Double post but I'll make it worth it.
Here's what the campaign map looks like:
Scum Lords vs. Hammer Keepers, at the Nobles Quarter, Mission: Wyrd Stone Rush. They're spread out ahead of my team while I started grouped up by my wagon.
The layout and deployment is straight forward. There's a crap ton of wyrdstone ahead of me, likely the same direction the enemy is coming from. Rather than fan out I decide to keep my warband moving as a pack.
Mordheim, lovely as always:
Skittar Verminhide gets up to the next street quickly and starts loading up on wyrdstone. Got bills to pay foo!
There's side effects though. Wyrdstone hunting is not for the weak of mind or body. Warp effects are usually penalties to some group of your base stats for a few turns, and the effects can stack.
By the end of my turn I've moved my whole crew up. Scum Lords rule! I ignore the wyrdstone up in the tower, as I felt it would take too many turns to have someone reach it and rejoin the pack.
Whilst I wait for the enemy turn.
With the street cleared of wyrdstone, we move on to the buildings, some covering the doorways whilst the looters get in and get out, so no one gets jumped inside a house.
End of turn 2, still no sign of the enemy. The map is actually far larger than the small area we're playing in. That whole precinct to the up and left is playable, although there's no loot in it.
Enemy spotted! The Sanctimonious Sigmar botherers, the Sisters of Sigmar.
End of turn 3. A warp guard and verminkin have pressed through the building to secure more wyrdstone. But everyone's packs are starting to fill up on the stuff, so there's mistakes made and opportunities lost. So they prepare to ambush the doorway to the house in case the SoS try to flank.
Another enemy appears.
We spend a whole turn looking at each other. After my last game I'm going to let them get ambushed good and proper. Finally they charge in, and the AI paths in such a way to set off three clean ambushes. A straight up team fight with no pre-ranged softening isn't exactly a smart play for the Skaven, but no one except my leader has ranged weapons at this point. Anyhow, the battle is joined!
At the start, things do not look good. The SoS hit on average much harder than my skaven. A couple dodges, a couple failed dodges on my part, a crit and it could go poorly for me, outnumbering them or not.
But things start going my way after that first initial exchange. My warp guard and verminkin rush in from the rear and a crit gets dealt out to the SoS. While it's not the Leader, I'll take what I can get. Their support has yet to arrive, but I've got to make quick work of these before they do.
Sure enough, another unit shows up. However there appears to be some bum pathing up there for the AI, because they only move a short distance before going on Ambush Stance. This ends up buying me a couple extra rounds of uninterrupted backstabbing.
The battle still isn't decided yet, but some timely dodges are tilting it in my favor. Two of their units are about to go down soon, but their leader (on the far left) hasn't been wounded much and is capable of putting out plenty of hurt. At this point I'm pretty sure I'm going to win. But an OOA and a bad wound role would sour the victory.
The SoS on the end goes down and I start rolling up the flank, targeting the leader first. Skitar Verminhide has been on a roll so far. Pockets full of wyrdstone, one enemy down and his pick of his next victim. He will, however, get dodged on this attack.
Wholly out numbered their leader is federally fucked. There isn't enough room for all my rats to gang up on her. So far I'm doing really well. No one has gone down yet and they're all still at about half life.
Their last unit finally arrives. The pathing or AI bug continues to work in my favor, as you can see here, because the other unengaged unit has barely moved while half their team is getting slaughtered. Still, I think I could have won out even with other adds.
Skitar Verminhide deals out a crit on their leader and brings her to her knees, stunned.
There's so little room to fight that my leader Deathmaster Snitch withdraws and tries to throw shurikens to finish off their leader. But he misses both times.
Gorzun Skarn breaks away from the pack since he can't attack either, and tries to scoop up some warpstone. Unfortunately, he walks into Grisella Joshuasohn's ambush and she finally, belatedly, gets into the fight.
The honor of the leader kill kill goes to Draktwitch Creep, a warp guard.
Their will is broken and we have won! All hail Deathmaster Snitch! Long live Murderlord Snikkit, may he have a million young! All hail the Horned Rat!
Post game stats. Skittar Verminhide brings home the bacon.
Everyone's XP for the battle.
The Warband's XP and loot.
So far as I can see, there is NO EXPLORATION ROLL. I really hope that's an addition coming later. That really add some flavor and spice to the post game and I hope they haven't discarded it. Lord knows they have seemingly plenty of events for OOA.
Gotta get PAYED! You can't just put fighters on ice until you're ready to pay them either. Not only will they leave after a certain amount of days, their payment owed accrues interest! Despite the ruthless grmdrknss of the WH Fantasy universe, it appears pro union.
This is what the Smuggler's Den looks like. The pic explains the rules. Remember when I said these developers drop a ton of stuff on you? Well, here you go.
And here's roughly what the starting upkeep looks like. There are three levels of Warpstone: Fragments, Shards and Clusters. Clusters weigh the most. So in one game I made 43% of what I need in 10 days to meet my quota. It seems like a decent amount of time to either make headway (and sell wyrdstone for cash money) or recover from catastrophes (which seem like they're plenty possible.)