Tactically, the first and second beastman divisions advanced down the center towards the human infantry line while the cavalry advanced up one flank and was blocked by the third division (commanded by yours truly) in a valiant but suicidal screening action. This bought time for the main force to meet the human infantry line, and once there they inflicted severe casualties, killing both of the human infantry commanders in two rounds of battle. However, by this time the cavalry had crushed the third division under their hooves and lances, and they were able to hunt down stragglers and retreating units to push the beastmen over their break point just as the beastmen pushed the humans over theirs. Due to lower strategic ability, the beastmen rolled morale first, and the ogre chieftain's unit immediately routed after finding its line of retreat cut off by a screen of friendly units protecting its rear from the cavalry :\ We then called the battle in favor of the humans, as with the beastman general routed their morale was shot to hell and all further morale rolls were going to go very poorly.
So an unusual victory at the Fangs, to be sure - a human victory with barely a scratch on the ogre chieftain's unit. The power of morale.
... in retrospect, we may have been forgetting to apply the base morale scores for units. Not sure it would've saved them.
The group's conclusions were:
- It seems like a fun game, but we were sort of using it wrong with as many players as we had. With 5 players, it might work better 4v1 in the standard RPG model rather than in 3v2 like we usually play wargames with this many.
- Would be much more fun in the context of an RPG campaign. Which is a good conclusion to draw, since that was what it was designed for.
- There was some interest in programming a VTT / turn-based tactics sort of interface for it. I think this might get inordinately tricky with some of the extra elements like terrain and heroes and magic and the delay queue that we didn't use, so we'll see.
- It actually got people wanting to play ACKS again; we rolled up some low-level characters and hit a semi-random dungeon after, just for kicks and because we couldn't really come up with a good context / structure for running another game of DaW right after that. There was some discussion of running Fangs with terrain or a battle from the previous ACKS campaign, but it was mid-afternoon and everyone was sort of sleepy and hungry, so we went with low-effort dungeon crawling instead.
- Likewise, it would be cool to see a pre-written DaW Campaigns scenario which would let you play the whole system and give you framing for multiple battles (region hex map, starting forces and locations, available hero assets, aaaand fight!). Maybe I'll work something like that up...