Tuesday, January 30, 2018

Kings of War - Commander

It has been a long time since I've updated this blog, but I think it is worth it.  Since the last update, I have been working on my Ogres and well as Mythical Macedonians for Kings of War.  Lately, I have been dabbling in 10mm and here is a rule set that Rufus and Myself have worked on.


Kings of War – Commander
(Other names such as Warmaster and Epic were already taken)

Kings of War – Commander (Kow-C) is a fan based ruleset to fight large battles using the Kings of War Ruleset as a guideline with 10mm miniatures, or other small-scale models. The KoW-C rule set is different than just playing Kings of War in a smaller scale.  Kings of War is a great balanced ruleset for battle at any point value, but it starts to break down once you reach higher point levels.  Not with the rules, but with all the other minutia that comes with playing the game such as wound counters, base sizes, and keeping track of which units have certain magical artifacts. The emphasis is on having larger point battles (4k+) that do not take all day to play out.  To acknowledge this some of the rules have been modified to speed up play.  

The goal of this ruleset is to try and play those large point battles in less than 3 hours on a standard 6’x4’ board while not cluttering up the game with too many special rules or diverting from the spirit of Kings of War.  Other benefits of playing larger battles are the smaller tactics that come into play such as war-machine hunting, multiple battle lines, reserves, flanking forces, and using long range war engines to soften up troops, etc.  These tactics do exist in regular KoW, but hopefully KoW-C brings these larger epic tactics to your table top.

This is a work in progress, and is being play tested to find out what works.  Maybe the rules as written for KoW are fine, but let’s try this first.

The main rulebook and Clash of Kings 2018 for Kings of War is used except for the following changes:

Units & Basing
To facilitate play units are given standard base sizes based on 40mm x 20mm (frontal width x depth).
Unit Type
Troop
Regiment
Horde
Legion
Infantry (20mm)
40x20
40x40
80x40
80x60
Infantry (25mm)
40x20
40x40
80x40
80x60
Cavalry
40x20
40x40
80x40
N/A
Large Infantry
N/A
40x20
40x40
80x40
Large Cavalry
N/A
60x40
60x80
N/A
Large Cavalry (Chariot - 50x100)
N/A
60x40
60x80
N/A

War Engines/Monsters/Characters use 20x20 min with exceptional base size in effect.  Use the rule of cool to make sure the base fits the model. 

Individuals may be mounted on 20x20 min or round bases on of a coin.  Players of other systems will not need to change bases.  In our experience, even in 28mm scale, the individual facing rarely matters except as noted below in Movement while being charged by Nimble units.  This is also an opportunity to spice up an individual’s base with assistants, bodyguards, a tent, a plan-laden desk, etc.

Base sizes have been simplified to make it easier to base your army.  The emphasis is large armies, and we do not want to bogged down worrying about millimeters.  We realize there are many other systems out there that use different base sizing.  Just agree with your group with what works best for your group.

Unit Leader Point – this is only used for determining which arc a unit is charging.  All measurements are done closest point on bases, but must still be in arc for both shooting and charging.

Movement
All movement is done in CM or halve the number of INCHES.

There is no minimum distance anymore.  If the base fits, then it fits. 

Charging individuals on round bases use the following method.  Measure the closest points between the units before moving charging unit.  The charging unit must contact that closest point on the round base.  If a unit cannot touch or fit then then it is a failed charge and unit is not moved.


Terrain
Terrain should be scaled down to 10mm with forest and difficult terrain be small enough so that a unit does not need more than 2 turns going through it.

Magical Artifacts
Only characters may take magical artifacts.  This is to speed up play with the emphasis being on large battles.

Experimental Rules
These are rules that we think need to be addressed to help facilitate gameplay but have not been tested. 

1 - Halving all ATT and Nerve characteristics rounding up.  Units, such as War Engines and Giants, that have additional attacks also round up.  This is again to speed up play since we are playing with more units than a standard game.  Less wound counters and less dice rolling should speed things up.
2 - Nerve tests are only taken using a d6.  Exceptional Morale results can be determined by rolling an additional d6 after a 1 or 6 is rolled.
3 - Allowing one magical artifact for each troop type.  For instance, only one unit of Ogre Shooters may receive an artifact.  The spirit behind this is more focus on units, and your opponent has less chance of forgetting which unit has what.
4 - Putting small dots on character's base to show spells.  Small dots will work on the front of the base.  Anything that helps to not have to constantly look at stat sheets is good.
White=Heal, Red=Fireball, Blue- Lightning Bolt, Purple- Bane Chant, etc.

Scenarios
I recommend playing at a minimum 4000-point games using the scenarios published in CoK2018 with KoW-C.  Don’t limit yourself to just CoK2018 scenarios.  There are plenty of other scenarios in Destiny of Kings and the Edge of the Abyss sourcebooks as well, or use home-made scenarios using baggage trains or sieges. 

The standard distance separating armies should be 30 cm.  This is to allow more movement actions such as flanking and war engine barrages.

Distance units are tokens to claim should be 50mm or 2 inches.

Number of turns should be increased to 8, with a possible 9th on a 4+.  This helps counter the extra space between the deployment zones.

Conclusion
Thank you for taking time out of your day to read this.  It is made just for fun and a love of all things Kings of War.  If there is enough demand then maybe we will work on a tournament ruleset.  We have tried to be faithful to the original KoW work as much as possible.  We love KoW at any scale and hopefully this scratches an itch for those wanting larger battles.  Combined with Vanguard, you could easily incorporate any campaigns with all three systems.

Hopefully, this will bring more enthusiasm to regular KoW and draw in more players.

Thank you again for taking a look and I appreciate any feedback.





Wednesday, November 11, 2015

All in with Kings of War

I've fully embraced KoW. I'm starting to rebase all my Warhammer models onto KoW multi basing. 

For the multi bases I use steel flat metal trays from www.shogunminiatures.com with cork glued on top with liquid nails. 

Here is what I've done so far. Enjoy!

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

Sunday, September 13, 2015

Mordheim Tabletops

Here are the two Mordheim boards I bought yesterday for $25 each. They are worth a lot more especially to the person who painstakingly carved in all the cobblestones. I hope to get a lot of use out these in the next year. 

So who wants to play Mordheim?

Image
Image
Image
Image
Image
Image
Image
Image








Saturday, September 12, 2015

Estate Sale Bargain

I saw this at an estate sale today in Lexington NC.  A real labor of love that I hope a gamer buys and it gets played with.  Still for sale as of today 9-12-15.  You could probably get it for cheap too.

Image
Image
Image
Image

Sunday, September 6, 2015

Kings of War Battle - Varangur vs Brotherhood

Here are some pics of a Kings of War battle between The Varangur (aka Warriors of Chaos) vs The Brotherhood (aka Brettonia). It was 2000 point battle and the mission was Invade, where you only get points for your units that are completely across the center line.

I am not going into a lot of detail as the battle was a few days ago and my memory isn't what it used to be.

Setup

Image

Image
The Brotherhood move around the forest.
Image

Image
The Brotherhood advance on their left flank.
Image
Varangur turn 1.  The wolves move up to block the Knights.
Image
The Coven of Magi (aka old DoW Chaos Cannon) lines up and fizzles.
Image
Mage moves into the forest for cover.
Image
Peg knights charge the wolves.
Image
Knights flank charge with mounted squires in the front.
Image
Peg Knights waive the wolves then this turn charge the Warriors in the flank.  
Image
Brotherhood takes down the Warriors easily.
Image
These peasant Knights and wolves battle the whole game in a pillow fight.
Image
Marauders move in to kill something.
Image

Image
I move the King on Chimera up to try and set up a rear charge later on.  Things are looking grim.
Image

Image
Pillow fight continues.
Image

Image

Image

Image
King takes out trebuchet and sights up a rear charge.
Image
Brotherhood does a ton of wounds then rolls the dreaded double one.  Warriors stay to fight.
Image
Chaos Knights charge the Knights.
Image

Image
Wolves sneak around and get a trebuchet. 
Image
King moves over the center line along with Mage to seal victory.
Image
So in conclusion it was a very close game.  The Brotherhood dominated the game until the double one on the nerve check.  That gave me enough to countercharge and then move over the center line.  His Knights in the final picture were stuck straddling it so no points.

I hope enjoy the pictures sorry for the lame write up.


Thursday, March 19, 2015

Ogre Hunter

Here is my finished Hunter. Enjoy. 
Image
Image
Image