We’re dog sitting this weekend, so instead of getting in some painting or building (although I do have a few bits with me) I decided to bring my small skirmish board and play a few games of Gaol72.
My warbands, the Seekers:

The Rippers:

The rules in their current state are as follows:
Turns
The turn is split up into Speed steps, minis with speed 6 activate first, then speed 5, then 4 etc down to 2. When both players have minis with the same speed roll off to see which player activates a mini first and then alternate.
When activated a mini can be moved and then make an attack. Or make an attack and then move. When moved a mini moves to an adjacent square (one space regardless of their speed, diagonals allowed). If a mini does not attack they can move twice. A mini cannot move into a square containing another mini or obstruction.
Attacking
A mini’s attack determines their range and hit roll, a mini can attack an enemy within their attack value in spaces, but must roll higher than their attack value on a D6 in order to score a hit. If a 6 is rolled a critical hit is achieved and the target is automatically slain.
When a hit is achieved that is not critical the target makes a saving throw. In order to save the target must roll higher than their speed on a D6 (assuming slower minis are better armoured). If the save is failed the target is slain. If a 6 is rolled for the save and the attacker and defender are adjacent the defender parried the attacker and the attacker is hit in return and must make a saving throw. If the defender rolls a 1 on their save the hit was particularly brutal and their allies may flee as a result. Roll a die for each of the defender’s allies and on a 1 they run away.
The End
The game ends after the third round. The winner is the player holding the most objectives.
Obstructions and objectives are deployed randomly using the 6×6 grid and a D6:

The wooden planks are just for aesthetics. Figures are deployed one at a time, alternating sides until all are placed. You can’t place a figure in a square adjacent to an objective or enemy (unless you have to). You can deploy a figure on top of an obstruction or objective.

So the Rippers (Orange) ended in the top left of the board and the Seekers (Green) ended up in the bottom left/middle.
Turn 1
Greta moved onto the objective on the bottom right and fired but missed. Gunter fired from his position in the bottom left but missed.

Davey fired at Stabby Jim and missed, Stabby Jim then rushed Chopper and gutted him. Stabby Geoff then ran for an objective in the top right and Baldy grabbed the objective in the top left.

Bones rushed Sheldon but was slammed instead.

Hacker tried the same but Sheldon held him off.
Turn 2
Gunter popped out from behind the obstruction and blew Stabby Jim away, Greta advanced and fired but missed Geoff.

Davey ran onto the objective in the bottom right and Baldy shot at Greta from his corner but missed. Stabby Geoff advanced and cut Greta down.

Sheldon pushed up and crushed Geoff.

Hacker darted round the obstacle and decapitated Sheldon.

Turn 3
Gunter missed baldy. Davey missed Hacker. Baldy didn’t move to keep his objective and Hacker stepped on to the central objective. Rippers win 2-1.

I’ve got 6 warbands to play with, so I’ll probably have a few more games.