MacSver used the same warband as last playtest as some of the rules were not exposed to play last time.
Personality Points: 100 (29%) Warrior Points: 250 (71%) Total Points: 350
- Valgen Maest - Personality Points:100 Quality:2 Combat:3 Armoured, Leader, Magic Shield, Shield, Short Move
- Falster Vonlyr Points:62 Quality:3 Combat:4 Armored, Fearless, Shield, Shield Rush, Short Move
- Halgar Snowbeard Points:36 Quality:3 Combat:3 Low Kick, Shield, Short Move
- Oggi Redbeard Points:44 Quality:3 Combat:3 Shield, Short Move, Way of the Intercepting Fist
- Squint Ironsights Points:48 Quality:3 Combat:3 Crossbow, Fire Into Melee, Short Move
- Ireheart Points:60 Quality:3 Combat:4 Hammering Blow, Shield, Short Move, Steadfast
I, on the other hand, decided to try and test out some new rules, music and some magic, so pulled out some lower Quality troops to test.
- Ratman Spellcaster;Points:116; Quality 3;Combat 1Fearless,Leader,Spell:Noxious Cloud,Spell:Protection From Arrows,Spell:Trip,Spell:Wall of Fear,Spellcaster
- 4 x Ratman Spearman;Points:36;Quality 4;Combat 3;Gregarious,Long Reach,Shield
- 2 x Ratman Warrior;Points:27;Quality 4;Combat 3;Gregarious
- Ratman Musician;Points: 27;Quality 4;Combat 3;Gregarious,Music
The dwarves now activated. Snowbeard followed up his free movement and kick wit a proper attack. With the rat having already used a shield defence this turn it did not have any extra chance to ward off the attack and was killed.
The rest is to gruesome to describe, suffice to say that the 4 dwarves just needed the gore washed from them afterwards, and MacSver was celebrating a Dwarf Victory.
Well after a promising start it all went wrong for my ratmen. My music trait went untested, but have become useful have my roll not worked. Perhaps a bit wasted on the gregarious rats, but one to consider for other low quality forces like Orcs. It should be noted that once the fighting starts the melee skill of the musician is decreased by one, so like a standard bearer, this is a "free" special rule with a cost.
After all the excitement of the new spells for magic users I never managed to test any of them. I did cast the "protection from arrows" near the start but this used action left me lagging behind my (now) unsupported troops and was useless once the dwarf crossbowman was taken out. Magic remains a situational ability. With the ranges still on the short side, the spellcaster must be at the edge of the action to cast, which is a dangerous place to be with a low combat. Also some of the more powerful area spells become useless (or at best risky) once the hand-to-hand combat starts.
It was good to see some of the dwarf chosen traits being used. Low Kick turned out to be potentially quite useful, even against shielded foes, and we saw the good and bad of Hammering Blow (although both need a bit of clarification for certain situations).
The biggest experience to be taken from the game, however, was the effect of poor quality with the reaction rule. In "normal" SoBH quality 4+ or worse is a real shackle to overcome. If you add into the mixed that every failed dice (even if it's only one) can give the enemy and extra action some really solid tactics (and luck!) are going to be needed to have an effective force. Not that it might not be fun trying however!