I used Carthaginian
(4 x 4 skirmishers, 1 x 8 spearmen, 2 x 6 Scutarii, 1 x 8 Celtiberians, 1 x 3 Elephants, 1 x 4 Gallic Cavalry, 1 x 4 Libyphonecian Cavalry, 2 x 4 Numidians, 1 x 8 Gallic Foot) I tok 1 IC and 3 Crap ones (and why not...?)
Adam used some sort of Mongol/Tartar thingy, with 2 units of very good bow armed cavalry, and 9 units of superior LH
We used the "quick setup" rules, which left no real terrain (partly as we wanted a mix of types, which then got exploited by our gamey tendencies in terrain setup to leave a fairly open field with one flank closed off)
I set out a line of foot, anchored on a wood, with the other flank protected by elephants, then the 2 units of cavalry and numidians extending the line. Adam had a screen of LH, with the 2 cav units behind.
My plan was to push forwards with the line of presumably impervious foot, and either overwhelm the LH flank, or more likley draw the enemy cavalry to fight mine, where I could support with the elephants. Adam duly wheeled his Cv over to the flank also, and skirmished across the line with the rapidly advancing (moving first) LH line.
This meant the Carthaginians were pinned back and hardly got to move with their foot, and as the massive cavalry block was wheeling faster than I expected, I pushed my Gallic Cv and Libyphonecians forwards (after a bit of shuffling around to try and expand them out towards the edge of the table), and saw the mongol LH retreat in front of me - evading a couple of charges
The Libyphonecians had gotten too far forwards however, and suffered some bad shooting outcomes, being reduced to 3 based, and ended up marooned and disordered before the Gallic cavalry or elephants could come to their rescue. They were then despatched totaly as the 12 Mongol heavy cavary opened up on them blowing them away. The flank then sort of ground to a halt (in terms of decisive moves) as the elephants tried to wheel round to get at the Mongol cavalry, who in turn wheeled past the elephants.
The real interesting bit of the game came in the centre, where my infantry were trying to push away the mongol LH, who were shooting them. Being superior drilled skirmishers, the mongols were able to do CMTs with ease to retire, and in any case, as long as they stayed more than 1 inch away they could not be caught by any of my charging foot even with a short evade and me going long, and with my 2-3 units of javelin armed skirmishers off to one side, I wasnt doing any damage to them. In return however, even with only 1 shooting dice per 2 bases, the Superior re-rolls meant most of my units (being 6's and 8's, the max unit size in the army) were at risk of a 1-H-P-3-B most turns. This was slowing my infantry advance and killing off my units gradually and meaning my generals had to keep shifting to try and fix dispordered units.
Eventually one unit (the Gallic Foot) suffered a DISR in my turn, and then another 1HP3B in Adams, and rolled badly in the Cohesion test to break - leaving a huge hole in the middle of my line and DISR/FRAGGing 2 more of my units either side of them. With this the game was effectively over, as we realised that there was no way for me to recover this situation, and certainly not to win the game as I had no way of breaking (as I couldn't catch) any of Adams LH, and was also many many many turns away from pushing any of them off table.
Questions and Comments as they arose:
1. Slopes - it isnt explicit who defines them as rough etc. Some rules woudl have it random, or even decided as you reach them. Maybe make explicit?
2. Scouting on quick setup. I know, I know its quick, but ouch!
3. Expansion by 2 elements - can it be either side of the origial formation?
4. Skirmishers Must Evade is on P15 of the 4.06 rules, but not in the 4.09 QR sheet.
And what about if they are uphill?
And what about mounted skirmishers - the "in rough" qualifiers dont seem to work for them....
5. Page 16 - Variable move - its surely 1 D6, not 2?
6. Any Advance move can include a 1 element slide.


7. Shooting with skirmishers, 1 d per 2 bases, when combined with the "you must shoot the nearest" priority. This made it realtively easy to engineer situations in which enemy units with a frontage of 4 were forced to shoot with 1 and 3 bases at the moving players 2 facing units - ie only getting a shot on one of them. I think I have said this, or similar, before, but maybe the shooter needs some more control in who elements target
8. Can shooters from different units combine their "1 per 2 bases" shooting to achieve 2 bases wirth?
And when one 1/2 is a rear rank cavalry, and another 1/2 is a solo LH skirmisher?
9. What is an "obstacle" that routers have to avoid ?
10. When it became clear my Libyphonecians were f__ked, it was the clever move to push them forwards as it got them away from 3" of any friends. Hmmmmm????
11. When does El/Cm caused diorder end? When it stops applying, or by rallying with a general?
12. 1HP3B - I assume after losses are take off?
Other stuff.
1. I lost because I was unable to inflict Cohesion tests, and Adam was. Obvious, but not too much fun - smacked of 7th edition

2. Unit size is a significant factor in resistance to shooting, and the Carthaginans "max of 8" seemed to make them vunerable. Even the hoplites got a pasting. Max unit size maybe needs to be thought about more in the lists for impact of this effect?
3. We felt we were starting to get the hang of the rules, and could start to think next time about how to put together armies etc with a view to winning rather than a view to "erm, I'll have some of these please as they are pretty"
4. In retrospect I didn't feel I had any real chance of pushing a moving-first LH army off the table with foot - well, certainly not before suffering enough (statistically likley/certain given the number of units involved on both sides) catastrophic cohesion and shooting results to lose the game across the line. And there was no chance of catching/breaking them at all - pushing them off table was the only possible way of inflicting casualties, so if he hadn't had the heavy cavalry, I would have had less than no chance. As above, odd matchup anyway, crap tactics, poor play, but...
5.... its going to be hard to get your head round cavalry and the like actually shooting again

6. I need bigger units for fighting, and tiny ones for padding out the army breakpoint but keeping at the back
7. 800pts isnt enough to cover the table with 2 deep average foot.
8. Pin and Punch could be good again....
It certainly looks and plays more like an ancient battle than WMA (which I have been playing a bit recently) but I'm not sure yet that its as much "fun" mostly due to the pivotal importance of Cohesion tests (you can win by causing repeated Cohesion tests rather than needing to actually kill people by fighting them) and the (admittedly realistic) "when troops are committed to a particular spot, they are definately staying there and you can't shift them around very easily" bit....things do break down into a checkerboard / firework display of "units" quickly as well (esp with variable charge moves).......I still feel a few games away from being able to work out tactics as such.