The spell was impressive looking (and thankfully they failed their will roll to negate it outright) but only killed a few Magden and barely singed the troll. Since the troll was right astride the wall, he didn't have any problem coming toward me as this took him away from the flames. Probably a better idea to use it as, you know, a WALL. Next time. Luckily the Magden just couldn't shift those Ogres, who passed their command rolls to hold their position each and every time.
Thanks for helping me test out the game Andy. I think we have moved from 'Alpha' to 'Beta' Testing now. I had heaps of fun and the battle looked exactly how I wanted in terms of the amount of figures and the mix of units. So I think the points system is in about the right ball-park. We also tried a system where Impetuous units (ie 2/3 of Andy's army) had to be assigned one order each before the rest of his units. I think the idea works sort-off fine but the impact was that Andy's didn't really have much opportunity to make choices and had a much smaller pool of 'spare orders to pool at key points. the answer may be just to have options for less impetuous troops? We'll see.
Magic seemed to work as intended too. I got some flashy spells but these took multiple turns to cast and weren't overwhelming (but wait until I bring an Arch-mage with Circle four spells...) Giving all units innate rolls to negate helped a lot there. What didn't work was us not finishing the game. Next time we will do a more traditional deployment where each general dices off, the loser deploys their whole army first, and both sides deploy up to 1' in. That will shorten things by about two turns and make this more like War of the Ring in terms of timeframe. Anyway, lots of fun so far and the proposed changes should make it better.
Thanks for reading.