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"Renaissance using Kings of War (Historical) - 2nd try" Topic


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freecloud01 Nov 2018 4:53 a.m. PST

Been playing a few games using KoW(H) for Renaissance warfare, worked quite well – it's not detaiuled at the unit level but is quite quick play so lets you play bigger games. Seems to handle both the Eastern and Wesytern armies OK – there are some glitches/oddities (but Renaissance is a period of huge variety and IME most rules have glitches across it). Was quite impressed – anyone else tried this set?

Banana Man01 Nov 2018 6:38 a.m. PST

No, it is probably too basic a rule set for my tastes.

Personal logo aegiscg47 Supporting Member of TMP01 Nov 2018 6:59 a.m. PST

We didn't know what to make of the KOW rules as there were a lot of pros and cons. We were able to get in two huge games in under 5 hours, which was a big positive and the guys who weren't really into Ancients loved rolling tons of dice in combat. The grognards didn't care for the lack of C&C, generic units, and the weird combat mechanism where only the attacker rolls dice. They really need some actual army lists that are more thought out, but their focus is on fantasy, so the historical side takes a back seat.

nickinsomerset01 Nov 2018 8:30 a.m. PST

I do not understand why cavalry do not counter charge, but sit around waiting to be hit,

Tally Ho!

John Leahy Sponsoring Member of TMP01 Nov 2018 10:58 a.m. PST

We always have the defender fight back as long as they are able to stand after the attacker finishes his close combat. Makes for a much better game. I did not like the only 1 side can fight at a time.

Matheo02 Nov 2018 5:37 p.m. PST

KoW is my ruleset of choice for big battles, but then I'm big fan of "game" in "wargame". Even extreme IGOUGO nature of it doesn't bother me – it just requiers a lot of thinking ahead and calculating the risks. I agree that KoW Historical would benefit from more detailed and plenty lists, but what is there is easy enough to work with.

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