Sadly I've been pretty slack on the painting front and thus the retinues remain a little on the brown side.
The forces we took were as in the previous game. Me and smallest boy had both made it to level two and spent our levelling on making it easier to cast spells (him and that plus a new spell (me). I also bought two healing potions.
We (or actually I in the guise of benevolent dictator father) decided we'd play five turns (based on some of the ideas in the Frostgrave threads on Lead Adventure) and we set up nine treasure tokens and went at it.
Eldest son remained cautious at first, but then teleported his Necromancer unsupported across the board to attack his brother's apprentice. Meanwhile I set about grabbing some treasure tokens. The small boy's Elementalist stood out in the open a bit too much and caught a very painful crossbow bolt or two, leaving him with but a single wound.
A single wound his elder sibling was only too delighted to remove from him at the earliest opportunity.
Meanwhile the apprentice saw off his attacker and riddled him with arrows, causing him to die, utterly on the ground.
A bit of fighting in the middle saw me accidentally kill a couple more of small boy's thugs before he managed to Leap one of the survivors from the board and grab another treasure with his thief.
Meanwhile the Necromancer's surviving posse members grabbed two treasure of their own, leaving me to escape with the remaining five.
The campaign phase saw everyone come back to life, though both Elementalist and his apprentice suffered wounds that needed some money spent to heal. Eldest boy has leveled up to nearly the same as me and his brother as a result of casualties he inflicted in this game
I have ended up very rich, and although our levels still remain close I'm now in a position to seriously equip my gang and start to race ahead. So I think I'll probably introduce some of the other rules from lead adventure designed to stop one gang racing ahead.