The small village of Little Tugwaddle sits between the rivers Tug and Waddle. It's quiet green fields perfect pickings for the dark creatures that lurk beyond the forest.
Word has reached Sir Roderick of an eminent attack. He calls upon the good folk of the neighboring lands to come to the defense of his lands. The Good guys:
Sir Roderick and his retinue. Loyal men all!
Korgoth the Slayer. Old adventuring buddy of Roderick. Ferocious barbarians form the hills.
Lord Aelaroth from the forest. It is he who alerted Roderick to the impeding threat. Rangers all.
Finally, Jarl Borg, armed to the teeth from the Murican Hills. Steady dwarves for a fight.
The Bad guys:
Muldar Gravestone and his Soulless Undead horde...
Bill and the Bugbears boys. Large beasts, for sure.
Bloodthirsty Orcs lead by Blarg the Seer.
The Foul Lord Valdamyr and his Fearless Chaos brethren.
Seven players. The Good guys got Renown for protecting the village, while the Baddies got points for burning, killing and looting.
"Run!" yelled Jimmy Pickles. "Run, the monsters are coming!" A cruel bolt from a Chaos Dwarf crossbow silenced him. Sir Roderick gallantly charges across the bridge. "I'm here to save you, lowly peasants!"
"I say, what's all the ruckus about. Get back to toiling!"
The forces of Chaos, Death and Destruction approach. The Necromancer chose the Horde trait for his retinue. Lots of troops at poor quality. Brian the bugbear spots the "Bloke on the party 'orse. 'Orses is good eating'.""You should get inside ma'am. Things are going to get loud and messy." The Dwarves have the firepower, but have to take time to reload. Meanwhile the barbarians have no ranged abilities but will certainly kill anyone they beat in combat.
Brain gets skewered by Sir Roderick. But soon attracts the attention of the skeleton crossbows. His armor saves him from certain death, but the Shock piles up. Just in time to be ensorcelled by Gravestone. His accumulated Shock makes makes it hard for him to resist the Necromancer's gaze. He is soon Helpless...
A lot going on. (markers on the field to show the level of violence. They would normally be kept on the player's character cards). Spellcasters must rest between spells. This is just like the Reload rules.
All his bugbear brothers are dead. Killed by gunfire or dirty elvish trickery. Bill goes on a rampage. His great mace is soon covered in gore.
The Orc shaman discards his spells for some hand to hand combat (he has to since he's Bloodthirsty). Red Tonya never had a chance. Her armored bikini was no match for Orc ferocity.
The Elves never seemed to make it past the "Cabbage Pack of Death". Many would fall. Lord Aelaroth must of forgot his folk could ignore terrain, and became mired in a melee they were doomed to lose.
Sir Roderick, helpless, fell to the blows of Skeleton halberds (technically he ran off). Leaderless his men died under black bolts from undead archers.
Dwarven marksmanship (Marksdwarfship?) left much to be desired. Jarl Borg himself dead from a cloud of goblins grunts.
Meanwhile, the Barbarians showed so much promise. On paper they would almost always kill whatever they hit. The problem was the hitting, which they almost never did. Soon the village was ablaze. Corpses were raised to join the Undead legions while no one wants to know what happened to the villagers under the Chaos horde.
Great game. The poor good guys had truly abysmal die rolling. It just wasn't their day. Some nice moments in the game. We used the "Gruesome Kill" rule where any wound result of 10+ means any friends with 6" of the victim take a Shock marker. And to speed things up, any miniature with MORE shock than remaining wounds retreats.
Other than that, no real changes to rules people already had. Retinues were built like any time period. The follow up battle will see if Our Heroes can stop the evil tide.