Saturday, 26 November 2016

A 10,000 point game of Kings of War

Had a blast at the war-games club yesterday playing a large game of KoW - 5000 points and two players per side. Tom GM'ed the game which worked really well - he added a number of ideas:

- the sides were determined randomly - the result being my undead were allied with Rowan's Barbarians whilst Tony's humans (with a small dwarf contingent) were allied with Greg's Forces of Nature army;
- a number of objectives were in play - when reached (you only had to move a unit onto them to obtain them) each objective gave your side an advantage card that could be used in a subsequent turn. I don't know what all of the cards were but I managed to obtain a card that gave 2 units a second move as well as two separate cards that allowed units with ranged weapons to fire twice in a turn;
- two impassable swamps that the side who won the scouting turn (and that was based on the number of troops you had in your army) could place after deployment. You couldn't place them on opposing units but you could place the swamps in front of opposing units to cause them problems;
- a large temple which was placed randomly and was impassible terrain;
- baggage areas that were worth a 100 points if you managed to sack them (flying units couldn't do this);
- the side that won a dice roll got archer stakes that they could place anywhere on the board - these stakes prevented any unit behind them from being charged. As it turned out we won the roll for these and placed them in front of Rowan's barbarian archers;
- deployment of any unit bigger than a troop had to be done secretly - troops could be deployed on the table after all other units had been deployed. 

As things turned out both sides deployed their units in the same area of the table - the result being that to a fair degree the game was two separate games of one army vs the other. So most of my undead force faced off against Tony's humans except for a horde of ghouls which attacked Greg. In the end Rowan and myself won after Greg and Tony conceded at the end of turn 4.  By this stage most of Greg's army had been routed and whilst Tony still had a number of units in the field many were suffering a decent number of wounds whilst facing units that had little to no damage. Anyway here are the pics:

Set up behind my undead

Set up - Tony's humans

Set up - Greg's forces of nature

Set up - Forces of nature and the baggage
Set up - Rowan's barbarians

Set up - centre of the combined undead and barbarians

My wraiths attack the humans waivering both units  (they routed both cavalry units in my following turn)

The clash in the centre - the dice are wound markers

The ghouls and forest shamblers duke it out whilst the archers reign arrows down on the shamblers

The barbarian mammoths charge forward

Greg and Rowan's forces clash on the left after skirting around the swamp
The wraiths and undead cavalry wheel around to assault the remains of the human line

Forces slug it out in the middle - this was just after I routed two troops of handgunners

The shamblers are being whittled down

The situation on the left if grim for Greg

As it is towards the middle

The shambers rout after dispatching the ghouls
The undead slowly overwhelm the humans and dwarves
A final charge from the humans as they attempt to breech the undead line (they failed)
The barbarian general attacking the poor defense-less (well not really) lady 
At this point we called it - the forces of nature had been largely swept from the field and on the other side of the table the same result was coming to the human forces that were left. A very enjoyable game that took a tad under 3 hours to play. So what did I learn? Well I finally used wraiths well in a game which was nice - and I found out why mummies are generally used in any undead force as they were nasty. And my hordes all performed well except for the werewolves which I held back a turn too long. And I didn't use the revenant king on the wyvern well. I should have stuck with my original plan which was to fly him straight over the human left flank and then charge along their flank.

I also found out how good pikemen can be - especially on the defense. But that was a double edged sword for Tony - whilst I couldn't rout any of them (largely because of the ensnare rule which meant my to hit rolls were at minus 1) they didn't do much damage in return. Tony was unlucky with his damage rolls but it was clear that the pikemen's lack of crushing strength was a problem when facing decent troops. They did manage to rout a unit of cavlary but that did take two turns - and by that point I had cleared out a number of units from that flank so I had spare units to meet the threat.

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