Now that all the miniatures are painted and terrain built and painted I've started solo play testing the scenarios.
As I mentioned in my first post I'll be playing the games using the Dragon Rampant rule set. I've had the basic unit profiles done for some time and I've started work on the profiles for the various scenario specific heroes and characters. It's been interesting to dabble in game design via porting the old GW scenarios and special rules into Rampant.
The original scenarios are definitely asymmetric with either the dwarfs or goblins having a clear advantage. I'm not trying to change this basic feel as this is something that makes the overall campaign fun and interesting to play. The goblins always have a numbers advantage but their units tend to be of very low quality (I've given most of the "core" choices the Fear trait, which makes it very easy for them to fail Courage and Rally tests and scamper off the table).
The dwarfs tend to be stout but very slow and better on the defense then on the attack (which feels right).
In my first play through of the first scenario (Ambush on the Old Dwarf Road) the goblins managed to capture 2 out of three of the beer carts. The dwarfs were more then capable of seeing off the various Goblin units but having to make the choice to either attack/shoot or move saw the dwarf infantry get left behind while the wolf riders picked off the carts as they pushed up the road.
I adjusted the goblin list for the second play through (dropping one of the wolf rider units). This made little difference as 2 out of the 3 beer carts ended up being driven by drunken louts who couldn't wait to bust into the Bugman's XXX. This meant that the two leading carts either wouldn't move or charged off road in a drunken rage. In the end the goblins captured all three carts.
I've done one play through of scenario #2 with the dwarfs pulling out a pretty easy win. The defenders of Skeggi's Watchtower are very much outnumbered but have the benefit of stout walls and not having to really go anywhere. Things started out rough for the Dwarfs with a unit of Slayers bouncing off a unit of wolf riders and routing off table. Dwarf shooting ended up carrying the day with goblin unit after unit falling to crossbow bolts, cannon shot and handgun rounds. It also helped that the dwarf warriors and Longbeards were able to form "Wall of Shields" which makes them very hard to kill.
I've adjusted the goblin deployment and added a turn limit (10 turns). We will see how try number two turns out.