This is a report of us trying out this scenario. As usual, my startling organisation ability shone through at the start of Friday night's game. Admittedly I had left my Welsh mounted hearthguard and some warriors at home. And the rules. And my battle boards. And I hadn't been able to locate any playing cards when leaving the house and had to sub in children's' farm animal dominoes instead. Also, despite promises to the contrary, an uneven undercoat was as close as I'd got to painting the children minis. Regardless, I still did better than Rob, who managed to not turn up at all or even tell us he wasn't coming, the monkey.
The absence of the fourth player required a few minor moderations to the scenario, but as we had plenty of time to discuss this as we waited 45 minutes, wondering or not Rob was turning up, it turns out we had plenty of time. We decided that no-longer would it be necessary for the killer / killers to murder all the young 'uns (as it could be one killer vs two rescuers), and instead the rescuer / rescuers would get 10 points for each kid saved, whilst the killer / killers would get 7 points for each kid offed. We also clarified that kids could only be dealt with in base to base (no missile fire), and came up with a rule that a unit in combat with a unit carrying a kid would have a small chance of grabbing the young 'un.
I picked my four points from a depleted roster - two units of 8 warriors, two units of four warriors, 12 levies and my warlord.
So, without further delay we dealt objective cards (cow = killer, rabbit = rescuer), rolled for deployment, deployed the kids, gave the kids a movement, and then rolled for initiative. My Welsh were victorious, and using the terrain friendly battle board to full effect - double dragons rolled to allow me an extra movement for all units within L of the warlord (answering the Call) combined with Children of the Land, allowing me to ignore difficult terrain - and the boyos raced toward the wandering children. Feeling my usual antipathy toward Adam, I moved a unit of warriors behind a handy wall and readied javelins.
Amid some early whinging about the 'idiot-proof' Welsh board, Adam's Saxons moved toward the kids, peeling off a unit of warriors to stare aggressively at the boyos behind the dry stone wall. Gary moved last, with his Vikings deployed compactly and reassuring far away from the Welsh. He advanced, mostly toward the Saxon flank.
Turn two saw initiative flow away from the Welsh. I was, however, amused to see one of the kids run toward my levies, whilst other kids moved with haste away from Adam's Saxons. Everyone moved forward, and I took an early opportunity to pepper a unit of Saxon Warrior with javelins from two of my units. My levy archers dashed forward to the nearest stray. My murderous intent was revealed when I elected to roll on the 'Kill the Kid' table. To howls of outrage, my ignoble levies butchered the youth. Adam, in particular, stooped to a torrent of abuse touching on how through games we see the man, or some such guff.
Turn three saw the Saxons win initiative, and eight brave Saxon warriors dashed toward a roving child (picking up two fatigues). Adam, the damned hypocrite, then also revealed he was rolling on the 'kill the kid' table. Unlike the cool-handed Welsh, his big men fluffed the job and the kid scrambled between oafish Saxons, straight toward the Viking rescuers. Needless to say, I was too gentlemanly to rub it in. To any great extent.
The Vikings, with both opposing warbands revealed as the blackest of souls, finally started making an impression. The unit of Saxons who had fluffed the murder were dispatched by righteous Vikings who demonstrated the sheer killi-ness of the Viking battleboard with the right dice stored up over previous turns. A small unit of Saxons, hanging back and providing Saga dice, were also butchered by unexpectedly determined Vikings. The Vikings saved one child, who would be home with fair Godiva before bedtime. The tyke who had already eluded the Saxons, was a slippery one though, as he also sprinted clear of his would-be saviours. The Saxons, with one flank being whittled by the cunning / cowardly (opinions unequally split) Welsh missile fire and the other in bloody ruins as the Vikings raged, decided to put the game beyond doubt. A dark deed in the central woods saw another child die, and the Saxon Warlord dashed toward that most troublesome of children. On a D10, Adam needed a 1 to 7, and the game would be beyond the reach of the better players. The Dice God spoke, and the word was 'NO', as Adam fluffed it and the kid ran on. I successfully hid my mirth (possibly) as Adam took a brief stroll around the hall to regain composure.
Now the Welsh moved - the black-hearted bondig strode purposefully from the bog they'd been avoiding swords in, and bundled up the now winded youngster. He would run no more. Not my proudest gaming moment, perhaps, but screw it - a win is a win.
Post-match analysis declared the scenario well-worth a replay or two. Gary felt that there should also be points for killing off enemy units (5 points per unit) and a big minus if you get your warlord killed (-15 points) and we'll play it that way next time.