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"Kings of War as an ancients game?" Topic


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aapch4513 Aug 2014 8:34 a.m. PST

I found this game via a youtube channel I watch (beastsofwar).

After watching the demo, I then looked up the game, and found an ancients variant.

How well does this game work for ancients?

Let me know
thanks
Austin

Bede1902513 Aug 2014 8:36 a.m. PST

It's as bland and unflavorful for ancients as it is for fantasy.

Privateer4hire13 Aug 2014 9:31 a.m. PST

It works well for both IMO. From ancients all the way up to horse and muskets.

Don't even think you need to modify the game, just reskin the ancient units you have.

Because it allows allies and magic item buffs to units (very limited buffs btw), you can customize a force.

Want Romans who are heavily armored, have throwing weapons hard-headed and slowed just a bit by their armor? Make a dwarf warrior regiment with throwing dogs (yeah, I know). The dog would represent your unit throwing their pila before entering close combat. Dwarf movement is slower so could be super heavily armored troops and they get a chance to shake off morale effects if the unit becomes wavered.

If you have a single renknowned archer unit you could give them a 12" range extension or a +1 on their d6 die rolls to hit. You could also make them elves who have better ranged stat AND who get to re-roll a single die that fails to hit (if they roll 20 dice or 10 dice, they only ever re-roll a single die).

Longstrider13 Aug 2014 10:10 a.m. PST

I quite like it. I can understand that some will just find it dull – it's not very granular and units are all very similar. But it's rules are really fast, and the multibased nature of units means you can push around a few hundred toy soldiers very quicky.

It can get very samey rather quickly though, and if you want variety you really need to have your own scenarios. Have a column of formed infantry units attacked from all sides by cheap hordes, have assymetrical deployments, etc. etc.

If you do want to keep the points system, there's nothing really to stop you from just using whatever units across multiple army lists you think represent what you want and paying the relevant points. As P4H says, the rules as they stand feature a handful of magic items, each of which basically either move a stat point or grant a unit one ability that a different type has.

For example, there's a magic item that grants the unit that has it nimble for X points. Nimble is a rule that lets the unit make two 90 degree pivots as it moves. If you want to represent say, many units of mobile light cavalry, just use whichever profile you think fits best in terms of durability, shooting ability and melee ability, and just pay the points for the nimble item for each unit.

The base magic spell is just a shooting attack (and the variant rules just modify that a bit – higher range and lower strength, more dice but doesn't ignore armour, etc.

But it really does depend on how much crunch you like in your rules. I find it evokes the feel of directing large masses of ranked units around and doesn't bog down with a lot modifiers and things to look up. Others will find that really boring.

Ferbs Fighting Forces13 Aug 2014 10:33 a.m. PST

Lots of useful info here

GoneNow14 Aug 2014 5:50 a.m. PST

To be honest I didn't care much for Kings of War as a fantasy game. But I found it to be an excellent Ancient set.
My experience has to do with what I had played previous.
I first played Kings of War looking to replace Warhammer or Armies of Arcana. It came off as too LITE to replace either of those for me.
But my only other Ancient gaming experience at that point (besides other people's home grown) had been DBA. With that same DBA mindset approach to gaming I found I really liked Kings of War as an Ancients game.
I guess if I had been doing more HoTTs gaming (that's been on the back burner for the better part of a decade now) I could have enjoyed Kings of War fantasy more as well. But it just wasn't what I was looking for at the time.

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