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Rosebud

Zombie
Jul 4, 2013
45
Zombies
66
I played my first two games of KoW yesterday (against elves). Just had free rules so no magic items and picked from available units. Goal was to avoid getting flanked and beat things up with soul reaver cavalry. We (both new to the game, WFB converts) played 1500 and 1000 pts. Things went more or less according to plan. I went with larger units (for higher rout values) as you can see from pictures below (1500 pts game). A few of the elves combat units attacked the center my lines, and I was eventually able to absorb the hits and then get flanks. A mounted vampire lord just cast heal on himself every turn.

The second game i tried out a liche king, and the heal(6) spell was often used with occasional bane chant. I found it hard to stay within 6 inches of all the units I wanted to, partly because i stuck with a zombie legion for both games. I took this large unit mostly for fun, and it seemed ok in game, absorbing a lot of damage. I never felt compelled to waste any spells to assist them, preferring to try and heal damage off of smaller units. Wraiths seemed pretty good, and the speed of the werewolves meant I always seemed to have something to charge.




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My initial observations below. My club decided this is currently best system for a GT.
The pace is definitely faster due to the streamlined rules.
The close combat feels different for sure, will take some getting used to.
It was refreshing to not have to rely on the winds of magic to make the army work.
The relative lack of customization (unit size, formation, vampiric powers, etc) was sorely missed.
 
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You can get the first edition magic items for free or you can get the second edition beta magic items. They really help with making your army more customizable.
 
Just a check, but I don't think wizards can cast onto themselves….No, I've just checked the book, they can't.
 
Right you are. I started listening to the counter charge podcast and that very question was submitted as a FAQ.
 

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