For the first game, Dwarfs attacked Lizardmen while I watched and the Lizardmen won a massacre.
For the second, my Dark Elves attacked the Dwarfs and the Dwarfs won a major victory.
For those who aren't familiar with the scenario, it's equal points, all attacking units other than special characters respawn on the edge of the attacker's deployment zone as though they ran off the table when they die, and the game goes until all defenders are dead, with victory for the defenders if they last until the end of turn 6.
Having thought about the games, this scenario isn't much fun:
- It discourages the defending player from even playing the game. Why advance when it just means you'll die faster? And don't get me started on skirmishers just running away and hiding.
- Given the above, even flyers need at least 2 turns to get back to the fight when recycled by the attack. Infantry need not apply—if they die, they won't get back to the fight until the defenders have already won. The result is a special rule that ensures the final victory condition but doesn't make up for the defender's tactical advantage early enough to be useful.
- How many times have you seen one side get completely killed in 6 turns in pitched battle? Now do it when one side is trying not to die instead of trying to fight (at least for the first few turns). I like to go into a game thinking I have some chance of achieving victory (and wiping out my opponent eventually doesn't make up for it).
- There isn't a feeling of an unstoppable force, because it takes a turn or two for any attacking units to be replaced. It feels more like there were some units that happened to arrive late rather than endless hordes.