The spells and warbands:
- Necromancer: Bone Dart, Raise Zombie, Steal Health, Fast Act, Enchant Armour, Imp, Wizard Eye, Poison Dart. Barbarian, Treasure Hunter, one archer and three thugs to keep company with the Necromancer and his apprentice.
- Elementalist: Scatter Shot, Telekinesis, Plane Walk, Elemental Shield, Wizard's Eye, Banish, Fast Act, Elemental Bolt. Ranger, Archer, Infantryman and five thugs escorting Elementalist Bayaz and his young apprentice, Jezal.
The Necromancer lost an archer and his apprentice wizard whilst Bayaz the Fire Elementalist lost three soldiers, but when the clock finally ran out the Necromancer and taken off 2 treasures to the Elementalist's one and so scraped a win (victory conditions just focused on the number of treasures taken)
Yet again a game of two halves, with an exciting rush at the end.
The Mausoleum on the table was probably a bit too big and prevented hand-to-hand tactics. It was possible to move over the top of it, but both sides no doubt thought it too exposed and risky a manoeuvre.
Also I am not sure about the treasure placement rules, as it seems too tempting to take the 3 nearest treasures and scarper to safety. Perhaps some house ruling combined with consensus placement would serve to provide a more confrontational game earlier.
But the whole thing is part of the new "rules learning process", with both sides still learning about force construction, use and what spells to choose. All good fun.