Kent came up with a little scenario. Half his force was defending a vilalge the rest were to race on as reserves. We rolled to see where the viking commands deployed and then went for it- the scenario needs a bit of fine tuning but made for an entertaining game.
I had 2x viking commands each similar in size:
1x Housecarl general
2x large veteran vikings
Defending the village Kent had
5-6 mercenary spearmen
3-4 bows (T)
3x Norman knights
3-4 crossbows and bows.
As well as the village one end 0of the table had a river and that is where one of my commands ended up deploying and so slogged its way towards the village but didn't really do much.
I managed to lose both my generals and eventually have one command overrrun by rampaging knights to be crushed. In my last turn I failed to break the defenders of the village (1 unit away and the general managed to just stay alive- 1 hit left!) for a rather convincing win to Kent. Next time we'll make the reserves come onto the table in column and make the terrain a bit friendlier for moving infantry.
Kent's Gripping Beast Church
The slow advance across the river begins...
Kent's reserves arrive.
Vikings turn to meet the new threat- Norman reserves.
Fierce fighting takes place on the left flank.
But in the end the vikings are overrun and the flank collapses.
Meanwhile my other command is finally fighting its way clear of the river.
The Norman general defending the village (banner jsut above the hut) puts up a heroic defence (and survives!)
At last the vikings fight our way into the centre of the village not realising that with both generals dead and the left flank crushed it is all over.
A fun game and a wee bit of tweaking should make for an interesting scenario.
Kent bought along his painted figures and we decided we were both happy with the look of 6 figures on a 5cm square base so the issue is now resolved.