As a scenario, I didn't think it was all that exciting to play, but it gains more importance when played in the context of a campaign.
After the game, rolls are made to see how many Will points the Nazgul recover. Being essentially immortal, they automatically recover their wound, if it was lost (unlike members of the Fellowship or other mortal heroes!).
As it happened, they recovered quite well, although the Witch King and one Ringwraith will start Scenario 2 with 2 less Will than normal.
I think it was probably a mistake to try and engage the Dunedain is so much combat, as they turned out to be tougher than expected. Still, the game had a few surprises and was a promising start to the campaign.