Dan_Lee
Grave Guard
I played through the entire campaign yesterday with a friend. He substituted High Elves for Empire but the lists were as close to the original as we could make them.
We played all four scenarios in six and a half hours, though scenarios 1 and 3 went very quickly.
A few things we noticed:
Scenario 1 is plain stupid with a necromancer on corpse cart. My friend had 10 bowmen and 2 bolt throwers instead of 10 handgunners and a cannon. My necromancer was dead half-way through his first shooting phase and my army had crumbled to dust by turn 3. This can be easily fixed by simply having the necromancer on foot and using the corpse cart as a separate unit though.
Scenario 2 seemed to work well, although had my friend had a cannon Mannfred would have been in trouble (he's mounted and there's no cavalry units in the list). As it was he could join my skeletons and be safe from bolt throwers and bowmen so he was able to participate in the game properly.
In scenario 3 my friend had a stand-in for the luminark, as there is no High Elf unit that is remotely close to the Luminark. This scenario is terribly one sided as the VC player has no wizard while the other player has a level 4 light wizard plus the Luminark. There is no way to stop your ethereal forces from being shot off the board. Also, the central building is a haunted mansion. The rules say it inflicts hits on nearby units from the haunted spirits, so we reasoned these should be magical attacks. Thus the mansion killed my banshee, two of my cavalry models and finished off my black coach (being used instead of the mortis engine). I'd fix this scenario by stopping the building from being haunted (units are far too small in this game for them to be taking 1d6 hits per shooting phase). The VC player also needs some form of magical defence (either MR on his units, or a level 3 or 4 wizard).
Scenario 4 wasn't too bad. VC deployment is very frustrating as nearly the entire deployment zone is filled with terrain. Also your reinforcements emerge from random locations, meaning your wight king can appear on his own away from the rest of the army, or your units can appear directly in front of your opponent and get charged immediately. These can be fixed by giving the VC player and extra 6" of deployment space and by letting the wight king join the skeleton unit and randomly deploying them together.
Overall lots of fun but the VC player is likely to get hammered without some changes to the scenarios.
We played all four scenarios in six and a half hours, though scenarios 1 and 3 went very quickly.
A few things we noticed:
Scenario 1 is plain stupid with a necromancer on corpse cart. My friend had 10 bowmen and 2 bolt throwers instead of 10 handgunners and a cannon. My necromancer was dead half-way through his first shooting phase and my army had crumbled to dust by turn 3. This can be easily fixed by simply having the necromancer on foot and using the corpse cart as a separate unit though.
Scenario 2 seemed to work well, although had my friend had a cannon Mannfred would have been in trouble (he's mounted and there's no cavalry units in the list). As it was he could join my skeletons and be safe from bolt throwers and bowmen so he was able to participate in the game properly.
In scenario 3 my friend had a stand-in for the luminark, as there is no High Elf unit that is remotely close to the Luminark. This scenario is terribly one sided as the VC player has no wizard while the other player has a level 4 light wizard plus the Luminark. There is no way to stop your ethereal forces from being shot off the board. Also, the central building is a haunted mansion. The rules say it inflicts hits on nearby units from the haunted spirits, so we reasoned these should be magical attacks. Thus the mansion killed my banshee, two of my cavalry models and finished off my black coach (being used instead of the mortis engine). I'd fix this scenario by stopping the building from being haunted (units are far too small in this game for them to be taking 1d6 hits per shooting phase). The VC player also needs some form of magical defence (either MR on his units, or a level 3 or 4 wizard).
Scenario 4 wasn't too bad. VC deployment is very frustrating as nearly the entire deployment zone is filled with terrain. Also your reinforcements emerge from random locations, meaning your wight king can appear on his own away from the rest of the army, or your units can appear directly in front of your opponent and get charged immediately. These can be fixed by giving the VC player and extra 6" of deployment space and by letting the wight king join the skeleton unit and randomly deploying them together.
Overall lots of fun but the VC player is likely to get hammered without some changes to the scenarios.