Last night we played our first game. I have purchased the player guide and the 3 vaults so I'd have the bits and pieces. Using that we had plenty of everything to play and I used the "day late shilling short" scenario. Armed with that, we head on down the road.
I had read that some players said that combat was hard and deadly. So with that, I tried using beastmen in the henchman role and lumped together in a group and pooled their hp. One character as an archer with agility 4 and the short bow does 5 damage does 9 when he hits and 11 with his aimed shot action. So doing 11 and subtracting the soak and defense was still enough to kill one beast man outright. Then when the beast man attack, if they hit, did maybe 8 points of damage, going off memory, subtracting soak and toughness they would take 2 points of damage.
The wardancer used a two weapon attack which dealt 18 points as both weapons are figured seperately, even subtracting toughness and soak killed the remaining group.
Basically, I found that by doing a few points at a time really left the pcs safe and they tore through henchmen. Is this what some are finding? It actually seemed better to just use the beastmen as individuals instead of as henchmen.
Ranges as abstract worked ok. The wardancer engaged in melee and the other two engaged in ranged. Worked fine. One was at medium range and the other was at long range. They peppered the beastmen with arrows and bolts while the dancer cut them up with blades.
When the wardancer did go down, the surgeon of the group snuck through woods and used the bandage wounds cards to heal wounds with each hammer of success. Since the card had a recharge of only 1, the token came off at the end of the turn meaning she could heal every turn healing wounds and keeping everyone healed.
I'm sure I'm doing something wrong as the pcs seemed to blow through combat. I think the healing is what turned the tide as the surgeon could heal everyturn. Maybe I did healing wrong, but it seemed like she just had to roll her int. and each hammer was a healed wound.
Could someone maybe give a summary as to how combat should be? I've read some indepth threads, but our combat seemed to be less deadly and more of a meat grinder for the npcs.