We got 3 games of KoW in last night with 40 minutes to spare.
We rolled for factions first - Rob got the Gobbos and I got the Dwarfs. We spent the next 10 minutes creating our initial 500 point rosters (gobbos - 2 sharpstick regiments, a rock lobber, fleabag rider regiment and a troll troop; dwarves - 3 ironclad regiments and a berserker regiment)) and we were off. Rob then won the roll and took the first campaign move.
After picking his target hex he rolled on our random army generator. The first battle saw him face 3 regiments of skellies (2 with spears) and 2 wraith troops. The battle was brief but bloody, as the tricky flying wraiths got flank charges in on solid units. The gobbos pulled through to win, but as they only had one solid unit claiming an objective, Rob would only have an additional 100 points (Having rolled 100 points per objective) to spend before his turn 2 move. Worse was to come when he rolled 6s for two of his broken solid units (fleabags and sharpsticks) - meaning they would not be rejoining his army.
My dwarves felt they could do better. I rolled my opponents for my target hex (fleabag regiment, troll troop, spitter reg and a giant). The deficiencies in my initial army choices were clear as the dwarfs were out-manoeuvred and out fought. Rob, I detected, tried a bit too hard with this NPC army! Thanks to a few fluky rolls, surviving stacked nerve checks, and rolling for an extra game turn, my berserkers rescued the game, killing off the giant, the fleabags and the spitters in quick succession to claim 1 objective. (100 points) One of my three ironclad regiments failed its post battle rally roll.
Rob's diminished Gobbos decided to skip turn 2, gaining an additional 150 points to spend. I also decided to skip turn as well, banking 150 more too.
Rob led out his roster (1 sharpstick reg, a troll troop and a big rock thrower bolstered by new recruits - mawbeast regiment, a wiz and a spitter horde), to face 700 points of random opponents. He rolled up a nasty undead opposition - necromancer, werewolves troop, 2 skellie spear regiments and two wraith troops. Unfortunately for Rob the dark surging wraiths and possibly overpowered werewolves took out his trolls and then rolled up his army from the flank. The defeat sent Rob back to the hex he came from, and the mawbeasts failed their post battle rally. Disaster!
With the clock on 10.15, and viewing the results of Rob's hard charging, my Dwarves decided to rest another campaign turn instead - another 150 points if no further forward. I bolstered my army of 2 ironclad regiments and a berserker regiment with a berserker Brock rider regiment, a flame belcher and an army standard bearer ready for turn 4.