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Kings of war

Kings of war

Postby Stunty » Sun Oct 10, 2010 11:25 am

Went to the kings of war open day yesterday and on arrival received a goodie bag with a poster, a couple of sprues, and some army painter glue.
Despite watching the range for some time (almost a year) I've not actually purchased anything and having read the beta rules on the website I didnt think I'd ever bother, I mean you dont remove models from units as you take wounds, units have the same attacking power despite how many wounds they take, you dont get your attacks back in the enemies turn, characters dont join units? chess clock? sounds crazy right? wrong. I was pleasantly surprised having played a demo game that I really enjoyed it.. The thing you need to do is forget everything youve learned from other systems. I highly recommend people to download the rules from mantics website (wait a day or 2 as there is an update coming) put some models on the table, a character (mage), unit of spears, unit of bows, artillery (this will show you each aspect) and play a game (without a clock).

got to watch one of the sculptors working on test sculpts for 'chaos' dwarves also saw a few orc test sculpts (was really good to watch and talking to him gave me a lot of confidence to try using green stuff again) also saw a few orc test sculpts. Another cool thing about the day was if you bought an army box (like a 40k battleforce) their sculptor would do a unique sculpt on one of the minis for you.

Download the rules and play this game! ;)

edit: Ok I cant seem to find the rules on mantics website =P maybe that will change this week with the update but there are the old rules on the beasts of war website, i'll look shortly see if there are many differances
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Re: Kings of war

Postby mattjgilbert » Mon Oct 11, 2010 9:11 am

This is the mantic rule set the Allessio wrote?
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Re: Kings of war

Postby Stunty » Mon Oct 11, 2010 10:28 am

yep.
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Re: Kings of war

Postby mattjgilbert » Mon Oct 11, 2010 11:45 am

Can you give us a brief overview of the rules/how a game plays? What sort of size of game is supported? How long does a game take?
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Re: Kings of war

Postby General_Lee » Mon Oct 11, 2010 12:29 pm

http://www.manticgames.com/Mantic/Kings ... dium=email

beta rules.
I didn't go to the open day as nottingham is a long drive for me, but it looks to run like a simplifyed warhammer,
the rule book is only 12 pages compared to the 512 and free compared to £45. The rules recon 6 turns will take 2hrs (2000pts).

I'll post a battle report when royal mail bring my new undead army.
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Re: Kings of war

Postby Stunty » Mon Oct 11, 2010 12:53 pm

i'll see what i can do about an overview later as my phone is nearly flat and im at work lol
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Re: Kings of war

Postby Angelwing » Tue Oct 12, 2010 9:17 am

I'll give this a good read later. Cheers for the link!
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Re: Kings of war

Postby killmaimburn » Tue Oct 12, 2010 10:26 am

I think I'm sold on this.. downloaded and reading up when I have time..might even get lh to square base if I can put forth the proposition that he won't need a protractor.
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Re: Kings of war

Postby estarriol » Tue Oct 12, 2010 1:06 pm

You mean it is a proper set of rules, not the 70's recycled GW ones?
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Re: Kings of war

Postby Stunty » Tue Oct 12, 2010 8:44 pm

ok a bit about the rules.

Units are 5 models wide and are 1,2,3, or 4 ranks deep and then hordes which are 10x4.
Deployment you roll off highest chooses to place first or not, you then take it in turns placing units till fully deployed.
Stats are
speed - unit movement in inches
melee - score needed to hit
ranged - score needed to hit
defense - score enemy needs to wound unit
attack - number of dice unit rolls to attack
nerve - how resistant unit is to damage suffered (kinda like a blend of wounds and ld)

movement is pretty much what you'd expect

shooting pick unit in front arc roll number of dice equal to your attacks needing your range score after modifiers for cover long range etc. All hits are then rerolled against the enemies defense value. Once all attacks are finished all units damaged that turn are given nerve vests (by the attacker). melee is a similar process again. Ok phones gone wierd gonna start another post.
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Re: Kings of war

Postby Stunty » Tue Oct 12, 2010 9:04 pm

forgot to say record the damage a unit recieves with dice (this remains till unit is destroyed or healed)

nerve tests
roll 2d6 add the damage taken by the unit subtract the targets nerve and apply any other modifiers. If this score is below 7 the unit is fine, 8 or 9 pretty much cant move or shoot, 10 destroyed.
At first reading this one rule i was put off the game but actually playing with it was a lot of fun which is why i say give the game a play through

also forgot to say you can premeasure everything magic is part of shooting phase. Phases are move, shoot, melee.

Hopefully my quick skim through the rules wont put you off seriously give it a try.
I cant see any copyright notices in the rules they gave me and it is public beta so please dont delete this
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Re: Kings of war

Postby mattjgilbert » Wed Oct 13, 2010 9:18 am

Cheers stunty, I'll have a read through. I think Wolflord Havoc already has.

I'm intrigued about nerve vests ;)
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Re: Kings of war

Postby killmaimburn » Wed Oct 13, 2010 10:01 am

Its the new dark eldar body armour, every soldier has to sit there unpicking the nervous system of a victime and then slowly weave it into a tanktop of body armour that provides them with a 6+ armour save of "oooohh where did you get that knitting pattern" from passing rainbow warriors. :D
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Re: Kings of war

Postby ruffian4 » Wed Oct 13, 2010 12:00 pm

killmaimburn wrote:tanktop

:D

Either that or an open topped tank.
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