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"Second Play of 2nd Edition Kings of War..." Topic


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Banned for Hating Trolls30 Aug 2015 8:21 a.m. PST

I'm going to scoop Don'tfeardreaper and link his battle report on our second game of Kings of War! ;-)

link

We had a blast and look forward to our next game. I will say that 2000 points makes for a very big game. The comment that someone made on my previous Kings of War thread about being able to use ALL of your WFB figures is spot on. It took the vast majority of my large Or and Goblin army to field that big a force!

BlackKnight30 Aug 2015 9:51 a.m. PST

Nice report! Do you feel shooting is a bit strong? He did not appear to reach your main lines…

Banned for Hating Trolls30 Aug 2015 9:56 a.m. PST

I never reached the main line in the center, but rolled up the Human left. In the center my failure to contact was largely due to the two elephants and knights coming out to counter-attack my forces. Yes, the shooting was highly effective, but too strong? I don't know. This is only our second game. So time will tell.

I'm working on my Dwarves now. They will be a similar design: a strong shooting army with several heavy counter-attack units.

Broken Shield30 Aug 2015 10:13 a.m. PST

Nice report.

I also think that shooting can be 'strong' but again of course that all depends on the dice Gods, it could have just as easily been weak.

D6 Junkie30 Aug 2015 1:48 p.m. PST

There's were you need some flanking cav or flyers to bust that archer unit.
I've got game 2 and 3 lined up for tomorrow.

BlackKnight30 Aug 2015 2:55 p.m. PST

Looking forward to your next report. My rules are on order…

David Johansen30 Aug 2015 4:57 p.m. PST

Shooting was too weak in first edition. So they removed the -1 to hit at long range and added a +1 to hit at 6" or less which helps out horse archers and gives archers on foot a reason to stand and shoot at enemies they can charge.

DontFearDareaper Fezian30 Aug 2015 8:21 p.m. PST

Most archers need a 5+ to hit although you can get it down to 4+ for one unit with an artifact. It takes some luck for a big unit like those archery hordes to really hurt something (statistically they only land a third of their shots on a target). Happily we had some good luck with our missile fire and combining that good luck with a powerful counter-attack by the elephants and knights proved a winning combo (this time) … next time?!?? who knows .. one of the charms of the game so far.

Dave

Dan Wideman II01 Sep 2015 8:44 a.m. PST

As long as KoW keeps to the method of the unit taking hits, but no figures removed it still won't trip my tigger. I want to see units dwindle as they take casualties, not remain a solid 40 figure block with piles of chits behind them.

I guess I've never been an element style gamer whether it was DBA, Volley and Bayonet, or KoW.

Banned for Hating Trolls01 Sep 2015 12:19 p.m. PST

As long as KoW keeps to the method of the unit taking hits, but no figures removed it still won't trip my tigger. I want to see units dwindle as they take casualties, not remain a solid 40 figure block with piles of chits behind them.

I played WRG 7th edition Ancients and then Warrior for years. So I suspect the non-removal of casualties did not come as difficult for me as it would for others.

Andy Skinner Supporting Member of TMP01 Sep 2015 1:23 p.m. PST

I don't know KoW, but have been curious about this.

Is there a rules need for figures to not be removed? Would it change anything if you removed them anyway (maybe did something so you kept the same area)? If you need markers, could removed figures be those markers?

How much damage does a unit typically take before it goes away?

I've just been curious whether you could remove the figures, anyway, and whether it would actually change anything.

andy

David Johansen01 Sep 2015 10:08 p.m. PST

Okay, so you could just remove figures and use them as wound markers but the unit's fighting strength would not be reduced.

A standard regiment has a nerve of 12 / 14. You add 2d6 to the number of wounds, so it could waver with as little as one wound but generally needs five to do so. As little as two wounds could break it but generally you'll need at least seven. Since the unit is twenty it won't look too diminished by pulling casualties off. Some of Mantic's units come with casualty figures which are a fun way to track your wounds.

Wavering is almost worse than breaking because the unit stays in the way of your other units and stops you from retaliating with your reserve line.

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