Sunday, 1 November 2020

Kings of War V3 Battlereport: Herd vs Dwarves

Another game of Kings of War at club today. Trying my Beast Herds for their first game in V3.

Herd list was:
2 Warrior Hordes
2 Chariot Hordes
1 Longhorn Regiment, Strider item (Stupid item choice by me here given they already count as having this ability!!)
2 Harpy Troops
2 Flying Beasts (Jabberwocky with Miasmic breath, and Cockratrice)
Druid with Lightning Bolt, Heal, Bane Chant and Staff
Gladewalker Druid with Heal, Blizzard and Shroud

Dwarf list was:
3 Ironclad Hordes (one with Brew of Sharpness)
1 Shieldbreaker Horde
2 Ironwatch Hordes (1 Ironrifle, 1 x-bow)
1 Ironbelcher Cannon
2 Organ Guns
Flamepriest, King, Warsmith, Banner Bearer (Gear included Lute and Beast Sword).

The Game

Setup below. Scenario is Fool's Gold, so there are 10 Bluff counters on the table, five placed by each player, with hidden values of 2 (2 counters), 1 or 0 (4 counters each) points. At end of round three they are all revealed and then whoever has the most points at end of game wins! An interesting scenario, and great one for me with all my flyers who will be able to react quickly (assuming they are still alive), once we know where the real gold is!

Turn one I advance a bit but not into range of all the Dwarven Shooting, (which has reload or potshot so won't be able to advance and shoot very effectively at all). Then turn two I rush up into charge range, taking damage across three units from the shooting and having my pink chariot unit wavered, but no unit destroyed.

Turn three I charge in taking out the organ guns with Flying Beasts. But Ironclads withstand the combined charge from Black Chariots and Warriors. The Dwarven countercharge with Shieldbreakers and flanking Ironwatch takes out the Black Chariots. (Actually the Shieldbreakers managed this themselves as the chariots were already damaged by shooting!)

Pink Chariots and Longhorns then charge in and smash the Ironwatch, while the Jabberwocky Beast hits flank of the Shieldbreakers. Cockratrice Beast slays the cannon crew and spins around looking for new victims.

Left flank, Warriors and IronClads smash away at each other...

Dwarves take out my right flank Warriors, and pummel my Chariots. My Druid keeps healing the Chariots though, keeping them in the fight.

Longhorns charge the Ironwatch Rifles but are destroyed by counterattack of the two Dwarven Hordes. The Dwarven right flank collapses, but the Dwarf King is at least pummelling the Jabberwocky, wavering it each round and stopping it flying or attacking.

Harpies race off to grab gold tokens...

Game goes to Turn 7. Chariots and Cockratrice destroy the Ironclads...

But are then destroyed down by Dwarven shooting and the last Ironclad Horde. 
The Dwarven King slays the Jabberwocky.

And the game is over and there is not much left! But Herd has won due tocapturing three gold tokens to  zero for the Dwarves. Victory! A bit more luck turn 7 with shooting and a lucky overrun by the Dwarven Ironclads and they could have still won the game, but it was not to be.

Saturday, 24 October 2020

Kings of War and 9th Age: Beast Herds vs Nature/Sylvan

I played a Kings of War game and then a 9th Age game today. Using same armies across both systems. Beast Herd for Mike, and Nature/Sylvan for me.
We used very similar army lists in both games. Most units seemed to function in a similar way, except that Thicket Beasts/Forest Shamblers seem considerably tougher in 9th compared to Kings of War!
KOW took 1.5 hours, 9th age 3 hours.
Both had clear victor turn 4. Commentary for both games in captions for photos.

Kings of War

Kings of War for first game. Invade Scenario. My Eagles swing around both flanks, one dies to Harpies and flank charge, other kills off wounded Trappers (Mongrels).

Minotaurs and Hero smash through Earth Elementals in single round. Lord is then flanked by Shamblers but saved by other Minotaurs which charge the flank of the Shamblers and kill them. Treemen kill off a Longhorn unit.

Minotaurs take pounding from Greater Earth Elemental but don't care because of Fury and smash him back. Other Longhorns and Beast Chieftan with Beast Slayer Sword cut down a Treeherder. Tribal Warriors gang up and kill my Hunters of Wild (Dryads).

Treeherder kills Minotaurs, other Minotaurs and Warriors kill Greater Earth Elemental...

Unpleasant. A Treeherder left for Nature, plus Eagle and two Druids about to be eaten. Herd have lost only a Longhorn and Minotaur unit. Win called for Herd turn 4.

9th Age

9th Age game. King of the Hill Scenario. 

Sylvan (Nature) standing back this time to blast off some minotaurs with spells!

Thicket Beasts (KOW Forest Shamblers) are powerful in 9th and take down an entire Warrior Herd over 3 turns!

Herd Longhorn Ambush comes on, but Minotaurs are hanging back for some reason so I smash the Ambush then turn around to face Minotaurs again.

Minotaurs flanked and routed but manage to run away.

But Herd units in centre all broken or about to be. Sylvan (Nature) have only lost half a Dryad unit and a Thicket Beast, plus a few wounds on Treeherders and a Druid. Game called for Sylvan turn 4.

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.


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


Greater Earth Elemental

Forest Shamblers

Earth Elementals

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