So, after some reading of the rules, crunching numbers and scratching my head, I abandoned the plan of having identical parties and came up with the following:
Summoner Warband:
- Wizard
- Apprentice
- Tracker
- Tracker
- Treasure Hunter
- Thief
- Thug
- Thug
Spells:
- Leap
- Plague of Insects
- Summon Demon
- Bone Dart
- Animal Companion
- Elemental Shield
- Wizard Eye
- Enchant Weapon
The Idea is to focus on ranged combat, using Leap spell to get into good sniping positions and Plague of Insects to soften up the targets. I know I was advised against Bone Dart, but all in all, the Summoner is facing rather high Spell TNs, so giving him a (comparatively) easy attack spell seemed fair. Unsure about the neutral spells, but those three seem solid. The warband is a little light in melee power, but if the summon demon spell goes off halfway decently, the demon should be able to hold its own in CC.
Sigilist Warband:
- Wizard
- Apprentice
- Treasure Hunter
- Treasure Hunter
- Infantryman
- Infantryman
- Thief
- Thief
Spells:
- Absorb Knowledge
- Furious Quill
- Push
- Telekinesis
- Fool's Gold
- Shield
- Familiar
- Awareness
The idea is to go for the treasures as fast as can be, with the Sigilist in the second row supporting the melee fighters with Push and Furious Quill, and the Looters with Telekinesis. The Treasure Hunters and Thieves would form into pairs and take the flanks, while the Infantrymen and Wizards would hold the center. Again, unsure about the neutral spells, but those seemed to play well into the theme.
Looking forward to your comments!