The first game was a shifty stealth mission. In a standard game of SSD, both players roll independently for their objectives. In a stealth mission, only the attacker rolls for an objective (in this case, an assassination attempt). The defender then deploys their full faction across the board, however, they may only activate characters who are within line of sight of an enemy model. The attacker deploys a reduced force (1/3 of the points value of their faction) and has to make their way across the board and achieve their objective without being overwhelmed.
In the end, the assassin's impetuousness (or rather, the player's - Brett, I'm talking to you) led to his down fall. Rather than catch his breath in the shadows behind the temple, he blustered round the corner to attack his target but was unable to strike a blow. In the next round, Strato's drunken bodyguard joined the fray and used his rhomphaia in new and experimental ways to kill the would-be assassin and finish the game. It was a close match, and could have gone the other way. But it didn't.
The second game was a normal match with each faction rolling for their own objective. It turned out to be a fairly topical game to be held here in Northern Ireland with the Roman (republican) demagogue Sabinus and his gladiator bully boys trying to burn down a tavern frequented by the local militia. The militia - temporarily dubbed the PSNA or Police Service of Northern Antioch - in turn were out to bag and tag themselves Sabinus or one of his men to take back to headquarters for heavy questioning.
This game saw several civilians activate to join one side or the other while the centre of the board became something of a blood bath. The randomised burning mechanic means that although the arsonists set the pub alight, there was always uncertainty as to when it would be destroyed. In the end the body count from the skirmish grew too high - there was too much public attention on the action and both factions were forced to abandon the area to lick their wounds. Smoke filled the air but the building was still standing at the end of the game. Sabinus was removed by a well placed arrow but none of his boys were abducted. A bloody draw result with only 1 victory point awarded per player.
We were testing the campaign injuries and recovery rules after this game with the results that each faction lost only one member permanently. One of the militiamen suffered an injury to his fighting arm while the trauma of his arrow wound caused Sabinus to turn to drink (i.e. in a formal campaign he would recover but would also receive the Heavy Drinker special rule).
Thanks again to the players and the gents at Wee Gamers for putting us up.