The dice indicated that the first battle fought in the Necromancer War was an assault by the Necromancer King's forces to secure two strongpoints just inside the Targar Kingdom (Scenario 21 - Twin Objectives). The first objective consisted of a high hill in the center of the plains and an adjacent fortified farmstead.
The Necromancer King's main force arrived en masse. Alerted by an outpost on the hilltops, the Targars scrambled to put together a delaying force and managed to fortify the outpost with a full unit of heavily armed men-at-arms. Although not caught completely unaware, the Targars could not match the sheer numbers of their undead foes. (In this scenario the attacker gets 6 units to the defender's 4, but only wins the game by controlling both objectives by the end of Turn 15.)
|That left arrow should be red.|
Grossly outnumbered an exhausted from their just completed fight, the Targar Second's defeat was inevitable. The loss of a second zombie unit at the hands of the men-at-arms was minor comfort as zombies are much more replaceable than the cream of the Targar nobility.
...and that's when disaster struck. His cousin, The Duke of Incessuaria, had long resented being given command of the less prestigious redoubt - a true and glorious nobleman should ride to battle in style. Not to be outdone by his cousin, the Duke immediately quit the hillside to march to High Lord Sisterbanger's "rescue".
...while his knights secured the farmstead. The Duke of Incessauria contacted the screening force of archers to no avail.
Although the skeletal archers would quickly wilt before the blades of the Duke, they survived long enough to leave him exposed and alone on the battlefield. Too late, the Duke of Incessuaria realized his mistake.
His men finished off the archers before them with no time left to shift and face the onrushing Thrall Knights of the Necromancer King. The Knights impacted the Targar exposed flank and wiped them out almost to a man.
If only the Duke had stayed put, per his clear and simple orders, his force of heavy infantry (half damage due to armor) could have weathered many a charge safe on the hill (another half damage due to the fortifications) until sunset forced an end to the fight. The hills were a good two turns away from the farmstead, which would have meant holding out for just two more turns - easy enough when your foe cannot flank you and can only do one or two points of damage each turn.
Instead, the way was opened for the full might of the Necromancer King's forces to drive deep into the heartland of the Targar Kingdom. As a result of the win, the Necromancer will get to choose which side of the next randomly determined scenario he wants to play.