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gilgamesh

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Posts posted by gilgamesh

  1. KIN

    First game of the campaign starts with my Kin raiding the shores of the Elfs.  Following the 5-way Vanguard game that saw to me winning and receiving a +1 to hit item. The piratical raiders came in force with a core force of buccaneers:

    Regiment Crossbows

    Regiment Buccaneers. +1 to hit (banner of the hydra)

    Regiment Buccaneers

    Regiment Buccaneers

    Regiment Buccaneers

    Troop Reaper Guard

    Troop Reaper Guard

    Gargoyles

    Hydra

    Standard bearer

    Standard bearer

    Assassin

    High Priestess of the Abyss

     

    The Elfs came with their typical limp wrist-ed elitist poop filled Champagne glass (Yes I lost). 

    Greg’s Elfs:

    Regiment Archers

    Regiment Archers

    Regiment Palace Guard

    Horde Spearmen

    Dragon Lord

    Prince

    Mage

    Dragon fire breath war-machine

    Dragon fire breath war-machine

    Super light cav

     

    I deployed hard left flank to move up into some mid woods and start using my hand weapons.  Greg deployed with a shooting base mid and his dragon flanking my right.  The first few turns saw my pirates taking out his spears early, his dragon cleared by right flank and managed to waiver my assassin 3 times in a row.  A pivotal turn came when I failed to route his palace guard with my hydra’s counter attack and pirate flank attack, and with Greg’s prince running forward to waiver my assassin and stand in the play of 2 regiments of Buccaneers. The subsequent turn saw his dragon lance my hydra and the Prince to start his epic multi turn one man stand, holding up both regiments and the assassin.  I continued to try and do as much damage as I could but his dragon continued his sweep.  The last turn ended with a high stakes risk, as I turn and shot with 3 units at his dragon, bringing him up to 14 wounds, but ended with the 5th 4 for nerve checks.  The Pirates cursed their luck and quite the field, leaving the Elf’s their territory and giving up one of mine.

     

    POST GAME

     

    Per the scenario I had to choose 1/3 of my killed units to either permanently remove or decrease in size.  I reduced by crossbows and one of my buccaneers.  I was also able to have 2 MVPs be upgraded (one chosen by me and one by my opponent).  A Reaper Guard got Brutal and a Buccaneer got Inspiring.  My opponents Prince got a boost after his epic one man stand.

    Post battle list

    Troop Crossbows

    Regiment Buccaneers. +1 to hit (banner of the hydra)

    Regiment Buccaneers. Inspiring

    Regiment Buccaneers

    Troop Buccaneers

    Troop Reaper Guard. Brutal

    Troop Reaper Guard

    Gargoyles

    Hydra

    Standard bearer

    Standard bearer

    Assassin

    High Priestess of the Abyss

    • Like 1
  2. Hello All

    Due to multiple reasons and conflicting events I unfortunately have to cancel this event.  There are other Kings of War events going on this year that I would be glad to direct you to if you are interested.

     

    THE KIN WILL RISE AGAIN!

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  3. Hell yes I saw the event.  Signed up already.

    if either of you want to get in a game,  we are meeting on the 20th of May, Sunday.  Everyone is laid back and don't play too competitively, so no worries if you are rusty.  We meet up in Vancouver,WA.

     

    i live over near Red Castle,  if you want to play a game here or there, and it's easier to get to.

    • Like 2
  4. I am curious who all plays Kings of War in the Portland area?  I play with a small group who meet once a month but wanted to reach out and see if there are other people playing in the area.

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  5. Looks like a fun list and an interesting mix of armies.  A note about allies,  the heros can't inspire accross lines and you can't use spells across lines.

    you could trade out a placoderm for ensarers, they are amazing sitting in a woods or behind a wall. The defender is a good choice,  with his high def he can also hold up a regiment for a few turns,  could give him a number of items.  

    The zombies will be a good roadblock.  Your necromancer should definitely be used to surge the wraiths.  A neat trick with them, is to sit them just behind your lines and then after your placs get charged, fly the wraiths 10 over your and the enemy lines then use the nimble in the wraiths to do a 180.  Then use surge to get a rear charge!  Lightning could be useful for the necro as you wait/move up.

    the wyrmriders regen should help them along the way.

    a second knucker could be useful to get cross diagonal flank charges, and force your opponent into awkward choices,  since they have large move.

    sirens are interesting but the pull spell is hard to pull off.  You could combine it with the surge to get a flank/rear charge.

     

    hope that helps.  You could maybe add some shooting,  as you have a lot of your army that is very slow,  but that is not needed.

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  6. BONUS:

    Nightstalkers are very interesting and can be play very differently.  Their units are all over the place and with Mindthurst and stealth they can act pretty independent.  They tend to be smaller armies with units being more expensive overall.  A army I have seen played with them is one made mostly of Fiends.  The are very quick and hit hard.  You could also play a slower army using scarcrows (like zombies) and have a few large blocks moving around.  Overall I would say they are an army that has a lot of tricks up their sleeves (but not too tough), partially through army wide rules and funky units (like the Planar Apparition with Heal 7!!)

    • Like 2
  7. You are correct about the armies changing over from  Warhams to Kings.  And correct again about the Sons of Korgaan being the chosen equivalent, they hit really hard but are a little slow.

    As for general army composition, the game is pretty open about it all.  With some armies having a lot of Nerve (hordes), others that focus on shooting, and then others that may focus entirely on speed.  The Sons of Korgaan will be able to get shot and and take some damage, but a lot of the game is about what you do after that first charge.  So on counter-charging and maneuvering to fill in wholes in your line.  That is when flank and rear charges can be made and change the game.

    That all aside, most armies will have  mix of units: a horde or two, a few regiments, some cav, a few heroes, maybe a warmachine and a monster or two.

    Here is a few good rules to follow for 2250:

    -you want to aim for 1 source of inspiring per 500 points.  This would be a hero (the skald/banner carrier) are the cheap option.  Having a good amount of inspiring around means the lucky rolls people get on nerve tests will be kept in check. (banner carriers can also get certain items to let them fill a secondary purpose: diadam of dragon kind, lute of insatiable darkness). There is also an item that makes a hero inspiring if they aren't already like a wizard(inspiring talisman).

    -Build your army in groups that are able to support each other.  So have a Sons of Korgaan regiment, with a Warband horde and a hero to inspire them.  Ideally the horde will take the charge, your regiment will fank, your hero will.  or have a cav heavy unit, with a mounted hero, and light cav troop.  

    -have a way to deal with enemy units that are quicker then you.  SInce all charges are fixed, if the enemy has more move, they will charge you first.  You can get around this a few ways: have a unit to take the charge and counter charge (either knowing the unit is tough enough to survive the charge or expendable enough to not care when they die), have shooting to damage the enemy before they hit so less of a counter charge is needed, or have the fastest units.

     

    I didn't actually talk about how to build out the rest of your list but I hope that helps some.  Here is an example of how you could. (night raiders are kinda too expensive for their output, but horse raiders can get bows and still are decent in combat)

    Warband reg

    warband reg

    Sons of korgaan reg

    Sons of korgaan reg

    Sons of korgaan reg

    Cave trolls

    Mounted Sons Reg

    Horse Raiders Troop

    Horse Raiders Reg

    Devourer (breath attack)

    Cheiftan (mounted)

    Skald

    Skald

     

    You have some points left over to add items in.  The mainbattle time is all about the same speed but is very durable.  And then there is more maneuverable cav group to place on flanks.  I didn't stay with the inspiring rule I used, so you could add in a Magus with the inspiring talisman to have a little magic (maybe make one of the warbands a troop for points).

     

    hope that helps some

     

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  8. here we go.  I also have the event details in a Facebook event, along with a hype video!!

     

    Kings of War 1500-point matched game tournament on August 24th, 2018.  The event will be held at the Hilton in downtown Vancouver, WA.  The entry Fee is $25, which goes to help support the event and the 2018 OFCC.  There will be 4 matches in the afternoon, with a small break in the evening.

     

    The event will have a Twilight Kin theme but will otherwise have scenarios based on Clash of Kings 2018.  We will be using the COK 2018 rules updates as well. Player scores will be based on the following: 50% battle, 25% painting, 25% sportsmanship.

    Painting: Credit will be given for having a painted army and then bonus points awarded based off level of painting.  With a best overall voted for at the end of the day.

    Sportsmanship: Players will rate each opponent and vote for favorite opponent.

     

    Got Kin? Get in here!

     

    Schedule:

    4 game sessions of 75-minutes each

    8:00-1:00 Set up and open play

    1:00-2:15 Game 1

    15-minute break

    2:30-3:45 Game 2

    15-minute break

    4:00-5:15 Game 3

    5:15-6:00 Dinner break

    6:00-7:15 Game 4

    Awards

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  9. Hope everyone saw the announcement.

    I will be hosting this years 2018 OFCC Kings of War Tournament.

    It is just a one day event on August 24th. 2000 point lists, event will have a high focus on sportsmanship.

    More details to follow.

     

    I wanted to post this to get a conversation going, as more details come out.

     

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