Sir Blue's Foot Knights were led by Sir Red himself a Rep 5 leader. His men-at-arms were led by a Rep 3, which would effect them mightily on activation, and his bow were led by a Rep 4.
Sir Red was not so lucky. He was a Rep 4, his men-at-arms with a Rep 3 leader, as were his bows!
The lined up across the field with the bows in front and the knights and men-at-arms trailing them.
On turn 1 only Sir Blue's men were able to activate, and they advanced.
Turn 2 saw both retinues advance. Sir Blue's bows and men-at-arms were slowed by the sand pit.
Turn 3 saw Sir Red activate first and move his men forward. Sir Red's bows were now in range of Sir Blue's, and they loosed a fusilade, bringing down 1 bowman. It has no effect on the red bow's morale.
In turn 4, the bows exchange fire with no losses, but the Blue bowmen don't like it and 1 figure leaves. (I decided for photo purposes to show the figure bolting, but they are actually removed from the field).
Turn 5, Sir Blue's knights interpenetrate his bows, preventing them from firing or moving. His men-at-arms, no longer under his leadership, stand around. (Note that I forgot all about Fast Move for the entire game. Sir Red's knight loose and a Blue knight goes down!
Turn 6. The Blue knights charge the bows. Their leader has enough sense not to challenge a knight to single combat, but, flustered, they do not fire! The knights kill 4 bowmen, including their leader, but they hold, though losing another figure to morale. The bows have no choice but to continue the melee and they are wiped out! Sir Blue, reduced in numbers, now finds himself face to face with Sir Red! Sir Red's men-at-arms advance on Sir Blue's bows, who do no damage.
I should point out that at the beginning of each round of melee, a figure is removed from each unit in melee, so there is on-going attrition. The only time this does not apply is when one unit is down to its last figure. These figures are not mentioned in my commentary.
Turn 7. Sir Blue has no choice but to charge, hoping his extra die for Ferocious charging will even things out. It does, but no one dies, and both Carry On. The Blue activation die was a 5, so no one else can activate. Sir Red continues the melee against Sir Blue, killing 1 knight. Both Carry On.
Sir Red's men-at-arms charge Sir Blue's bows who get off a shot, taking no one down, but causing 1 runaway. The men-at-arms knock down 2 bowmen. Both Carry On, but 1 man-at-arms runs away.
Turn 8 Sir Red's men cannot activate, including himself! Sir Blue's knights continue the melee with no results. The bows continue to melee the men-at-arms, with little result, but 1 man-at-arms runs away.
Turn 9. Sir Blue dies! Both his remaining units pass their Leader Down test. One of Sir Red's knights has had enough! Sir Blue's bows finish off the men-at-arms. Sir Red's knights advance.
Turn 10, The Blue bows take out 2 knights! The Blue men-at-arms change facing to get around their bows.
Turn 11. Sir Red charges the bows, who fire to no effect. Sir Red takes out 3 bows. They rout, and so does he, leaving the untouched Blue men-at-arms masters of the field!
So quite a different result this time. Sir Blue's knights suffered too many casualties fighting Sir Red's bows to be able to go one-on-one with Sir Red's knights. I haven't had both units rout at the end of a melee before this, and forgot that the men-at-arms should have rolled