Hey, amrowe1999 WB!
Yes, they´ve used the arcane artillery in most of the combat encounters during 1.1 and 1.2. But for example they´ve got no clearance from spellcom during the combat inside of Tradeston. So, it depends on the situation/location, and ... yes (and my arbitrariness :twisted

!
dice rolls: Average on both sides i think. Nothing special. They´ve rolled very bad at the beginning of the fight against the chimera and very VERY good against the trolls (arcane artillery --> "stunned" trolls on "fire" *ouch*!).
The fight against the chimera was not an easy one. The group got several bonuses, so that most of them had to roll a 16 oder better. AC of the chimera also dropped down to 25 because of the Avenger in the group (character class from PHB2). Also the wizard of the team rolled very very well against the other defenses of the chimera (reflex, will ...).
It was close. On team member was down and the "tank" of the team shouldn´t had stand for another round. If he had fallen during this fight one or two rounds earlier, the whole encounter had ended in a TPK.
At the moment, nearly all of my players still like the setting. We startet with 6 characters and only one player left the group after the first campaign. But i still have five motivated players!
I also changed the story of 1.2 a little bit. Wraith Recon Two was MIA so WR4 has to search for them. At the end, they´ve found the dead bodies of Wraith Recon Two (chimerra fodder :twisted

. That´s the reason why WR4 is now in the wildlands. I also think it is a better threat for the whole campaign, that the orcs (or someone other^^) killed an entire team. So, now it is something personal for Team Four and the Wraith Commander. :wink:
I also have several idead for some minor changes in some of the other mission assignments.