Sunday, 20 September 2020

Kings of War V3: Forces of Nature vs Dwarves

I've been playing some more games of Kings of War recently, with the release of the 3rd edition of these rules.  I started with 2nd edition a few years ago (see this past game and rules review). Third edition tidies up and balances the rules even further, also adding a few new armies, spells, items and play options.

I've liked 3rd edition Kings of War so much in fact, that I have  built a new 'Forces of Nature' army for it! The models were purchased mostly brand new from Mantic, though I've added a few other brands I liked the look of.  I brought this army along to the local Wargames Club today for its first outing against Martin's Dwarf Army.

My Forces of Nature list was:
  • Avatar of the Green Lady
  • Druid with Bane Chant, Surge and Conjuror's Staff
  • 2x Tree Herder
  • 2x Pegasus (using Giant Eagles for these)
  • 1x Greater Earth Elemental
  • 1x Earth Elemental Horde
  • 2x Forest Shambler Hordes
  • 1x Hunters of Wild Regiment, Hammer of Measured Force
Martin's Dwarf list was:
  • Lord, with Diadem of Dragonkind
  • Army Standard Bearer, with Shroud of the Saint
  • Flame Priest, with extra Fireball 
  • 2x Ranger Regiments
  • 1x Ironwatch Rifles Horde
  • 1x Shieldbreakers Horde, with Hann's Sanguinary Scripture
  • 4x Ironclad Horde
  • 1x Ironbelcher Organ Gun


The Game

The Scenario was "Salt the Earth" - with seven objectives on the table, and whoever controls more at the end of the games wins - nice and simple. However, the twist is that you can also destroy an objective at the end of your movement if you control it, but don't think you'll be able to keep it and want to deny it to the enemy!

Below is first turn - my Forest Shamblers and an Eagle on the left charge up and rout a Dwarf Ranger unit (the other Ranger unit is just off screen to the left). The rest of my forces have advanced up the table, mainly on the right against all the Dwarven heavy infantry. Opposing my left is the the Dwarven gunpowder - Rifles and Organ Gun, which with their Piercing ability they have some good targets in the slow moving Greater Earth Elemental and Treeherder!


View from the Dwarf side.

The Dwarves are out of charge range in their turn, but get ready to receive the oncoming charge.

My units crash into the Dwarven line and start to grind into them, but the Dwarves are tough and stubborn and give as good as they get!


Over on the left I finish off the other Ranger unit. My Treeherder and Greater Earth Elemental struggle into a hail of lead and fire from the Dwarven shooting units!

The Greater Earth Elemental charges in, but is already seriously wounded by the time it gets there. The Green Lady flies around choosing "Cloak of Death" to damage enemies near her, while healing friendly units.  Radiance of Life from the Treeherders also helps keep the Nature units in the fight.

The Dwarves are fighting back hard and Headstrong ability sees them shrug off two wavering results and countercharge back into the fight! 

Rules Note: See the wound dice on units - in Kings of War all units are basically treated like a multiwound monster and you don't remove any figures until they are dead - which saves a lot of time in game setup and play. When you damage a unit you roll two six sided dice plus the number of wounds on the unit, and if you beat its "Nerve" value it is routed (removed from play). Most of my main units have a Nerve of 18, while the big Dwarf units have a Nerve of 23.

Two Dwarf Ironcloud Hordes rout, but the Dwarfs rout my Hunters of the Wild and Greater Earth Elemental. 

The Shield breakers smash up and destroy my Earth Elementals, but have taken much damage from them and are in turn routed by a charge from my Treeherder. The last Ironclad unit is wiped out by my other Treeherder and a rear charge from my Forest Shamblers 

Rules Note: Flank and rear charges are deadly. With flank charges you roll double attacks, and rear charges triple attacks!


A last act -  the Dwarf Lord charge into the remaining Forest Shamblers, but they withstand the asault!

And the game is over.  I hold four objectives and the Dwarfs only one, so a victory to the Nature army! We didn't burn any of the objectives in the game, though there was not great opportunity or motivation to do so for most of it I think. 
I had my Treeherders, Eagles, one Forest Shambler unit and my Heroes left.
Dwarves had Ironwatch Rifles, Organ Gun and Heroes left.

Conclusion

A fun game, that played smoothly and quickly despite us having to familiarise ourself with new armies  and rules.  Martin was also very generous in pointing out my glaring tactical errors and suggesting better moves (like making sure my spellcasters could see their targets!).  Without his help I would surely have been defeated I think! At the end of the game we also discovered a rules mistake or two we had made, which we will remember for the next game.

I'm looking forward to a rematch, and I heartily recommend Kings of War. The ruleset now being in its 3rd edition with only minor change to the core rules, is far cleaner and more balanced than most rulesets. Also much cheaper for both rules and figures, and you can use any fantasy figures  (and don't have to have exact numbers of figures on a base either), so bar to entry is nice and low! 


Lastly, here's a few better quality pictures of my forces of Nature army.

Druid, Avatar of the Green Lady, Gladewalker Druid

Treeherder

Greater Earth Elemental

Forest Shamblers

Earth Elementals

Plus some Kings of War Battlefield objectives I've recently painted up!

Sunday, 20 October 2019

6mm Cold War East Germans - DDR

Newly finished and in their storage already - 6mm Cold War East Germans. All on magnetised bases hence the adherence to the sides of the container! One of my mates has thousands of moderns, so thought I'd add a small force to play Team Yankee or other rule system with him, plus it seems there are a few other locals who play this too. Very quick and easy to paint compared to every other wargame I play!

In picture below there are Hind Helicopters, Su25 Frogfoot Bombers, T72M1 Tanks, BMP1's and BMP2's, 2S1 Carnation Artillery, Shilka AA.  I went with the plain Vallejo Refractive Green scheme for the land vehicles, with some strong buff drybrushing to bring out the detail from a distance.

Hinds, T-72's, and 2S1's are GHQ. Frogfoots and BMP1's are Scotia Grendel. Rest (including infantry) are Heroics and Ross.

And on the lid, a heap of infantry. Rifle Teams, RPG7's and MG's.


I don't really play anything historical after the Napoleonic era, so these things are basically sci-fi and incredible to me!  Like the BMP1 - a vehicle that can travel at 65km/hr, with anti-infantry, anti-tank, missile, carrying a squad, hostile environment protection, can go over all terrain and swim across a river... amazing!




Here's some reference pics I used. Some nice pics of the BMP inside and outside can be found here.

The mighty T72.


Shilka AA.


SU25.


Hinds.

Infantry with BMP2.

Infantry showing distinctive East German helmet. The helmet was normally covered with the same green/brown uniform I believe, but I gave them grey helmets to make them stand out on the table as East German a bit more.


Here's the sad state of these vehicles now - in the graveyard. Though from everyone's perspective thank goodness the Cold War ended up like this rather than in WWIII!

And the DDR Anthem. Socialists seem to come up with the best anthems!

Saturday, 19 October 2019

Republican Roman vs Carthaginian - 28mm ADLG

Some photos of a classical era game last night. Later Republican Roman  (Brutus) with Galatian Allies vs Later Carthaginian (Hannibal).


Here's the initial deployments. Romans are the defenders. To right of field is a flooded and impassable river, plus a Built Up Area. There's some rough ground to the left, and gentle hill straight ahead.

My Romans havetwo blocks of Elite Legions (Elite Heavy Sword Armour Impact) either side of the Galatian Ally (Elite Heavy Sword Impetuous), with a couple of Light Horse Bow off the right of photo below. 

Carthaginian have a mass of various Gallic and Italian  mercenaries (Heavy Sword - most ordinary grade, and some with Armour) with Elite Carthaginian Spear either end of the line. They have Elite Heavy Cavalry (Carthaginian) and Light Cavalry Javelin (Numidians) on the right in photo below. To the left of this they also a couple of Medium Sword and an African Elephant (just out of photo). 

Carthaginians advance, and my Galatians are unreliable and will not advance! Legion on my right starts to slowly struggle through the built up area...

However the Carthaginians decide to come out of their defensive position and attack my left flank. 


As the enemy draw close the Galatians commit to the battle and surge forward, driving back the Numidian skirmishers.


On my left my horse archers weaken the Medium Sword, and the Roman Cavalry and Legionaires gain the upper hand. The Carthaginian Veterans destroy three Roman maniples, but the rest of the Carthaginian force cannot withstand the shock and numbers of the Roman and Galatian infantry on level ground. Victory to the Romans/Galatians. Losses 21/21 Carthaginians, to 13/19 Romans.

Conclusion

Love 28mm Ancients with all the colourful troop types of this era! I think the Carthaginians here would have been better to stay in their rough terrain and on the hill where they had an advantage, using their superior light troops to harass the Roman and Galatian Heavy Infantry (especially the unarmoured and impetuous Galatians!), inflicting disorder and forcing them to assault an unfavourable position. My Roman army had no light troops bar two Light Horse in the game! As it was the Carthaginians advanced into the open plain and ended up unable to withstand the charge of the Roman and Galatian Heavies.