I've been working on this 60-battle campaign for quite a while now.
Campaign Rules:
Spoiler Alert!
You can't use figures you haven't recruited
Some are recruited automatically; some aren't
Some people are recruited by "talking to" them. Essentially, that means that you end your turn adjacent to that figure and don't attack or use some optional ability (i.e. Overextend Attack, Spear of Summoning)
This campaign only gives you heroes
When a member of your team is destroyed, remove the figure &
On Hard difficulty, the figure is gone forever
On Medium, put a Scar Marker (I use the MARVEL wounds) on the Army Card unless the figure already has one or only has 1 life. Then they're gone.
On Easy, put a Scar Marker on the Army Card. Each one is one automatic wound at the start of each battle.
Scars can only be removed by Kelda's Healing Touch on an otherwise unwounded figure, rolling a 20.
The campaign is divided into five "Books", each about 12 fights. The first uses 1 RotV, 1 of each terrain set (save Ticalla), and a copy of each of the first two Collections. Book 2 adds Collections 3, 4, and 5 to that. Book 3 adds SotM to the first two books' requirements, Book 4 adds Collections 6-8 to Books 1 and 2. Book 5 uses one copy of everything shown in the checklist that comes with Swarm of the Marro (with the possible additions of Collection 9 and Agent Skahen).
When you recruit a squad from a side quest (all side quest text is in blue), if you don't have enough starting spaces for the full squad, you may place them on spaces adjacent to the edge(s) of your start zone. If one is destroyed, do not use Scar Markers. At the end of the chapter, roll the 20-sided die once for each of your Squad members destroyed in that chapter. Add 4 for each other member of that squad if it is unique or 2 if it is common. If your roll is at least 15, the other members help him/her/it pull through and the squad rejoins your army. If you roll a 14 or less, that squad member is permanently destroyed.
BATTLEFIELD BUILDING REQUIREMENTS::
Spoiler Alert!
Ch1 - RotV
Ch2 - RotV
Ch3 - RotV, RttFF, TCB*
*I use the MARVEL set for the terrain throughout this. Just not the figures.
Ch4 - RotV, RttFF, TCB, FotA
Ch4 side quest (will be uploaded later) - RotV
Ch5 - RotV, TCB
Ch6 - RotV, VW (already an official battlefield)
Ch7 - RotV, TT (also an official battlefield)
Ch7 side quest - RotV, TCB (can be substituted)
Ch8 - RotV, RttFF, TCB
Ch9 - RotV, RttFF
Ch10 - RotV, FotA, RttFF, TCB, either TT or some extra snow
Ch10 side quest - even I don't know yet
Ch11 - RotV, FotA
Ch12 - RotV, FotA, TCB
Finn the Viking champion has been leading a small strikeforce against Utgar. However, he has been gone for months with no news. Jandar, the worried (read: concerned) fellow that he is, sent off Finn's brother Thorgrim to find him. Alone. Really Jandar, work on your planning.
Less than half a mile away from Nastralund Castle, Thorgrim spotted someone. Someone... malicious-looking...
PLAYER 1
Thorgrim the Viking Champion (80)
PLAYER 2
Sgt. Drake Alexander (110)
For round 1 only, Player 1 automatically wins initiative
Player 1 goal: defeat Drake
Player 2 goal: defeat Thorgrim
After a brief skirmish, Thorgrim noticed that the "malicious-looking" man was actually seeking a role in Jandar's army. Instead, he joined Thorgrim. Together, they are advancing to- wait! There are kyrie in danger!
PLAYER ONE
80 Thorgrim
110 Sgt. Drake
PLAYER TWO (enemy)
140 Deathwalker 9000
50 Marro Warriors +
70 Zettian Guards +
PLAYER THREE (friendly)
80 Raelin the Kyrie Warrior
80 Kelda the Kyrie Warrior
Player Two Starting Positions:: (red start zone)
Deathwalker: on the Glyph of Rannveig
Marro: on the highest four tiles
Zettians: the other two spots. Duh.
Raelin gets the higher spot.
Raelin can be recruited by talking to her with Drake or surviving the chapter.
Kelda can be recruited by talking to her with Raelin or surviving the chapter.
See the '+' in Player Two's roster next to the Marro and Zettians? That signifies Backup. When the Army Card is completely cleared, at the end of the round another card of the figures can be placed by player 2 on the edge of the map, not within 5 spaces of any members of other teams.
Player 1/3 Goal: defeat all enemies (even if Backup will arrive at the end of the round)
Player 2 Goal: finish off Thorgrim or defeat Players One and Three
As I was saying before that last encounter rudely interrupted me, they were advancing to Utgar's lands to find Finn and ensure his safety. But to avoid any more unwelcome encounters, they took a detour through a nearby forest. Of course, they immediately have another unwelcome encounter.
PLAYER ONE
Thorgrim (80)
others (270-)
PLAYER TWO (enemy)
Acolarh (110)
Venoc Warlord (120)
Venoc Vipers (40) ++++
PLAYER THREE (other)
Marcus Decimus Gallus (100)
Player Two Starting Positions:: (green start zone)
Acolarh: on the higher area
Venoc Warlord: the green spot nearest Acolarh
Venoc Vipers: the other three green spots
Marcus starts in prison.
The Venoc Warlord can be recruited at a later time if you don't kill him here.
Notice that there are four bouts of Venoc Backup.
Player 1 Goal: break Marcus out of his prison and either talk to Acolarh or beat him up (the first is recommended)
Player 2 Goal: finish off Thorgrim or defeat Player One
Player 3 Goal: unknown, but prefers attacking Player Two over Player One
That last encounter with Ullar gave Thorgrim a brilliant idea - ally with the other relevant generals! He took this chance to get on the good sides of both Vydar and Einar, who had been sharing one fortress to lessen the odds of being wiped out. But unfortunately, it seems Laglor's quick temper has gotten to even the best warriors there, leaving only one option: fight it out.
PLAYER ONE
Thorgrim (80)
others (270-)
Marcus Decimus Gallus (100)
PLAYER TWO (Einar - orange)
Hatamoto Taro (130)
Izumi Samurai (60)
Roman Archers (55)
Roman Legionnaires (50)
PLAYER THREE (Vydar - purple)
Laglor (110)
Krav Maga Agents (100)
PLAYER FOUR (allies; cyan start zone)
Sir Denrick (100)
Knights of Weston (70)
Player Two Starting Positions::
Hatamoto - the 'throne' (height 2 rock space)
Izumi - outside the throne room
Roman Archers - pillars
Legionnaires - right in front of you
Player Three Starting Positions::
Laglor - above the throne room
Krav Magas - pillars
At the end of Round 2, Khosumet and a squad of Anubian Wolves join the fight in the red start zone
Einar and Vydar can be played by the same player, so long as they use separate sets of Order Markers
Player One goal: without killing Laglor, have Thorgrim or Marcus talk with Hatamoto Taro
Players Two & Three goal: fend off the intruders
After a short session of diplomacy with the Roman Marcus, Einar realized how much Thorgrim really needed help. He sent the Viking and some companions on a short "test" to see what reinforcements shall come. Einar himself stood at the end of a gauntlet, soldiers blocking the way. If Thorgrim can make it, he earns the eternal support of the Valkyrie General.
PLAYER ONE
Thorgrim (80)
others (190-)
PLAYER TWO
Einar the Valkyrie General (x)
Marcus Decimus Gallus (100)
Roman Archers (55)
Roman Legionnaires (50)
Izumi Samurai (60)
Hatamoto Taro (130)
Player Two Starting Positions::
Einar - violet starting spot
others - placed after you
You may only come to this chapter if Marcus is still in your party (he is not on your team in this fight in this chapter) and you have lost at least one party member.
EINAR THE VALKYRIE GENERAL STATS:
Life 8
Move 6
Range 1
Attack 6
Defense 5
COUNTER STRIKE
FLYING
EINAR'S IMPERIAL DEFENSE: When rolling for defense dice with any figure within 8 clear sight spaces of Einar that follows Einar, add 1 automatic shield to whatever is rolled.
Player Two will not take turns with Einar unless he is attacked.
Figures destroyed in this chapter do not receive Scars and are not killed.
If Thorgrim talks to Einar within 6 rounds, add 1 squad of Roman Archers and Roman Legionnaires to your team (only applies if you have the commons to spare or are willing to proxy).
If Thorgrim talks to Einar after 6 or more rounds, add 1 squad of Roman Archers OR Roman Legionnaires.
If you defeat Einar, add up to 2 of each squad.
PLAYER 1 GOAL: talk to Einar with Thorgrim or defeat Einar (I wouldn't if I were you)
PLAYER 2 GOAL: defeat Thorgrim
Chapter 4 side quest
Spoiler Alert!
I should really make one of those, shouldn't I?
EDIT: Done.
Chapter 5 - Oquimarr Oasis
Spoiler Alert!
Download: http://www.mediafire.com/download.php?wznloz4mmt5
Now that allying is out of the way, Thorgrim can continue the quest for Finn. Nothing particularly relevant happened until he and his makeshift army arrived at the Oquimarr Oasis. From a distance, Thorgrim tried comprehending the area's name.
Well, the water's shape is obviously the 'Oqui' part. And it's close enough to an oasis. But what about the Marr?!? ... Oh no. That knight dude is in trouble.
PLAYER ONE
Thorgrim (80)
others (370-)
PLAYER TWO (enemy)
Grimnak (120)
Ne-Gok-Sa (90)
Me-Burq-Sa (50)
Marro Warriors (50)
Marro Drones (50) (I think I'm starting to understand the name now...)
Minions of Utgar (110)
PLAYER THREE (ally)
Sir Denrick (100)
Knights of Weston (70)
Omnicron Snipers (100)
4th Massachusetts Line (70)
Player Two Starting Locations::
Grimnak - small water area in the northeast
NGS - asphalt
MBS - very top in the grass
M. Warr. - 4 spots nearest Me-Burq-Saa
M. Drones - at the bottom (south?)
Minions - 3 in sand
Player Three Starting Locations::
Denrick - pillar
4ML - on the grass
Omnicrons & Knights - in the water
Player 1/3 Goal: keep Denrick alive while driving off the enemies
Player 2 Goal: defeat Denrick
Thorgrim and co. left the Oquimarr Oasis as quickly as they came. But instead of heading directly toward the supposed location of Utgar's stronghold, they took an unplanned turn to the Volcarren Wasteland, Thorgrim not telling a soul why. Conveniently enough, the knight was there, as was a small regiment of Utgar's forces. Did Thorgrim come here because of that? Or was his detour the reason for it? The answer won't matter unless this battle is survived.
PLAYER ONE
Thorgrim (80)
others (370-)
PLAYER TWO
Deathwalker 9000 (140)
Tornak (100)
Obsidian Guards ++++ (100)
PLAYER THREE
Sir Denrick (100)
Knights of Weston (70)
Omnicron Snipers (100)
4th Massachusetts Line (70)
Tarn Viking Warriors (50)
Airborne Elite (110)
Player Two Starting Positions::
Obsidians - right near the starting zone
DW9000 - over with Denrick
Tornak - on the small hill
Player Three Starting Positions::
Denrick - on the rock
Knights - near Denrick
Omnicrons - top-left of lava field
4th Mass. Line - bottom-left of lava field
Tarns - top-right of lava field
Airborne Elite - N/A
The yellow areas signify where the Obsidians' Backup come into play.
Before you kill squad one, you cannot leave the rock
Before you kill squad two, you cannot cross the first river
Before you kill squad three, you cannot climb the high hill or cross the second river.
Before you kill squad four, you cannot cross the second river.
Player 1/3 Goal: defeat all enemies, INCLUDING ALL BACKUP
Player 2 Goal: finish off Denrick or Thorgrim
After the Volcarren fight, Thorgrim set off - again - toward Upper Bleakwoode. And Denrick followed. Thorgrim's group sped up. As did Denrick's. Thorgrim suddenly became very suspicious and full-on charged north. Denrick. Followed. Eventually, Thorgrim turned around and demanded to know what Denrick was planning. Denrick summed it up in one sentence - "You are not worthy to serve Jandar, therefore you must die."
PLAYER ONE
Thorgrim (80)
others (370-)
PLAYER TWO
Sir Denrick (100)
Knights of Weston (70)
Airborne Elite (110)
Dzu-Teh (75)
4th Massachusetts Line (70)
Omnicron Snipers (100)
Tarn Viking Warriors (50)
Player Two Starting Positions::
Tarns - as shown in 3-D pic
4th Mass - on the left
Dzu-Teh - just past the Tarns
Omicrons - to the right of the Dzu-Teh
Knights of Weston and Denrick - top-right (Denrick in the space next to all 4 others)
If Denrick is the only enemy left at the end of a round, he joins you and the fight ends
Player 1 Goal: defeat all enemies
Player 2 Goal: finish off Thorgrim or defeat Player 1
Thorgrim, even with help from the seemingly bipolar Sir Denrick, was sorely in need of help. So where did he go? A tavern, of all places. With one bag of gold and the possibility of celebrating warriors, his diminished team marched in.
PLAYER ONE
Thorgrim (80)
others (310-)
PLAYER TWO
Knights of Weston (70)
Tarn Viking Warriors (50)
Roman Legionnaires (50)
NEUTRAL
Drunk Citizens (4, 1 life, 3 mv, 1 rng, 1 atk, 1 def, medium 4, Human Citizens, have Disengage)
Player Two Starting Positions::
Tarn Viking Warriors - surrounding the south-west 'table'
Knights of Weston - south-east
Roman Legionnaires - north-east
Citizens' Starting Positions:: around the north-west table (yellow start zone)
You may only come to this chapter if you have lost at least 2 figures, including 1 or more Kyrie Warriors.
Start the battle by placing the Glyph of Brandar (sack of gold) under any one of your figures When a figure on the glyph moves, the Glyph follows (stays under the figure). The Glyph can be passed between two adjacent figures anytime during the Glyph-holding player's turn. When a figure with the Glyph receives a wound or is destroyed, the attacking figure takes the Glyph. A figure with the Glyph can talk to a member of any one of Player Two's squads to recruit the entire squad and remove the Glyph of Brandar from the game.
Drunk Citizens are treated as a neutral player. During each of their turns, all Citizens attack all adjacent figures, one at a time. They will not move. (however, they can be recruited).
Player One Goal: have all Heroes on blue start spaces at the end of a round and choose to leave.
Player Two Goal: defeat Player One.
The Knight threat finally gone, Thorgrim continued on his way. He approached Magnum Bridge, not knowing the horrors lying in wait, waiting for the bridge's guard to fall...
As soon as the Dumutef Guard is destroyed, the Reinforcement army enters in the yellow start zone (under the control of whomever was Player 2)
The Dumutef Guard is not allowed to open up a path past the bridge. It must remain impossible for Thorgrim, Marcus, and/or Denrick to pass.
PLAYER 1 GOAL: move all controlled figures to the yellow start zone space behind the ruin and consequently remove them from the fight ("escaping")
PLAYER 2/REINFORCEMENT GOAL: finish off Thorgrim or defeat Player 1
Still recovering from the last fight, Thorgrim's army soldiered on. While traveling along a river, a small posse of foes was spotted quickly approaching. Currently not in the best shape, the apparent 'good guys' thought for sure they would lose... without some help.
PLAYER ONE (everyone has same amount of wounds as at the end of the last fight)
Thorgrim (80)
others (470-)
PLAYER TWO (enemy)
Taelord (180)
Krug (120)
Tornak (100)
Swog Rider (25)
Khosumet (75)
PLAYER THREE (allies)
Acolarh (110)
Venoc Warlord (120)
Venoc Vipers (40)
Player Two Starting Positions::
Swog - rightmost position
Khosumet - leftmost position, adjacent to cliff
Krug - 2 spaces to the right of Khosumet
Taelord - other red spot next to Khosumet
Tornak - the other two available spots
Player Three Starting Positions::
Venoc Warlord - north of the ruin
Acolarh - leftmost
Vipers - other 3
If you ended chapter 3 by talking to Acolarh, whoever did so can talk to - and therefore recruit - the Venoc Warlord. If you ended chapter 3 by beating up Acolarh, Player 3 will attack you freely.
Player 1 Goal: defeat player 2
Player 2 Goal: defeat player 1 or finish off Thorgrim
Player 3 Goal: give it your all!
Visibly injured, Thorgrim and his team limped to Nastralund Castle to take advantage of Jandar's hospitality. Come morning, they were all refreshed and ready to finally complete their mission.Just as they were about to leave, the doors slammed shut, the alarm sounded, and Jandar's best commander Gilbert prepared to fight. They were under siege.
PLAYER ONE
Thorgrim (80)
others (590-)
PLAYER TWO (enemy)
Deathwalker 9000 (140)
Taelord (180)
Me-Burq-Sa (50)
Ne-Gok-Sa (90)
Tornak (100)
Krug (120)
Grimnak (120)
Swog Rider (25)
Khosumet (75)
PLAYER THREE (allies)
Sir Gilbert (105)
Knights of Weston (70)
Omnicron Snipers (100)
4th Massachusetts Line (70)
Tarn Viking Warriors (50)
Airborne Elite (110)
Player Three sets up first, then Player One, then Player Two.
Gilbert is placed automatically on the level 4 asphalt space.
When any figure moves off a level-12 sand tile, regardless of the figures still on it, remove the tile from the battlefield. All figures still on it fall 11 levels to the ground and roll accordingly for falling damage. Ladders fall similarly. Figures landed on are destroyed. If you land on a figure, roll 1 extra combat die for damage.
PLAYER 1/3 GOAL: defeat Player 2
PLAYER 2 GOAL: defeat Players 1 and 3 or finish off Thorgrim
Now well-rested, Thorgrim's "army" left the fortress of Jandar, unaware of the foes lying in wait...
PLAYER ONE
Thorgrim (80)
others (430-)
PLAYER TWO
Me-Burq-Sa (50)
Tornak (100)
Anubian Wolves (75)
Krug (120)
Obsidian Guards (don't ask why) (100)
PLAYER THREE (allied reinforcements)
4th Massachusetts Line (70)
Airborne Elite (110)
Knights of Weston (70)
Omnicron Snipers (100)
Sir Gilbert (105)
If you have four Army Cards or fewer, you must fight this chapter. If you have five or more Army Cards, you cannot.
At the start of every round, roll the 20-sided die. Add the round number to your roll. If you roll at least 18, player 3 enters in the yellow start zone and may immediately roll for the Drop.
After this fight, player one may choose any of the following to recruit:
[4] Knights of Weston
[4] 4th Massachusetts Line
[3] Omnicron Snipers
[3] Dzu-Teh
Player 1 Goal: defeat Player 2
Player 2 Goal: finish off Thorgrim or Gilbert
Player 3 Goal: defeat Player 2
note: this is a pretty big spoiler, so don't go in unless you've already gone through the first 10 chapters
Spoiler Alert!
Already in Upper Bleakwoode and fighting for his life, Finn the Viking Champion took castle after castle from Utgar's grip. A large factor in his success was the Kyrie Sturla, who kept Finn and his accomplices Carr and Syvarris alive under all circumstances. Next on the hostile takeover list is Vallar Tower, the tallest known structure in Valhalla.
PLAYER ONE
Finn (80)
Syvarris (100)
Agent Carr (100)
PLAYER TWO
Krug (120)
Deathwalker 9000 (140)
Arrow Gruts (40)
Swog Rider (25)
Marro Drones (50)
Anubian Wolves (75)
Blade Gruts (40)
Player Two Starting Positions::
Deathwalker - on top of the tower
Marro Drones - next to your startzone
Blade Gruts - near, but outside of, the castle
Krug - in the castle
Anubians - top-right, next to the road
Arrow Gruts - on the first tier of the castle, in the two lowest and one uppermost red spots
Swog Rider - the last 2 spots
At the end of every round, if Player 1 has at least one figure destroyed, roll the 20-sided die three times. If you roll at least 16 any of those times, your destroyed figures are revived by Sturla. If you have anyone left, place the newly revived figure(s) adjacent to your surviving figure(s). If not, place them as close as possible to where the last was destroyed.
Player 1 Goal: have 3 heroes in the castle, including 2 where Krug starts
Player 2 Goal: defeat player 1 and hope he keeps rolling 15 or less
As Finn left the newly conquered tower, he was approached by a Soulborg from the last fight. The 'borg apologized for "fighting for the wrong side" and offered to help take down Utgar. With him, this "Mechwalker" brought a pair of Zettians who had apparently rebelled. Together, the six charged headlong to Castle Utgard.
PLAYER ONE
Finn (80)
Syvarris (100)
Agent Carr (100)
Mechwalker (140) (use Deathwalker 9000 figure)
Zettian Rebels (70) (use Zettian Guard figures)
PLAYER TWO
Ornak (100)
Mimring (150)
Minions of Utgar (110)
Marro Warriors (50)
Marro Drones (50)
Ne-Gok-Sa (90)
Me-Burq-Sa (50)
Khosumet (75)
Player Two Starting Positions::
Ornak - on the glyph of Brandar
Me-Burq-Sa - on the Warehouse Ruin second floor
Khosumet - behind the Warehouse Ruin
Ne-Gok-Sa - in front of the castle
Marro Warriors - on top of the front of the castle
Mimring - in front of Ornak
Marro Drones - behind the Fortress Door
Minions - on top of the castle, closer to the back
-same Sturla special rule as the last fight-
Player 1 Goal: move Finn onto the Glyph of Brandar
Player 2 Goal: defeat player 1 and hope Sturla fails to deliver
END OF BOOK ONE
To be continued...
STRATEGY FOR PLAYER 1/CAMPAIGN PLAYER
Spoiler Alert!
By clicking any of the following strategy spoiler boxes, you admit that you are pathetic at that chapter/battle. Use at your own risk.
CHAPTER 1 - Emissary
Spoiler Alert!
Spoiler Alert!
Grab the Glyph of Jalgard ASAP
Fight
CHAPTER 2 - Squad Swarm
Spoiler Alert!
Go left
Don't recruit Raelin or Kelda - this way, the good side gets 8 Order Markers per round and quite a lot of healing
Use. Drake.
CHAPTER 3 - Who Are They?
Spoiler Alert!
Wait until Marcus breaks out
Fly Raelin over the trees to talk to Acolarh (or Kelda, your choice)
CHAPTER 4 - Forming an Alliance
Spoiler Alert!
Break the Legionnaires from the ouside in
Fly Raelin or Kelda to Door Space 4 and open the door
Charge in and shout, "DIPLOMACY!!!"
CHAPTER 4 SIDE QUEST
Spoiler Alert!
Didn't we already go over this? IT DOESN'T EXIST
CHAPTER 5 - Oquimarr Oasis
Spoiler Alert!
Stand back
Wait
Only kill those who come your way
Denrick's group can take care of itself
CHAPTER 6 - Sounds Painful
Spoiler Alert!
This is as basic as it gets - charge and kill things
CHAPTER 7 - What?!?!?
Spoiler Alert!
You want Denrick, don't you?
Slaughter the squads, starting with the Knights and ranged people
CHAPTER 8 - Where did THEY Come from?
Spoiler Alert!
Round 1, get into position
Round 2, turn 1, kill the Dumutef with Drake
You'll have 2 free turns to beat the reinforcements
CHAPTER 9 - Guess Who's Back
Spoiler Alert!
Get into position (Drake and Denrick in the front, Marcus next to Drake, Thorgrim next to both, Kelda ready to heal)
STEAMROLLER, BABY!!!
CHAPTER 10 - Where's Finn?
Spoiler Alert!
Get into a similar position, blocking off the middle entrance of the castle (the one that doesn't involve going around or treading snow)
Stand and fight
CHAPTER 11 - Against All Odds
Spoiler Alert!
Once the people in front are gone, send Syvarris 9 spaces in front of the door and fire away until it's gone (offer to your opponent to skip this monotony)
Send Carr recklessly charging in to beat up Krug
CHAPTER 12 - Assault
Spoiler Alert!
Use the Walker and Zetts as martyrs, it's not like it really matters
Blow the Destructible objects away from a distance where foes can't reach you (again, offer to skip the monotony and just remove the Door)
Engage Mimring with the 'Walker and use Carr to whale on Ornak
ALSO TO BE CONTINUED
I need to:
add the background text to Ch18
recover/emulate the data for the enemy squads in Ch19-35
This is a really cool idea Anitar I like it a lot. One suggestion to make it even better is to have the next battle altered based on what happened in the previous battle. So like if you have 10-50 points left on the battle field you advance to this battle, If you have 51-120 points left on the battle feild advance to this battle. I think it would make sense because if you have a small amount of forces left then you wouldn't go after a generals main force.
This is a really cool idea Anitar I like it a lot. One suggestion to make it even better is to have the next battle altered based on what happened in the previous battle. So like if you have 10-50 points left on the battle field you advance to this battle, If you have 51-120 points left on the battle feild advance to this battle. I think it would make sense because if you have a small amount of forces left then you wouldn't go after a generals main force.
-Lucas
How fast have you been getting your guys killed?!? You should NEVER have such a small force, not even in chapter ONE! (though if you'll notice, I haven't let you lose either viking yet)
I suggest you read the rules in the first spoiler section and notice the Scar part. And don't try starting on Hard.
Currently working on Book 2 (though it doesn't help that I no longer have all the enemy info on chapters 19-35) and the side quests of Book 1. Will update soon.