- Stuart misplaced one of his miniatures at some point during the first turn so wasn't playing with a full strength warband.
- I misread the description of poison dart and KO'd Stuart's apprentice early on with a spell that doesn't cause damage! I did roll a critical hit with the attack so there's a wafer thin in-game justification, he says, convincing no one, not even himself.
- Stuart's last surviving warband member -- and treasure carrier -- was killed by a wandering monster, rather than through any deliberate action on my part.
All in all, I think it was closer than the score or Stuart's account suggests and I suspect the next battle will be closer still now that we're both more used to the way the game works. I'm looking forward to that forthcoming skirmish as the first outing was great fun. You probably got that from the title of the post.
The mechanics are swingy, with lots of random events and tables, and that makes the game unpredictable. My orc barbarian -- one of the tougher types of henchman available -- charged into combat with one of Stuart's dogs -- one of the weakest types -- and managed to incapacitate himself, because the wide range of results on a d20 roll -- most miniatures wargames I've played use the less granular d6 -- lessened the impact of the barbarian's combat bonuses.
That's going to annoy some people but I like being surprised by the game, and it's not as if events are out of the players' control; for example, I lost an expensive warband member as a result of a post-game d20 injury roll but I wouldn't have made that roll if I hadn't thrown that character into danger in the first place.
I'm also fond of the wandering monster mechanic. It's an optional rule but I can't see myself playing without it, as it makes the city of
I also like that the game is about grabbing treasure, rather than killing off your opponent's warband. The latter is a valid tactic, but often not the best one; I found myself forced into doing so by Stuart's superior positioning, it felt desperate at the time, and I was lucky -- see above -- to pull it off. What's fun about going for the treasure is that it changes the tempo of the game; it starts off as a hectic scramble, but once the loot is acquired the game becomes more cagey as those carrying treasure are slower and less effective in combat. Furthermore, every gang member that makes it off the table with a treasure chest is one gang member you don't have available for the rest of the skirmish. As such there are distinct phases of play in a game of
There's a fair bit of complexity there, but it's all on the tactical side as the rules are super simple. Almost everything is resolved with an opposed d20 roll, characters have only a handful of statistics, and there are almost no special rules or exceptions. From my perspective it's a close to perfect mix; less maths and page-flipping, and more fighting and stealing!
My only real regret from the first game is that all of the treasure was at ground level -- aside from one chest that I suspected was an illusion created by Stuart's wizard -- so neither of us got to push anyone off a building!
As a result of the battle at the mausoleum Grotbag's gang has ended up with a big pile of gold, some spellbooks and a magic staff; the magic loot is, at this point, useless so will go into storage, and poor Snozzrot, the "mighty goblin sorcerer" took a dwarven axe to the face so most of the cash will go towards replacing him.
Grotbags herself is now a level three witch, having gained lots of experience points through frequent spellcasting during the skirmish. She is also getting on the