This small scenario for Games Workshop's Lord of the Rings Strategy Battle Game covers the slaying of King Theoden by the Witch King, and the revenge wrought by Eowyn and Merry. It was published in Battle Games in Middle Earth #74.
(Click on any image to see an enlargement.)
The full strength RotK Witch King faces off against two Royal Guard, Theoden, Eowyn, and Merry on a 2' x 2' board.
I've used a lot of figure substitutions here. The guy on the Fell Beast is J. Random Ringwraith rather than the Witch King, Theoden is in his unarmored Warg Attack guise instead of his RotK armor, and what is supposed to be two Rohan Royal Guard are instead a RRG Banner Bearer and a regular horseman. Those stand-ins shouldn't strain credulity too much though, and I'm using the scenario-given stats regardless.
The victory conditions are as straightforward as it gets: it's a fight to the death. Not much chance for rules lawyering that.
Good always begins with Priority. Knowing that the Fell Beast (w/12" move) wants to charge them so it can dismount them, the Rohirrim advance so as to keep 13" away from it.
Evil returns the favor by advancing only 1". The Fell Beast can now charge the Rohirrim, but not vice versa! The Witch King decides to see if Theoden wants to come out to play, and Compels him forward 5".
Good Priority. Evil calls a Heroic Move (-1 Might), which Theoden tries to counter by expending a Might point of his own. But Evil wins the roll off and goes first. He tries to Compel Theoden forward again, but rolls a '1' and fails. Now if he charges Theoden the remaining Good figures will counter-charge and Angmar decides he doesn't like those odds. So he moves off to the side where only Theoden can reach him this turn.
Being a hero and all, Theoden accepts the challenge, passes his Courage test, and charges the Witch King while the other riders get as close as they can. If you'd only read the book the charge might seem foolhardy, but in game terms it's an even-up Combat, two dice per side with equal Fight values.
Both sides roll a '5' in Combat, and both sides spend a Might point to bump that to a six. Luck goes with plucky Theoden, though, as Good wins the tiebreaking roll-off. Theoden strikes at the Fell Beast (twice as easy to hit as the Witch King) but both rolls fail to wound.
Evil priority. Eowyn calls a Heroic Move, which the Witch King counters with his last Might point. Evil wins the tiebreaker. The Witch King moves as far away as he can, but he won't be able to get away from the Riders due to the edges of the playing surface. He decides to switch tactics and aims a deadly Black Dart at the nearest Rohan Royal Guard, which instantly kills hims.
The remaining Good models pass their Courage tests and charge the Witch King, Eowyn managing to wound the Fell Beast with her throwing spear as she does so. The combat rolls tie (6 each) and Evil wins the tiebreaker. The Fell Beast strikes Eowyn twice, but does no damage.
At this point the Witch King can no longer escape from the Rohirrim and has no more Might with which to call heroic moves. So when Good gets priority in turn 4, all the models charge, with the exception of the remaining Royal Guard, who fails his Courage test. However, Evil wins the resulting combat, giving Eowyn one Wound which she negates with a Fate point.
Turn 5 sees Good getting Priority again, and by now even Merry has caught up and lends a hand in the melee, which Good wins thanks to Merry spending a Might point to tie the Combat roll and then winning the tiebreaker. Aided by the special Eowyn and Merry scenario rules which allow them to hit the Witch King on a 4+, they easily slaughter the ringwraith and the game ends.
Clearly my Ringwraith tactics are a little rusty. Mulling over how this might work, it seemed to me that with the 2" movement advantage that the Fell Beast could keep his distance, but the small playing field is a tough constraint for Evil and the size of the bases and lack of facing and/or turning rules make dashing over the Rohirrim problematic.
Next time I'll try risking a charge with the Fell Beast. When he wins a combat, he automatically unhorses his opposition. If a 2" advantage isn't enough for hit and run tactics, a 6" (Fell Beast vs Footmen) is.
This scenario is so small that I can't imagine it being endlessly replayable. And yet there seems to be a bit more decision making than I thought at first blush. It definitely seems worth a few more plays.
Oh no! I forget about the Witch King's Fate points! The scenario was by no means over, unless all three Fate dierolls fails, only 1/8 chance. I decided to try again using the rules correctly.