Fantasy Battles – Kings of War

With the children away and the Gamer’s Edition rulebook just landed in our laps, we decided to try out Kings of War first. I didn’t bother making proper army lists, I just put out whatever of Jen’s units I could place quickly and some of my own to try and look balanced.

She had the Undead, using her Vampire Counts. These seem to map across fairly well. She had regiments of Ghouls, Zombies, Revenants (using Grave Guard) and Skeleton Warriors with two Vampire Lords.

On my side, I used the fresh new Twilight Kin placeholder with regiments of Buccaneers (Corsairs) and Bladedancers (Witch Elves), a troop of Dark Knights (Cold One Knights), a Dark Lord and a High Priestess of the Abyss (using the very appropriate Death Hag from the old Cauldron of Blood). Adding them up afterwards, both armies were around the 800 point mark.

We didn’t take any updates to any units, or use any terrain this time, and we had a 4’ x 4’ table to play on. No scenarios, no time limit, nothing.

Jen placed her units down to cover the flanks, meaning I couldn’t get around the side – I screwed up some of my movement and she got a couple of flank charges on me. My Priestess managed to avoid fighting until the very end and spent the whole game throwing Fireballs around. They are particularly effective against units like Ghouls, which were wavering on the first turn!

There’s a lot to get used to about the game. We both found it odd to do nothing on our opponent’s turn. The combat procedure of charge in, fight, move out without being hit back made it difficult to gauge fights, and progress, and who was going to survive. Early on when I could see all the charges Jen would get in against me I thought it would be a loss for me, then I had a couple of good turns and removed almost everything, making me confident that she couldn’t recover. Ultimately the game came down to my Bladedancers (with 10 damage already) being wiped out by what was left of her Zombies, before the Zombies were blown up by a Fireball. Finally, the last Vampire Lord chased down the Priestess and smashed her into the ground to become literally the last man standing, and Jen won.

When we finished, we looked at the time – it wasn’t a tiny game, though we could still have added more to it – and it took us under two hours. Given how simple the rules were (it takes two turns maximum to learn what everything is and what it does), we were both confident than a bigger game wouldn’t take too much. Compared to Warhammer (all editions until now), no units have unique rules and the stats are much simpler. There’s only a few calculations in the game and they are simple, and based on the rules. For example, Crushing Strength (2) adds 2 to your result when rolling to Damage. It’s a common rule, shared by her Vampire Lords and my Dark Lord, so it was easy for us to know what it meant.

So what did we like about it? Well, it was quick. Although we sat doing nothing until our turn, it didn’t take long to wait. It was also quick to pick up – the stats and rules are simple enough to get into the game quickly and look for tactical opportunities.

On the other hand, it felt like there could have been more choice. I realise that this could be down to only having a few units either side, and not really paying attention to the army lists (the criteria was “this is already ranked on the shelf” and not “what would be an interesting or effective army”), and not using scenarios or terrain. Years of extremely infrequent Warhammer games have steered me towards straight Pitched Battles to keep things simple but Kings of War is simple enough to pick it up from scratch and play a couple of thousand points in a couple of hours, so I don’t think a scenario would be too difficult to add to the core rules.

It’s also a little bit more abstract, yet more realistic. The way that units move – specifically the interpenetration of units while moving (sometimes referred to in Warhammer as ‘virtual pivots’) means that large regiments can reorder in a way properly representative of a real unit. Knowing several people involved in historical re-enactment, I have been told a number of ways that units in wargames don’t behave like real units would. On the abstract side, your attacks, roll to hit and damage is purely a score. It’s not immediately or directly related to the weapons or units, unless you begin looking at them and comparing to similar units in their army or others and telling yourself that this unit must have more attacks because it has two weapons, or that unit has Crushing Strength because they have halberds. In old Warhammer, you would look at a unit’s list of equipment and calculate from that your armour save and damage output. In Kings of War it’s all pre-calculated and without putting that little bit of personal analysis in, it didn’t make immediate sense. Luckily the units that I’d picked were, on both sides, relatable to their statistics. The Witch Elves Bladedancers even acted in a manner I would have expected them to by causing extra morale damage and ignoring morale trouble in their own unit!

Overall, we are both keen to try this out again. Next up though is a play-through of Age of Sigmar to see what this new spin on Warhammer can offer.

Second Games Night of 2013

We recently hosted our second games night of the year. Unlike the last one, where we started early and crammed in many many short games throughout the day, this games night was mostly taken up with long games.

The day began with a long game of Warhammer for Jen’s Vampire Counts against Dan’s Warriors of Chaos. She did relatively well, although I believe her spell choices were poor (despite having two doubles, she did not choose Hellish Vigour or Vanhel’s Danse Macabre!). The Terrorgheist at least survived the battle, and was last seen chomping through the back of a unit of Chaos Knights. Although we couldn’t work out victory points due to time, we eyeballed it and decided it was probably a minor victory for the Warriors of Chaos.

Once that was finished, I pounced on some of our new players (while the turnout was still fairly low) to teach DreadBall. That game was cut short by departures, but more players arrived at the same time so we reset the board and played again. This is the first time I think someone I’ve shown DreadBall would not play again, probably because the rules were not grasped as quickly as people usually do. It was an exciting game though, with the Corporation player scoring 5 points throughout the game despite the Forge Fathers keeping at least two of them injured at any time and, by the end of the game, killing three! In the final two turns, the Forge Fathers scored a 4-pointer and a 2-pointer to bring it back to 1 point in their favour. The Corporation player got the ball to the 2-pointer spot, and the whole game essentially came down to the final roll – two dice, requiring at least one 4+. And they flubbed it, the Forge Fathers win!

I love exciting games like that, and we had everyone present hanging on the outcome of that final roll. One old friend noticed that DreadBall is very much like ice hockey, which is interesting considering the game mechanics were originally designed for hockey or a hockey-like game. It’s a good way to get her into it again some time!

Once that long game of DreadBall was out of the way, we brought out Kill Doctor Lucky as a nice, simple, uncomplicated game for two rounds. The first was over quickly as over-ruthless bluffing let a murder attempt through without challenge (Tight Hat killer!), and the second was surrendered to the victor as she had 24 spite tokens to a combined total of 1 spite token across 5 other players and she had a car waiting for her outside for 20 minutes while she tried to turn that into a win! We gave her the win, and retired for the night.

It’s a shame we didn’t get to play so much, I think that was my fault for pushing a 2-player game onto people who weren’t quite used to tactical/strategic games, and I was going slowly myself because of the huge amounts of overtime I’ve been doing in work recently. I was exhausted way before the end of the night!

I’m not sure when the next games night will be – we’ve got a busy calendar ahead of us with DreadBall tournaments and the like, and I’d like to squeeze in a movie night at some point. The top candidate for that one would be the blu-ray box set of Resident Evil or new Batman trilogy that I picked up for Jen’s birthday/Christmas last year.

(Oh yeah, and we all lost the game)