I played 2 games on Monday, taking a 4-point warband of Welsh infantry against a 4-point largely mounted Norman warband.
The game is superb! It is scenario-driven, with several in the rulebook and others pending. The faction-specific dice and battle-boards really give each warband 'flavour' and make it unique (currrently aimed at the 11th century, so Anglo-Danish-King Harold's saxons, basically; Vikings -Harald Hardrada's later Vikings; Normans and lastly Welsh. There will be others for earlier eras, and an Arthurian version is in development...HUZZAH!!!) My Welsh excelled at using terrain and chucking huge amounts of javelins. This won them the first game. In the second game, the Norman cavalry benefitted from a more open terrain layout (their shooting and cavalry charge abilities are scary!!) and it was a draw as we ran out of time. Anglo Danes are very rugged in defence with counter-attack possibilities and Vikings are just killer attack troops, apparently (although that's what the book says - I have not expereienced them yet!)
To play the game, one needs to have enough models for a 6-point warband (although 4 points is a good size for learning the rules!!)
How do points relate to models? Well, basically, the warlord is free - he gets 5 HtH attacks. Then for 1 point you get 4 hearthguard (your elites) who are fully armoured, with 2 attacks each, or 8 warriors (standard 'grunts') who get 1 attack each, or 12 levies -usualy crap missile troops, who get one attack for each 3 models. My warband on Monday was a warlord, 2 x 4 hearthguard, 2 x 8 warriors. My mate's Normans were a warorld, 2 x 4 mounted hearthguard (knights), 1 x 8 mounted warriors (light cavalry) and 1 x 12 levy archers.
You pay for the points in groups of 4, 8 or 12 but units may be any size from 4-12, so one could buy 2 hearthguard groups but field them in one unit of 8, for example. You may not mix troop types in units.
Gameplay is very straightforward, with basic and easy mechanisms, but the game has so many variations due to the battleboards, as one only gets 6 faction dice per turn and has to allocate them to the board according to what you roll and what you wish to do...very good system that can make you think!! Some dice are used to activate units or abilities and some can even be retained to be played as reactions in the opponent's turn - all very clever and leaving players with loads of possibilities. In addition, very interesting rules for 'fatigue' give an additional layer of options.
It is definitely a game I will play a lot, as it only needs a few models and a 3x4 foot board, plus a bit of scenery. Games take 1.5 to 2 hours with experienced players, but we managed nearly 2 full games as complete newbies in an evening at the local club.
Very, very highly recommended!!
Andy