I’ve owned this fortress for about 15 years and after all that time, it’s finally completed and painted and ready for use! It’s a pretty neat feeling to finish something that’s been half done for so long.
Archive for the ‘Kings of War’ Category
Warhammer Fortress
Monday, November 14th, 2011Kings of War v2 – Playtest and Thoughts
Sunday, November 6th, 2011This would have been a post with a video battle report, but I totally botched shooting it and missed a turn, editing it and skipping stuff made it not very coherent, so it will be written in as a total abortion…sorry.
But, I did get a chance to play with the new Kings of War ruleset and it was Kingdom of Men versus Elves. I don’t have anything cohesive review, but I do have a few points that I think are note worthy.
- Warmachines with the new rules of 1d6 needing a 6 to hit and then deal 1dX amount of damage is not good. It’s impossible to hit anything and do damage. I had 2 trebuchets fire every turn, 6 turns and 12 shots, and I didn’t do a single point of damage….not very useful at all. The previous method worked just fine IMO.
- Elves having elite seem’s like it’s over powered, but I’m going to hold final judgement for a few more games.
- The rules change to ensure after a combat was over, and pushed apart 1″, that there is no option other than charging back in. This prevents a unit from surviving and then opening fire instead of getting back into melee combat. There has been lots of discussion over this on Warseer (you’ve been warned, this is a super long thread).
- Tripling attacks when engaging a warmachine in melee seems a bit much, but whatever works I guess.
- Rules are now in booklet form, this is great and way better than printouts, also, $9 is a great price.
- I would have liked to see more than 1 scenario, but it’s not hard to imagine up some other options really…..
WIP: Kings of War – Siege
Sunday, September 25th, 2011So, Kings of War v2 is coming out shortly, there should be a few copies on their way over soon. With all of the past posts about siege towers, manlets, battering rams, and so on, we’ve been itching to give it a go. Now, currently, there isn’t any official siege rules, just some forum based ideas tossed around so far over on Warseer. We decided it was time to get a game in and try out some of the stuff we’ve been working on. The rules we used / made up seemed to follow alright with how Kings of War flows, it’s not perfect, and it will need lots of work, but the idea of a siege game that plays super quick is great. In our test game, the attackers steam rolled the defenders, weren’t able to break a single wall / gate / tower, and the attackers shooting up at the defenders was far superior than the shooting from the defenders towards the attackers. Fortunately, we think these are easily fixed and are currently working on some bug fixes and ideas to make this siege work tons better.
The changes we have are all needing to be tested and we will I will likely put a document together for everyone to see what we’ve come up with. But given that there is a whole new ruleset coming out next week, with some minor tweaks to the Nerve rules, I’m going to hold off for now, as the things we thought up will likely need to adjust to the new ruleset, especially if the discussions about how warmachines have dramatically changed.
Until then, here’s a couple of shots from our test game, It was a 3000 point attackers versus 1500 point defenders. Humans and Abyssal Dwarves versus Elves, That may not sound right, but this was a test game, we’ll call it close enough. The Siege tower was destroyed almost immediately by bolt throwers….don’t ask. and using dwarfs to push a battering ram 24 inches is probably the worst idea ever. All in all, it was a good first run through.
















