The Dwarf campaign turn 5 saw a brief battle with a inferior orc NPC force. unfortunately I only rolled up 2 out of a possible 4 objectives meaning I had to win without permanently losing any units. The post game unit recovery rolls would be nerve-wracking.
Rob, gallantly ignoring the KoW nod to pre- measuring somehow allowed the dwarf berserkers and ironclads to get the charge on his morax, whilst the canon and flame belcher cooked his giant. The only fly in my otherwise perfect game was the breaking of the berserkers later on - but the post match roll led to them rejoining the triumphant army (joined by another shield breaker regiment and canon purchased with the 200 points gained).
The Goblin Campaign turn 6 saw him facing a mostly undead opponent (werewolf troop, wraith half-reg, 2x skellies, necromancer and orc krudgiment).
Whilst Rob managed to halt the werewolves, repeatedly wavering them on high nerve check rolls after superficial missile damage before splatting them with the big rock lobber, the wraiths and even skellies did some damage. Despite claiming all 3 objectives for a 300 point gain, Rob had to pass four or five post battle unit recovery rolls to avoid any losses becoming permanent.
The outcome of the night (2 games in just over 2 hours) sees the Goblin army now slightly bigger than the dwarfs, and the same distance away from the victory hex (thanks to me taking the dwarfs via the scenic route to gain extra points). I do, however, have a my turn six still ahead of me - if I keep winning, Rob can't catch me, but just one slip up and he'll have the edge.