So, my friend and I have played a few games and the more we play it the more we like it. Even in our last game, which was 125 pts, we still got a couple things wrong but nothing that had an impact on the outcome of the game. Just working from what is in the starter game, we have started to notice a few general strategies with the two armies. Again, we have only played a few times and each game we notice something we did wrong, so please let me know if I missed anything.
Undead: The undead has pretty slow charging capability, and always attack at init 5 with not much flexibility (archers melee at 9, however, and the hero also attacks at 3, if I remember).
The Carrion Lancer has a powerful ability to damage enemies that have a blight token on them, and the undead hero can use that same ability if he is near the Lancer when attacking. The only trouble is that the lancer can't place a blight token and attack on the same turn. To solve this problem, use the archers and their surge ability which allows the placement of a blight token. Of course, getting everything to line up right and go off in the same order is the real challenge. Rather than a 1 -2 punch with both the lancer and hero, it is probably easier to let the lancer place the blight token and let the hero do the charge attack.
The basic skeletons, as I said above, are hard to charge with, so it seems better to just defend and rally for inspiration, and take the hit for the first melee, especially if you have a rune or two available to regenerate lost skeletons. Thier ability to always force a moral check is nice, but it competes with the Daqan's ability to generate inspiration with surges.
For the Archers, they are naturally best at missile combat, and pretty terrible at melee. Their ability to both damage and put blight on enemy units is pretty nice. I also like to give them the upgrade card that lets them act as if they have an extra rank, which rounds the starter army out nicely at 100 points and really enhances those archers.
Daqan: I have not played as this faction yet, so my observations might be off a bit. The main thing I notice with them is that the knights and spearmen can either attack+defend before the skeletons or attack+damage but let the skeletons get first strike. First strike doesn't seem all that important unless you are at danger of losing a lot of figures, so it seems like going for the extra damage is usually the better option. Still, being able to increase that defense can go a long way to keeping your models alive.
Since the Daqan can also charge better than the undead, it seems like they should do better, generally, at outflanking the undead, especially with the way the knights move and charge.
The Rune Golem is scary but unpredictable. It also tends to die rather quickly, with only having two wounds. If I want it dead, I can usually kill it. This makes me think it works best as a bit of a decoy. I worry about it doing some major damage so I try to kill it quick, which distracts me from taking care of the other daqan units. However, when it does hit hard, it hits really hard!
The Daqan hero is perhaps my greatest bane. Her range attack at quick initiative tends to force me to drive my units towards the enemy faster than I otherwise want to. She often gets the flank, but I think attacking down the middle is often a better choice for her as she can get better use out of her surge ability. Then again, my friend adds the one point upgrade (to make a full 100 pt list) that lets her jump into my rear flank, so that lets her have the best of both worlds!
All in all, though, I feel that the Daqan list is a little bit harder to play because of the fickleness of the rune golem. If you get the right runes at the right time he is a wrecking ball. Otherwise, he feels a little bit like dead weight.
Last general comments: I have noticed that mostly the moral checks don't do much (although, in one game, it did end up spinning the golem around, giving my skeletons an extra die for a rear attack, which was just enough to kill it and win the game!). Another surprise was just how much maneuvering goes on. When I played the old WFB game it seemed like other than skirmisher and fast cavalry, there was not actually a lot to do in terms of trying to outmaneuver your opponent. But surprisingly, We do quite a bit of it in our games. Maybe it is because we are often caught off guard by each of our choices, and so we end up having to readjust to some degree. Either way, I am glad that the game is not as static as I first thought it might be.
The use of scenarios is also key making the game interesting. We used them in two out of three games, and they really make things interesting. I hope to see more scenario, deployment, and terrain cards in the future.
I really enjoy this game, and it seems to get better with each play through. I am really interested in hearing what kinds of tactics everyone comes up with!