So Gordi and I threw down some KoW last night. We ran 1500pts and rolled a standard kill mission. Basically, you needed to have more than 300pts than your opponent on the field left. I fielded elves, which consisted of my HE and WE models.
Prince on Dragon
2 regiments of spears (20 each)
1 regiment of seaguard (20)
1 small reg of high guard (10 swordmasters)
1 regiment of archers (10)
1 small reg of knights (5)
1 regiment of forest shamblers (think 3 treekin)
1 regiment of sylvan cousins ( 20 dryads)
2 bolt throwers
He was running Kingdom of Men (empire)
general on horse
priest
reg of knights (10)
reg of knights (10)
reg of mounted sergeants (10)
reg of spears (20)
reg of spears(20)
reg of footmen (20) empire foot knights
reg of footment with GWs (20) greatswords
reg of handgunners (20)
cannon
mortar
He might have had one more foot unit..but I think that was it.
we filled up our sides of the table fairly well. There was a mix of hills, forests and ruins on both sides.
I won't try to give a blow by blow because I just don't remember everything. What I can say though, is that it was a very fun game. At no time was there any hint of blowout or a feeling that you can't do anything. Hitting never got better than 3+, and wounding never got worse than 5+. The turns went fairly quickly due to KoW's system. When it was my turn, only I rolled dice. My opponent didn't have to do anything but give me stats, and that was restricted to a unit's defense and their nerve value.
So when attacking, I rolled based on my unit's attack value and their combat skill (melee or ranged). After those hits were done, I roll damage based on opponent's defense. If damage was done, a nerve test was then taken against them.
We went through a full 6 turn game fairly quickly considering the number of units we had and that we hadn't played in quite a while. I think we made a few mistakes, but not horrible ones.
In the end, my elves won. Completely due to the fact that my dragon stayed on the table. He did a great job of wiping out most of my army. I only had my dragon, my swordmasters, and one unit of spears left. He had his mortar, his priest, and his sergeants.
Several times the game swung based on a good or bad roll. For instance, his handgunners on turn 1 shot my seaguard. He needed 6's to hit and roll 8 hits on 10 dice. He then wounded 7 times and sent the unit running off the field. His mortar hit 4 times during the game, sending many units of mine off as well. On the other hand, my dragon was able to take out both his units of knights (the first in a combo charge with two other units, the second after putting lots of wounds on them through shooting). My bolt throwers didn't hit very well during the game, even with Elite status (allows one reroll). But my archers were great at putting one wound on a unit and then rolling a high nerve test to shake or break them.
The best part, was there was no unexpected. There was no super combo of nastiness or doom fort. No stream of powerful spells. It came down to positioning and wound concentration. Both of us sent off units with a lucky roll, or failed to send them off with a poor one. But none of it game breaking, or rather enjoyment breaking.
I can't wait for KoW2.