) move off the map. Three infantry and one knight will activate along with the three engaged units. The attacks on the western drake unit score 6 hits, 3 are saved. The middle drake unit suffers 7 hits; with only 1 save that unit is destroyed. The east drake unit suffers 7 hits, but saves 5. Remaining Heirland units move close to the map edge. The unengaged knight unit near the pass moves to the road.
The rage beast in the pass scores two hits, but the knight saves both. The remaining drakes score 3 hits on two engaged infantry with no saves.
Turn 5
The roll off (Mireland +1): Mireland 9, Heirland 5
No mage teleport rolls, all units close enough to map edge for minimum roll to get them of board.
The rage beast in the pass scores 3 more hits; one is a 6 (counts as 3 hits if unsaved). The knight saves the 6 and one other hit. This unit will later receive a citation from the Baron of Heirland for Holding the Line. The two drake units score a total of 3 hits, but 2 are saved.
The knights attack the west drake unit. They score 4 hits; only 2 are saved and that unit is destroyed. An infantry unit score 3 hits on the remaining drake, which is also destroyed after only saving 1. Most of the remaining Heirland units get off the board, including the infantry leader, and all the scouts and mages. The few remaining units moving down the road.
Turn 6
Roll off (Mireland +2): Mireland 9, Heirland 8
The rage beast in the pass score 3 more hits including a 6. The knights save 2 including the 6.
The remaining Heirland units move off the board.
And with that the heroic knights in the pass are captured as darkness descends and the rest of the Mireland army arrives.
The final tally:
By stands (dice): Heirland (1 Mireland leader captured, 5 wagon escaped) 12 VP
Mireland (1 Heirland unit captured): 2 VP
By figures (pips) : Heirland 12 VP, Mireland 7 VP
In terms of troops lost:
Heirland: Injured- 400 Infantry, Captured- 300 Knights
Mireland: Killed- 600 Drake Riders, 1 Rage Beast; Injured- 492 Drake Riders; Scattered 300 Drake Riders; Captured- Drake Rider leader
In terms of victory points either a solid Heirland win or a draw. In terms of losses, a lopsided victory for the Heirland forces.
Because of the terrain draw, the turn 2 roll off was a killer. By activating first, Heirland was able to keep the vast majority of Mireland forces bottled up. Had Mireland won that roll, they'd have broken out and the chase would have been on.
But this was the only way this battle could have broken down in Heirland's favor. A different set of terrain and a substantial portion of the Heirland force would have been tied up in battle and lost after turn 6 given the scenario conditions.
So what could have been the Heirland forces losing up to half their total forces ends in a substantial victory. This is why we play.














