Showing posts with label Kings of War. Show all posts
Showing posts with label Kings of War. Show all posts

Friday, November 3, 2023

Naval element for the Spider army

A new element type for the Hordes of the Things (HotT) spider army, is a naval element. We plan on using the sort of mechanisms taken from the Hordes of the Empire (HoTE) adaptation to HotT (available on the HotT iOGroup). This one is based on one of the spider species that move around on water, on leaves etc 9see the reference in the illustration text below.

Source: https://mdc.mo.gov/discover-nature/field-guide/aquatic-spiders

Here is my interpretation of Mother Nature in this regard. 





It will cost 3AP (as per an Airboat) but be used per HoTE:

  • Gunboats cost 3ap and play as either a gun, mortar, or a machine gun. May fire in its own bound even if it moved. Gunboats move 400 paces. Gunboats are on 80mm deep bases (15mm). 
  • Transports cost 1ap and play as the type element they are carrying if they are carrying one. If not carrying an element they have a combat value of 0 and use the combat outcomes for Riders. Transports move 300 paces. Transports are on 60mm deep bases (15mm).
  • Both Gunboats and Transports may carry one element. Their movement is limited to waterways. If in contact with the shore they may unload or load one element for the cost of 1 PIP. If a Gunboat and/or Transports are part of an army and a waterway is not placed on the board these elements cannot be used and do not count as elements lost .
  • We have broken artillery down into 3 types - Guns, Mortars/rockets and Machine Guns. All 3 types use the artillery move rates, combat factors and combat outcomes. Guns: direct fire in their own bound if it did not move. Range of 8 inches. We are not distinguishing between type of gun, loading method or crew training. Mortars and Rockets: fire in their own bound if it did not move. Range of 5 inches and may fire over intervening terrain or elements. Machine Guns: fire every bound even if they moved. They have a range of 4 inches. 

Monday, January 6, 2020

Ancient artefacts the object of a jolly good battle

First Kings of War game in quite a while, with Andy's Kingdoms of Men lining up against my Empire of Dust army, each at 1500 points. The scenario we were playing was 'Loot', determined on the roll of a die. We are still using KoW v2, having not yet bothered to update to the newest 3rd edition. Frankly, I fear the old rules creep that was so off-putting for various other rules systems that I have played over the years.


Andy held his centre with two heavy pike regiments, flanked by regiments of Foot guard

Each flank saw a regiment of knights

On my right I deployed a regiment of Mummies, and two Reanimated behemoths

On my left, a regiment of Enslaved Guardians, and a regiment of spear

My centre was held by a Spear horde, two spear regiments, and a regiment of warriors, supported by a Swarm horde

The Empire left advances

The Empire centre. The swarm used the Vanguard rule t advance into the woods, upper left

The Empire right facing the knights

The swarm advanced toa ttack a unit of foot guard, needing that first atack

Andy supported the knights on his right with a unit of bow

The knights crash in on the Empire right, but clip the bad going, resulting in ahindered charge

A unit of Mummies advances out of the woods to attack the other unit of bow (upper left)

The swarm and Foot Guard in combat


The knights attacking my right are flanked by the two Reanimated behemoths, and are routed. The right hand loot counter is open to capture by the Empire

Mummies bounce back from the bow

Swarm, bounce back

Foot Guard counter charge...

And the swarm are routed

The Mummies are atacked by the bow, and flanked by the hero

The knights attacking the lft bounce back

Meanwhile a unit of Andy's Foot Guard on the left of his centre routs a regiment of spear

Things have heated up .. the spear horde  (which had captured the loot counter in the centre) has ben eliminated, and the heavy pike block turns its attention tom the warrior regiment that had previously eliminated a Foot Guard regiment

Mummies from the right flank attack the left hand pike regiment, having eliminated the other regiment of Foot Guard

They are eliminated
However it is the end of turn 6, and Andy controls two of the three loot counters, so a well fought victory fo the Kingdoms of Men.. but be assured.. we'll be back.. mwahahahahahahaha

Thursday, October 5, 2017

Armies of Dust ... first outing

This was quite a few weeks ago now, and I can't recall enough of the battle to provide a detailed AAR. I thought the photos might be of interest, as a matter of record. The AoD faced Andy's Kingdoms of Men. The AoD had an exceptional outing. A couple of lucky die rolls took the Knights out of play early on.. a very lucky break given their hitting power.

Kingdoms of Men on the left, Armies of Dust on the right

Re-animated behemoth and Mummies on the AoD left

AoD Spear



The swarm go in first.. I mis-used them.. sacrificed them for no gain. A little to learn on how to get the best from them.



























Attack into Belgium 1914

Much like elephants mating, wargames projects can be long in gestation. Murray began his 1914 Belgian division for Great War Spearhead quite...