Game 1The first matchup was the one we used previously. Goblins with beasts on his right, riders on his left and a warband general centre supporting a line of hordes. I was defending and responded with the stronghold centre covered by two artillery out front. On my left was a 2 column block of blade supported by warcart knights and a hero general.
The goblins advanced rapidly on the flanks using the mounted and more slowly in the centre. I played a waiting game, expanding one column of blade out to the left to face the beasts while moving my hero out to my left as well. The knights went out to my right with an eye to going after the gobbo general. The goblin mounted moved up. On my left I was able to get the beasts entangled with my axemen then kill them with the hero. On the right, I pivoted my rock twangers to face the goblin riders advancing in column. Shooting was ineffectual beyond recoiling the riders, but when we go into hand to hand, the artillery crews shone, beating back the wolf-riders several times before succumbing. The riders continued on to attack my Stronghold.
While the fight against the goblin mounted was underway, my knights crushed the horde in front of the general, pushed him back and disrupted the horde line before dying in double overlap at the gobbo general's feet. I really need to get another couple of bases worth of warcarts. With the beasts gone and my hero on the flank, the goblin horde line started to fall. It didn't hurt that in an attack by my hero against a horde with a hard flank from a blade, I failed and both elements were repulsed. The goblin riders had little luck with their attack on the stronghold due to poor pips and one died. Poor pips were a problem in general for the goblins with hard choices required between keeping his attacks going and bringing back on horde. In the end I was able to kill enough to end the game.
Game 2Again I was defending. Marc went for a goblin magic user as his general this time retaining pretty much the same forces and disposition as before. I in turn ditched the artillery and replace them with an extra blade and an another hero and used my knights as general. I set up more centrally this time in an inverted U with a hero at the back of each arm. I liked the block formation I had used in the first game but it didn't exapnd as quickly as I wiould have liked so I went with the U instead.
My intent was to use the two heros to split the fire of the magician. Marc wasn't playing that game however. He rolled very well for pips initally and was able to move his whole force forward quickly. I did some wing expansion and threw the heroes out as flank support. There was much measuring in the mid-game while Marc and I figured out firing ranges for the magician - he was the first one either of us had used. In time I figured I had better get stuck in and pushed my blade line forward. The heroes kept the flank cavalry busy, the knight general waffled about in the end zone and the silver line of steel ground forward. Marc sniped at the line doing little damage but forcing me to spend the pips to keep it dressed. Marc's early success with the pip die betrayed him in combat. I lost a hero to his depleted rider force, kept his beasts busy with the other and finally managed to contact his horde line. A judicious choice of combat order, some good rolling on my part and dice betrayal for Marc lead to a double flank attack on the wizard and down he went taking the game with him.
Despite my inadequate descriptions, they were a pair of close fought games each with some nail biting moments. A good night of gaming fun.