While rules are written with ancients wargaming in mind, they can double for low magic (actually NO magic) fantasy, so I played a game of Orc Vs. Dwarf/Human alliance, using 10mm figures from Copplestone Castings.
The stories of the precious metals in the mountains of Orcland were well known to all dwarfs. But they never dared to cross into Orcland alone. But once they connected with humans, who always needed new places to settle and expand their kingdom, the attack on the Orcs who were minding their own business was immanent. But Orcs were ready.
1xDwarf warriors, general, high fortitude, high missile protection, drilled, line relief.
2xDwarf woodcutters, high fortitude, high missile protection.
2xHuman rangers, auxiliary infantry, long missile, long bows.
2xHuman riders, auxiliary cavalry, some missile protection
1xHuman barbarians, warband
1xCity guard, low fortitude, long spears
1xHuman settlers, auxiliary infantry
1xSpearmen, warband, high fortitude, general
3xTrolls, replace elephants
2xOrc archers, auxiliary infantry, long missile
1xWolf riders, auxiliary cavalry, some missile protection
2xGremlin skirmishers (models from Mantc 28mm range, but they fit in :) )
I deployed first, and than the solo system coming with the rules deployed alliance troops. This was done very smart, by positioning light units against my Trolls, who have disadvantage against them.
More to my right, barbarians left the attacking line and rushed forward, coming again into proximity of one skirmisher. It all ended with gremlins retreating disordered behind the orc line and barbarians charging orc warband. Orcs counter charged, and it resulted in both units being disordered.
On the Alliance left wing, riders reached proximity of archers, who fired, missed, and allowed riders to charge home. The first rider unit got stuck in melee with archers (both units disordered), but second rooted my light infantry and then started pursuing them off the table, never to return (I hoped for this, since riders are superior troops than archers. This was the reasons I decided to wait for enemy to come close, instead of meeting them in the middle of the field)
It was my turn, and I was starting from the right. Archers and riders stayed in combat, as well as barbarians with orc warband. But then orc general wheeled into combat, destroying barbarians and being forced to pursue.
Gremlins moved into firing range, and wolf riders continued melee with woodcutters. On the left, impetuous trolls charged settlers, but this was not good move since they couldn't get better result than all disordered.
On the left, riders finally broke my archers and pursued them off the table. With riders out of the picture, alliance moved over the army breakpoint, and therefore Orcs have won the day and saved their homeland from nasty invaders.
All in all, Ancient Battlelines Clash is a great game. It plays quickly (all was over in 2,5 turns) and the game was fun. Programed opponent for solo games is well developed, and can be used even in other similar games, like RRtK. I will have to test more of it, next time with board little more crowded, and maybe with some scenario from One Hour Wargames book.