I raced forward to grab treasure tokens. Smallest boy pushed ahead, whilst eldest child played cautiously. Both boys were obsessed with casting spells - eldest in particular wanted to summon a zombie. Eventually he did. So his brother shot it.
My Chronomancer was having a few problems casting spells and wounded herself several times (if you fail to cast by a large amount you take damage).
Similarly my crossbowman failed to hit anything all game.
Small child had meanwhile worked out the power of the Leap spell and used it to grab three treasures and then whisk the carriers off the board. The spell is a little ambiguous - it says anyone affected may take "no further action" but this seems to mean you can run forward, pick up the treasure and then be whisked 10" away. For a low level spell that makes it very powerful (as son demonstrated) but I'm not sure if the intent is for the subject of the spell to not be able to take any actions at all other than be affected by the spell.
Meanwhile back at the game my infantryman was shot down and I began to withdraw. Another treasure carrying thug took two shots but somehow survived and my apprentice took wounds trying to heal him (clearly I have hired some work-experience Chronomancers).
Eldest child finally realised he wasn't going to get any treasure and began to attack his brother, but the small boy got away with his last treasure and I escaped with my last two bringing the game to a close.
This was great fun. The wounding rules (now we have them right) are brutal and we were lucky that we only took five casualties in total - all of which made full recoveries in the campaign phase.
Shooting is powerful, and the archer and crossbowman are definitely better points investments that the two 50GC fighty types - at least the way we played.
Remembering the spells and making best use of them is hard - but doubtless (like the wizards themselves) we'll get better with practice.
There were a few head scratching moments - usually around the effects of spells and what that means for other activations in the turn - especially when the rules are quite explicit that the first activation you take has to be movement. But we muddled through.
The author is busy answering questions over on Lead Adventure Forum, so maybe I'll clarify some with him.
These are minor however and we got through with no real problems. The boys both had a great time and are keen to play again.
Eldest boy said at one point "It's a lot more interesting than 40k" - praise indeed from a 12 year old.
Now to crack on with the painting.