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  1. Hello, I've been eyeballing KoW lately and thinking of making the plunge over. One question though, is there a community of KoW players in the Seattle/King County area? **UPDATE: 02/16/17** I made the plunge, I now officially bought an Orc set. This is going to be awesome!
  2. So I played another game of Kings of War today and I took some crappy photos with my phone while doing so. As it wasn't a particularly long game I thought I'd throw the report up for y'all to see. First off, the guy I was playing bought a dwarf army about a week ago and had never played KoW let alone WHFB so it was all pretty new to him. I chose to bring down some Ogres because why not and off we went. My list: Heroes (330pts) Army Standard (70pts) Grokagamok [1] (260pts) Regiments (650pts) Boomers (3) (150pts) Boomers (3) (150pts) Chariots (3) (180pts) -Dwarven Ale Chariots (3) (170pts) Hordes & Legions (500pts) Siege Breakers (6) (250pts) Siege Breakers (6) (250pts) Troops (200pts) Red Goblin Scouts* (5) (100pts) Red Goblin Scouts* (5) (100pts) Monsters (320pts) Giant (190pts) Red Goblin Blaster (65pts) Red Goblin Blaster (65pts) His List (I think): + Heroes (85pts) + Warsmith (85pts) + Regiments (600pts) + Ironguard (20) (160pts) -2handers Ironwatch Rifles (20) (155pts) Ironwatch Rifles (20) (155pts) Shieldbreakers (20) (130pts) + Hordes & Legions (215pts) + Shieldbreakers (40) (215pts) + Troops (350pts) + Berserkers (10) (125pts) Rangers (10) (135pts) Shieldbreakers (10) (90pts) + War Engines (500pts) + Ironbelcher Cannon (110pts) Ironbelcher Cannon (110pts) Ironbelcher Organ Gun (85pts) Ironbelcher Organ Gun (85pts) Jarrun Bombard (110pts) + Monsters (250pts) + Steel Behemoth (250pts) Turn 1: I forgot to take a picture immediately after setup, but here is after the turn one movements. From left to right on my side we have: (slightly off picture) Red Goblin Blaster (RGB), Army Standard (ASB), Chariots 1 (no brew), Giant, Red Goblin Scouts 1, Siegebreakers 1, Chariots 2 (with brew), Siegebreakers 2, Grokagamok, and Red Goblin Scouts 2. The dwarfs, again from left to right, are: Steel Behemoth, Ironwatch Rifles 1, Ironguard, Organ Gun 1 (the Grudge Thrower barely visible behind the miner models), Cannon 1, Warsmith, Jarrun Bombard, Organ Gun 2, Cannon 2, Shieldbreaker horde, Berserkers, Shieldbreaker troop, Shieldbreaker regiment, riflemen 2, and Rangers all the way in the forward forest. (the black arrows denote movement while the red charges) Since I was staring down so much artillery I decided that I needed to hop to it and get up the board. Ogres in KoW, much like in WHFB, are pretty middling in speed with slightly faster than average infantry, but low end cav. My first scout unit were surprisingly within striking distance of the rangers so I decided that I might as well run on in as I'd missed that they don't have Vanguard like most light cav. Since all the shooting I had was short ranged and had marched we moved straight into combat. That little purple disk is to mark that the rangers are wavered (if you're not familiar with the term it basically means that they're too disrupted to do anything but move away from the enemy next turn). With only seven attacks needing fives and fours sneaking through the three wounds the scouts did is pretty much what I expect from my armies. On the dwarf side of things most of his combat blocks marched to meet my line while his artillery began open firing on my forces. Luckily most of the shooting was suffering penalties from firing over terrain/models so little damage was caused. Well, except for my poor left most unit of chariots. That's 14 wounds on a unit with only 12/14 for Nerve (Nerve is the stat which determines whether you're wavered like the rangers before or just completely destroyed). As my opponent did not roll the snake eyes requisite to keep them on the table they were removed. Other than that, there were only a few wounds caused to my right-most Boomers and the Rangers failed their Headstrong test (the dwarf army special rule is Headstrong which allows you to shake off wavered on a 4+ at the beginning of your turn) they just awaited a gutting from the rest of my army. Turn 2: It was the top of turn two and I did what any pro-as-[big bad swear word] player would and declared as many charges as I could. On the left my giant and ASB charged the Ironguard while the dogs again aimed at the loathsome rangers. My remaining chariots joined the right-most Siegebreakers in charging the horde of stunties and Grokagamok ordered the other scout unit to join him in punishing a probably too aggressive advance by the Shieldbreaker regiment. Both RGB's continued their movement forward and the Boomers moved into position to shoot the behemoth and right rifledwarf unit respectively. Both units of Boomers inflicted some minor damage which was a nice bonus. Grokagamok is a true monster in combat given his seven attacks, 3+ to hit, Crushing Strengthx3 (granting him a +3 to wound rolls), and blast D3 meaning all of his hits turn into D3 hits. I'm sure I rolled my scouts along with him, but it wasn't really necessary as he easily tore open the shield regiment regardless of how stout they were with the hounds rolling a six on their D6 overrun to threaten the dwarven artillery. Not to be outdone by their general the Siegebreakers and chariots laid the horde. In the battle of the breakers it turns out the ogres were the better as a rather stellar set of rolls obliterated the second unit of the turn putting the dwarfs firmly on the back foot. Off on the left of the forest the scouts somehow managed to rout the rangers which was nice as the giant an ASB inflicted only minor wounds on the Ironguard. In a trend that would not be shaken by game's end, I took minimal photos during my opponent's turn beyond ones showing the death of my units. For charging, the behemoth went into the ASB's flank (probably super good for him) and the Ironguard advanced into the giant. The Berserksers charged over the hedge to try and take on my right most Siegebreakers, but at fives to hit and sixes to wound failed to do anything. With shooting being the main event for this dwarf list turn two turned out to not disappoint. Seeing how dangerous he is the right most cannon leveled a shot at Grokagamok dealing him seven wounds (cannons hit on a 5+ naturally with only one attack, but they have Blast (D6+2) which turned into eight hits in this case at +4 to wound). That definitely hurt, but I was confident in the ogre freight train's will to survive! His scouts, on the other hand... Yeah, not so much. The rest of the dwarf shooting plinked a few wounds here and there, but no other casualties were caused. In the left hand combat things were looking grim as the behemoth rolled a six for his additional attacks giving him 52 attacks (your attacks double while attacking a unit in the flank) Even with sixes needed to hit for charging over the hedge my ASB was easy prey for the mechanical monster. My giant, on the other hand, reminded the dwarfs of the difference between the two races and barely noticed the armored ants attempt at a rather savage pedicure. Turn 3: The third turn started much the same as the second with the ogres charging anything they could. On the left my Boomers charged the behemoth with an odd assist from my giant who juuuuust had the ability to rotate and clip the behemoth in the flank (in KoW, you generally get one pivot on your center during movement and a charge cannot have your base moving through models friendly or otherwise). The scouts, high off their success with the rangers, decided to try their blades on something a little tougher and went into the Ironguard. My chariots made an interesting assault into the Shieldbreaker troop that I probably would not have done were I not so far ahead as it sent me through the woods both giving me a -1 to hit and removing my two ranks of Thunderous Charge (TC gives a similar benefit to CS, but it requires a non-hampered charge to use). The Siegebreakers went into the Berserksers in the front while Grokagamok headed into the flank apparently hungry for slaughter and overkill in equal measure.The rest of my army advanced forward with both RGBs marching as well as they could and my central Siegebreakers eternally being trapped by my ambitious turn-one-charging scouts. I have no picture of combat, but Grokagamok and friends easily pasted the Berserkers while the giant continued doing his own thing and completely missed the behemoth with all 24 of his attacks (giants receive D6+6 attacks per phase that hit on a four). My right most Boomers continued having a shootout with the rifledwarfs with neither doing much of anything to the other. The dwarfs, giddy at the prospect of my giant's failure to remove the behemoth, charged the Boomers with the monster and the giant in the flank with the Ironguard. I guess we do wheep what we sow.... Other than these two there were no other dwarven advancements so we moved onto the shooting phase. While I'm sure there were small chunks of ogre needled out here and there, nothing compared with the loss of Grokagamok. When a dwarven artillery train decides they're done with your [big bad swear word] even the mightiest take notice. RIP my sweet murder prince. Otherwise, nothing of note happened. Well... Except for that. I can imagine your confusion over that image and not just because I've done a terrible job of giving you establishing shots so you know where everything is relation to everything else. No, my dear readers, what's missing from this shot is something that staunchly refused to show up in any other shot in this batrep so far: the left Red Goblin Blaster. You see, I told my opponent that they were essentially bomb carts. I even reminded him before he picked up his dice to shoot at it. Not heeding my advice he shot it anyway, the poor sap. Well, bomb carts are bomb carts and the dwarfen bullets definitely set it off. While the 5" blast radius I rolled was just short of my own giant (RGB's blow up hitting everything within D6") it did clip the behemoth and Boomers. Both rolled up seven hits (the blast is 2D6 hits) and both took seven wounds (+4 to wound is a helluva drug). As RGB's cause Nerve checks to all enemy units which suffer damage, but not friendly ones no one was surprised when the behemoth was destroyed while the Boomers just sat there covered in soot and bits of goblin staring at what just happened. After my giant passed a Nerve check with 14 wounds taken (giants have one of the highest Nerve stats in the game at 17/19) my opponent decided to forfeit so we could go get some food. Just as planned! Here's a final table shot: Conclusions: I really enjoy the ogre list! I've played a few armies at this point (Undead, Empires of Dust, The Herd, Forces of the Abyss, Dwarfs, and now Ogres), but I'm really digging what they do. I'll likely try a few other builds out, but I thoroughly enjoyed being able to use even a fraction of the Mournfang I own so the chariots will likely stay. I can see some problems arising with tough, mobile troops such as Drakon Riders so I'll have to give that some thought. While an RGB did a laudable job at game's end I'm not sure about including them. On one hand they're a neat modeling opportunity, but on the other I think I'd rather include some more reliable troops who support me throughout the game. Grokagamok might be my favorite thing ever as I was really disappointed to see that Blast wasn't used in anything but ranged attacks so I was giddy to see him have it on his mace. I'd love to get some wizards in the list too, but ogre wizards are contingent on a certain staple unit (basically KoW Bulls) to play off of and I'm recalcitrant to remove units like the Siegebreakers to bring them. We'll see I guess.
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