Right, just played a game of AoS.
7 scrolls each... As for the rest as close to the rules as possible (we forgot hero phases and things every now and then)
Enemy: ogres
2 heroes
1 cannon tusky thing
1 unit of scrap shooters 9 models
1 unit of ogres 9 models or so, maybe 12
2 giants
The good guys: dwarfs
1 slayer lord
1 Thane army banner man
2 cannons
1 unit of thunderers (21 troops)
1 unit of hammerers (20 troops)
1 unit of slayers (20 troops).
Opponent declined sudden death.
The balance of the game is taking as many models in the units, but trying to decline the opponent sudden death at the same time. Not really possible against ogres.
However, the game turned out pretty balanced.
Charge range is the same as in 8th: too much!
That being said, this seems to be a personal peeve of mine. Most people I know are fine by it.
Magic is much better. Not very powerful and at the start of the turn as it should be!
Shooting is good, but not overly so. The thunderers, especially when they were over 20 (and had double shots), were excellent. In close combat they suck. The enemy charges them. Enemy gets to hit. You get to miss back. And lots of fellow thunderers decide to go and have a picknick.
Yes, in your own turn you can shoot back, but that's just as well, 'cause their combat prowess might have caused 2 wounds in total.
So... Quite pleased with it.
Cannons are okay. They'd be much better with an engineer near them (which is a good thing... I like the concept).
Same as the Thane. If he doesn't walk. He can plant his banner and units don't suffer battle shock. Send him into battle he dies... And your troops start crumbling like ancient buildings in Syria.
The synergy between the slayer lord and the slayers was very cool. Especially against those multi-wounded opponents.
Giants are horribly strong. But they're vulnerable. They mow through a unit of thaneless hammerers like I chew through chips.
A slayer lord can take him down.
The 360* pov is something I have to get used to, but it wasn't too bothersome.
I lost, but it was close (thane wasn't meant for combat).
All in all, I don't think the game is less balanced than 8th.
And I think, tactically, it might be an improvement.
A proper use of the retreat movement opens a whole range of possibilities.
The synergy between various heroes and units makes for interesting combo's and at the same time, it narrows down the choices you'll want to make.
The shooting into combat was less powerful than I expected and the nerfing of magic can only be good.
When I saw Inwas going to outnumber the opponent, I could have opted to plop down 100 hammerers instead of 20.
But then he would certainly have chosen the sudden death scenario. And trying to take a hill from him by turn 4 would have been nigh on impossible and if I had to choose between my thane or slayer as an assissin's target, I would have lost quickly too.
So, that keeps a form of balance.
The shooting range is 16" with thunderers. Potentially they'll get one round in before someone can charge them. That pretty much keeps them in check qua usefulness (especially if you want to avoid a sudden death scenario).
All in all, I think a lot more thought has went into the game than I first imagined.
I would presume the next step is creating scenarios along the lines of:
7 scrolls, maximum 2 heroes, minimal of 50 wounds.
I'll have to play some more games to get a proper feeling, but after a first game I seriously think there's potential here.