Here's The Arrest of Folco Boffin, a scenario of Games Workshop's Middle Earth Strategy Battle Game from the Scouring of the Shire (2019) sourcebook. As you can tell from the name, this is Yet Another Arrest scenario, where Evil is trying to arrest you-can-guess-who and exit him off the western board edge, while Good tries to get him off the same board edge under his own power.
This scenario is unusual because it's just hobbits against hobbits. Because of this, no one is willing to strike to kill. Evil's Strikes turn into 50/50 chances of arresting (i.e. Paralyzing) their victim. Good's successful Strikes drive away their victims ... though in practical terms that's indistinguishable from kills. Sounds nicer, however. There's no stone throwing here, either.
(Click on any image to see an enlargement.)
The Good forces are eight Hobbit Militia, led by Folco Boffin. Trying to arrest him are Robin Smallburrow, Holfoot Bracegirdle, and twelve Shirriffs. Note that I've had to cheat and use four Archers (at the back) to fill out my Shirriffs. But they're used here as Shirriffs, not Archers; the substitution does unfortunately amplify the problem of discerning who is on which side in the pictures.
The Good side begins within 3" of the eastern board edge, with the Militia protecting Folco. The Evil side then sets up within 3" of the western board edge.
With no Shooting possible, both sides advance a full move.
Evil Priority, 3-2.
Evil continues to march up, while Good manuevers to take advantage of the terrain.
Good Priority, 4-2.
Good advances, and Evil begins moving around the fence. Now the game begins in earnest.
Evil Priority, 5-5.
The general scrum begins but neither side's heart is apparently in it as there are no Evil casualties. Two Militia are arrested but one immediately escapes.
Casualties: Good 1 arrested, Evil 0
Good Priority, 6-1.
Good tries to push forward while still protecting Folco. Evil countercharges. Robin and the hobbit next to him are on the wrong side of the fence because they both rolled '1's on their climb tests to cross it.
Combat starts getting serious with two more arrests and two Shirriffs "chased away" (ahem). None of the arrested hobbits escapes.
Casualties: Good 3 arrested, Evil 2
Good Priority, 5-4.
This seems like a perfect opportunity for Holfoot to call a Heroic Move. All the Shirriffs are within his range and this lets the numerous Evil hobbits gang up on the Militia, and, with control zones negated, one Shirriff even reaches Folco.
Combat favors Evil, and three more Militia are arrested. Folco, too, is captured (his Fate roll fails) but he immediately escapes. He's the only one; still, if only one guy's is going to escape, Good wants it to be Folco.
Casualties: Good 6 arrested, Evil 2
Evil Priority, 4-1.
Folco is recaptured, as is another Militia. One Militia wins against the Shirriffs but is unable to score a Wound. At the end of the turn, Folco escapes again(!), as do two nearby Militia (with the yellow beads).
From this turn on, I've started omitting the couple of Militia at the eastern edge of the fence to better focus on the important action.
Casualties: Good 5 arrested, Evil 2
Good Priority, 4-3.
It's Robin's turn to call a Heroic Move, after which there's no more Might on the board.
Folco loses his Combat again but none of the enemy Strikes can score above a 3+ and he remains free yet another turn. Elsewhere another Militia is arrested, and no one escapes.
Casualties: Good 6 arrested, Evil 2
Evil Priority, 5-4.
With decisive numerical superiority, all of the Good hobbits are arrested. The Shirriffs, irritated by how crowded the battlefield is, realize they can pick up the arrested hobbits. So they do so and start dragging them away from the path needed to get Folco off the board. No one escapes.
Casualties: Good 9 arrested, Evil 2
Good Priority, 4-2.
Priority doesn't really matter here because all the Good side is immobile! The Shirriffs start dragging Folco away.
And at this point the narrative concludes. I did play this out, but there was no miracle for the Good side. Sometimes a hobbit or two would escape -- never Folco, though -- but Evil had enough models to subdue them immediately and on Turn 16 Folco was finally frogmarched off the board for an Evil Victory.
Hmm. That was not particularly satisfactory.
I think I can see how this is supposed to go. Evil has the numbers, yeah, but Good casualties never really entirely disappear. So eventually, given a long enough game, Evil should get whittled down enough, perhaps enough to let Folco exit the board.
But we sure didn't see that here, did we? After Turn 5, Good never succeeded in "Wounding" any Evil models, despite sometimes winning battles. So Evil's numbers quickly became overwhelming. Combined with subpar escape rolls, the result was that Good just got rolled.
I will never claim that my tactics are expert-level, so it's possible I'm missing something. But looking over the tools available, it's hard to see how Good pulls this out without a lot of luck. Evil has half again as many troops, and they are of higher quality. Evil's heroes have Might points; Good's hero has none and is unarmed to boot. So how is Good supposed to be competitive?
I wonder if giving Folco a Might point and/or reducing Evil to 8 Shirriffs (instead of 12) would help here.