Anyone else very interested in Kings of War all of a sudden?

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I'd never heard of it, I didn't know this, no-one in my group knew about this game. It's not like we decided to not play this game and chose kow over it, it was literally never on our radar.



You never said it was a new game.

I'll let you off, I thought I'd already made it clear it was new english speakers. Vampire counts lists is now translated into English, I happen to have a copy :)
 
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I played my first kow game yesterday. That was first in our club too.

I played my wood elves as mantic elves since my vampire counts army was unfinished because i had not known what GW would do with their game (Now i know and that is a big letdown for me)

My opponent played his Brettonian army as Kingdom of Men.

The armies were balanced overall. The elves had elite rule (reroll to hit rılls of 1) while the men had better generals.

The game lasted 1 hour and 40 minutes although my army consisted of 106 models and since that was our first game we looked at the rules regularly.

There were some epic moments like my archer unit wounded and shaken his pegasus knight hero before he could charge them or my spearmen holding the line against his knights or my opponent's combo chatge against my elven cavalary and annihilate them.

I really liked the game and army design so far. What nudges at me is there is no summoning mechanic like raise dead in the undead army. If it would be there the game would be perfect for me.
 
I really liked the game and army design so far. What nudges at me is there is no summoning mechanic like raise dead in the undead army. If it would be there the game would be perfect for me.

There's still the Heal spell which lets your characters restore casualties. And I really like the lifeleech ability as well, giving your units a chance to add combat casualties to their ranks.

Not to mention Surge brings back our old Van Hels shenanigans, allowing us to charge in the 'magic' phase! Can be very powerful when combined with certain units! I'm a little disappointed that the rules and army lists released yesterday were only 'preview' rules, missing magic items, scenarios, and several units from the armies, but I'm still pretty excited to give the game a trial.
 
I like warhammer, I like the rules , I like the figures, i like the background and fluff. I play for fun. While Aos I can use my current figures but the Aos figures don't seem to tie in very well with my empire figures. (I have o&g, dwarf , TK, ogre, vampire counts and Breton as well). The new sigmarnites look too 40k for me. I am confused as what is in Aos for me? Ok GW have to make a profit , fine I get that, , but these rules etc seem like two fingers up to me and a f-ck you " we want you now to buy the new figures" because the for the old armies look like they have been written as a ten minute excise in the wine bar. New rule books are always a mixed bag of emotions but mostly excitement. I hand never seen such negative views on a rule set, with other people trying to find things to be positive about. It's always great to play a quick and fun set of rules as a change but all of the time? Nope not for me. I have a pirate ship set of rules by Peter pig they are fun fast and easy to use but I don't play them ever week!

In the end of times version 2 GW have totally f-caked the warhammer world, why do that? , suppose they think it shows that there is now return...... Well let's face it end of times version 2 says it all!

Also I have seen on warhammer forums that it suggested that we should stay loyal to GW . My simple question to that is "why?" They have not been to me. I have seen prices rocket over the years . You kill off the warhammer background that I loved and leave me in a realm gate or to put it another way you leave me hanging in space.

Will I be buying Aos figures........... Unlikely unless I use them with my space marines.
Will I be playing Aos ......... Unlikely long term if at all.
Will I be playing warhammer 8th .......... Yes!
Will I be playing kings of war........ Yes , I am reading through them now.

Sorry for the long ramble but I am so disappointed in Aos and GW. But I am so naffed off with GW they have now produced a set of rules that you have drink to excess to enjoy playing instead of a drink afterwards to talk about the great game you just had!
 
Ok,aside that some units,like the soulreavers,have no models, but I really do not understand the wound concept. What is the point of noticing how many wounds you take if you never remove the models?
Also what happen in a case of a vampire lord ,or any single carachter, how many wounds do they have or how does it work to kill it?
 
Wound count shows the damage unit suffers physically as well as mentally. When the wounds increase the unit likely to waver and do nothing for one turn or escape the field and be destoyed. Vampire lords and units have two nerve values. This nerve value is the limit that shows how much punishment can the unit endure. There are two numbers for nerve: the smaller number is the value that the opponent has to pass to make you waver (shaken) and the higher number is the value for the unit to be destroyed. Most of the undead units only have the higher number as they can not be shaken because they are mindless. The vampire lords have both.

Undead units have spirit leech rule which is they heal for 1 or 2 wounds if they deal damage to enemy in melee ( 1 heal for every 1 woujd upto 1 or 2 wounds). This shows the prey falling to the curse of undead if they are killed by them.

Soul reavers are vampire cavalary similar to Bloodknights, i think they have models for them. I am modelling chaos knights with dragon prince heads for my soulreaver/ Bloodknights unit.
 
Ok,aside that some units,like the soulreavers,have no models, but I really do not understand the wound concept. What is the point of noticing how many wounds you take if you never remove the models?
Also what happen in a case of a vampire lord ,or any single carachter, how many wounds do they have or how does it work to kill it?

So, what happens is that any time you cause a wound, you roll to try and break the enemy. You roll 2D6, add the number of wounds they've suffered so far, and try to beat their Nerve score, whatever that might be.

A unit can hang around for an indefinite period of time, regardless of how many wounds it has taken, if you cannot roll higher than it's nerve score. However, as the number of wounds it has suffered during the battle approaches it's nerve score, the more likely it is that you will be able to break it. For instance, if a unit has Nerve 20, then you would need to cause 8 wounds, and then roll double sixes to break it. However, if you had caused 18 wounds, then even double ones would break it.

Now, it's important to note that KoW also has an Insane Courage type mechanic where, if you roll double ones for your nerve test, then no matter how many wounds you've suffered you do not break.

Wound represent the loss of cohesion and order, decreases in morale, as well as physical casualties. As you can see, you don't actually remove an enemy model by wounding it, but by breaking it. Wounding it just happens to make it more likely to break.
 
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Damn, this game plays fast. Only one side going at a time in combats, not yanking models aff after every fight--i never noticed how much that slowed warhammer down.
 
When you break them they get removed straight away, I kinda prefer they flee and you can inspire them to come back but I guess for speed purposes just killing them off is better.
 
The more I hear about this game, the more I like it! I wish I had more time for games else I'd be on Kings Of War already; as things stand I've got one mate that wants to play Ao$, all the others want to play 8th... Hopefully I can make time to play KoW one of the guys at the store sometime.
 
Routing a unit is no easy task, especially if they got high numbers or high nerve score. It requires prepunishing with ranged attacks and spells and either a storng charge with a superior unit ( for example heavy cavalary) or coordinated attacks from flanks and rear.

Otherwise they are not effected or just wavered for a turn.

Undead units do not waver but can only be routed. But it is hard.

For example zombie legion ( 60 models, 10x6) has -/28 nerve score. (-) means it can not be wavered since zombies have no brains:) In order to get 28 on the dice you have to deal 21 wounds on them to have a approximately %50 chance to rout them. Since they have life leech rule, they are healed 1 wound (2 if they got a 10 points (very cheap) upgrade). and you can always heal (ressurect) them with your necromancers and vampires.

Imo, Undead army needs only raise dead spell in order to be played just exactly as vampire counts.
 
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Routing a unit is no easy task, especially if they got high numbers or high nerve score. It requires prepunishing with ranged attacks and spells and either a storng charge with a superior unit ( for example heavy cavalary) or coordinated attacks from flanks and rear.

Otherwise they are not effected or just wavered for a turn.

Undead units do not waver but can only be routed. But it is hard.

For example zombie legion ( 60 models, 10x6) has -/28 nerve score. (-) means it can not be wavered since zombies have no brains:) In order to get 28 on the dice you have to deal 21 wounds on them to have a approximately %50 chance to rout them. Since they have life leech rule, they are healed 1 wound (2 if they got a 10 points (very cheap) upgrade). and you can always heal (ressurect) them with your necromancers and vampires.

Imo, Undead army needs only raise dead spell in order to be played just exactly as vampire counts.

That sounds interesting a bit. KoW might be worth giving a try, maybe I'll stop by staples/wherever and try to get the rules printed out, how many pages is it? Reading them might be a bit cool, although their models are still dreadfully poor IMO, with the "ghouls" that everyone uses as zombies being the closest to decent. It might be worth it to be involved in KoW just for the chance to build list :ghost:

Although I fully intend to play AoS as much as my local community is willing. I guess if they all hate it though I won't have a choice...

But my larger FLGS, the one with the 6-ish full game tables? They have probably around 20-30 copies of the AoS starter set on display for purchase, sooo either they know that everyone who frequents that store will like it, or they are taking some bit leaps of faith.
 
I just checked out the Undead rules that were released recently, and I have to admit I was left wanting in terms of character/ flavour.

That being said, I am optimistic about playing a game, just as I was optimist about AoS. A smooth, fast flowing rule set definitely appeals to me, as games being drawn out seems to be the bane of my hobby/gaming life. Ugh 3hrs for 2000pts...

When it's not half past three in the morning I'll take some more time to read through the core rules.

The BIG issue of course is finding someone to play it with, since my "gaming group" is entirely situated around my local GW.
 
It is fair to say that KoW is not as 'character centred' as WHFB. Characters offer support and encouragement to your troops, but they cannot win on their own-they simply don't have the damage output required. Also, even as a long time Mantic supporter, I have to admit that the character models haven't been outstanding ; although that doesn't matter, because you can use what you like.
 
Yeah, some of mantic's models haven't been the best but their rules are top-notch IMO. And since you can use whatever models you want, the fact that their in-house models are average doesn't really concern me.
 
Played Ao$ and KoW yesterday.
Ao$ is fucking B.O.R.I.N.G. on top of all the problems.
KoW is good,I really feel the lack of monster and light cavalry for the undead,but I really like the healing,souleach process and the balance is incredible. I played reckless and arrogant and I almost lost everything 3rd turn. Thanks to inspiring presence I did not.
3 things: we need more spells and item.
Is weird but waaaaaay faster to to pick up models during combat.
I need some fluff to get me going.
On the side note would be nice if the other player could do something during the opponent fase. It feels a bit too chess related.
But yeah,right now the game,with the beta rules and the old codex is 10 times better than AoS
 
Played Ao$ and KoW yesterday.
Ao$ is fucking B.O.R.I.N.G. on top of all the problems.
KoW is good,I really feel the lack of monster and light cavalry for the undead,but I really like the healing,souleach process and the balance is incredible. I played reckless and arrogant and I almost lost everything 3rd turn. Thanks to inspiring presence I did not.
3 things: we need more spells and item.
Is weird but waaaaaay faster to to pick up models during combat.
I need some fluff to get me going.
On the side note would be nice if the other player could do something during the opponent fase. It feels a bit too chess related.
But yeah,right now the game,with the beta rules and the old codex is 10 times better than AoS

I have to admit, the only real concern I have is how one-sided the turns are. With no (or few) saves to make, no charge reactions, and barely any models to remove, players have very little to keep them interested during their opponents turn.

EDIT: Although having said that, the quick nature of the game means turns don't last as long as they do in WHFB.
 
Looked over the KoW rulebook at lunch. Really liking it. Hits all the high notes of WHFB, but significantly streamlined.

Really like that you don't need to remove models, and that counting guys in base contact is no longer a thing. Speeds things up significantly.

Magic seems a bit lacklustre. Not as interactive as it was in 8th edition. Also not so sure how I feel about premeasuring with fixed charge ranges. Forums are saying that "cavalry is king right now," and it's not really any huge surprise why that might be.

Characters also don't join units, meaning you can pick them out. Since they all are essentially buff pieces seems like that's going to be your primary goal for shooting? That or soften up a nasty unit to make them a little easier to break.

Magic items are one per unit, with some restricted to heroes only. There's less diversity, and a LOT less flavour, but all of them seem like they might actually be useful. Which is nice.

Also not really any monsters that aren't hero mounts (for Undead at least). Bit of a shame.

Interested to see what this "Legion of Dust" army is all about. I can build something significantly Tomb Kingsy with the Undead army (especially given that my army has been combined TK-VC all along). However some additional constructs would be really nice. Suppose they're running it all by their legal team first, to make sure they're not infringing upon GW's IP :P
 
GW Ip makes me laugh,like they haven't been stealing everything they ever produced from somewhere else...

Haha. QFT. I enjoy that Mantic seems to be going down the route of creating a traditional high fantasy setting for their game as well. It's uncanny...almost like they had some idea that GW was heading this way haha.

I'm going to write some lists tonight and hopefully get some games in over the next couple of weeks. Perhaps we should start a thread in the tactica section to discuss?
 
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