As you know, after the arrival of Age Of Sigmar, many Warhammers are seriously considering to forget the rules of Games Workshop and use Kings Of War’s rules.
Why Kings Of War is so attractive to people don’t attracted to Age Of Sigmar?
There are several reasons.
To begin with, the rules are product from Alessio Cavatore, Italy’s GW great designer who went to work for many years at GW headquarters in Nottingham, being author of several armies and rule books.
In my personal opinion, with Tuomas Pirinen was one of the best signings for the regulatory aspect of the second golden age of GW (the first is the Rogue Trader and the first editions of WFB, obviously XD), that in which Priestley and Chambers had reached demonicity and kill time in razzias across the mortal planes in the search for new acolytes regardless of physical laws.
Cavatore’s extensive experience has blossomed into a set of simple and perfectly functional rules that favors strategy and the fluidity of the games.
Very similar to Warhammer’s, but condensed into a much more manageable and understandable whole, reducing rules to fifty pages, armies lists included.
The armies lists, besides being well balanced, provide the best control system to heroes and war machines to prevent overuse by hard-asses: each unit of “solid” troops -ie at least 20 infants / 10 riders or 3 infants / 3 riders on Large (read Monstrous) infantry and cavalry- lets you include a hero and a war machine, and this is also true for allied contingents. Simple and effective.
In combat and shooting we follow a known mechanical but somewhat simplified: throw many dice as attacks to impact surpassing our ability to melee / distance, if passed, throw the succes dice again to overcome the target’s armor, each achievement is a point of damage.
We must count the total accumulates each unit, since they will add to our morale checks as malus. Morale has two values, if a check overcome the lower, the unit will be unable to act and is stunned for a turn, but if overcome the higher, the unit is completely destroyed.
Another of the most important differences from Warhammer is that heroes are completely independent against units, and cannot join them.
So, tactically they become true heroes able to change the direction of the waves of war with their presence, moving along our line of battle to where they are needed at the time.
This also avoids the use of units of meat-choppers with the first line only composed by heroes and overloaded with magic items.
Finally, enhances the battlefields visual aspect, because at first glance we check who the tough guys are and where is the fattest mess
There is no magic items such as: the units and characters have several options acquirable at cost in points, avoiding superheroes and combos.
Finally, magicians have a couple of spells that work like abilities, giving them special powers to attack or support units around, making them very useful but not destabilizing.
Now, the armies lists (which of course include a special character for each race) and in which we find:
-Dwarfs; as ever: hard boyz, berserkers and tons of guns, with lancers (to rise again these Oldhammer’s lancers you got), BERSERKER CAVALRY(@$%&! no joke, they going on badgers…but they’re great, yet in my case they’ll be transformed into Dwarfs Of Tir Na Bor Confrontation’s cavalry on armored boars, but mostly because I fell in love with them long time ago), TANKS (‘cause let’s face it, men’s Empire developing tanks before the dwarves? nyaaaa XD) and drill-machines, something that obviously goes them like a glove. In addition, as a curiosity, some units may acquire mastiffs used as a ranged weapon single-use, represented with a mastiff miniature aside the unit (in the case of the elves are cats and an heroes extra).
In addition, these mastiffs are especially useful against zombies …
By the way, Kings Of War’s dwarfs move 10cm / 4″, berserkers move 12.5cm / 5″ … (men move 12.5 / 5″ and elves 15/6″ so they remains slow, but not too much XD
Its special character is a sniper-ranger with a murderer spear (+3 to hurt) to shoot’em up
-Elves; a mixture of High Elves and Wood Elves, with swordmasters, sea guards, spearmen, archers, scouts, fairies / elementals (dryads, eg), tree men, cavalry and dragon knights…ON DRAGONS (as Caledor orders).
Its special character is Queen Ariel’s like, which cannot attack (aside from ranged attacks that grant the two kittens she can get, of course) but heals everybody, regenerates and fly over, so saves your ass where you need it most.
-Kingdoms of Men; the most varied, with guards (Reiksguard / swordmen / knights on foot), lancers, soldiers, shooters (archers / crossbowmen / riflemen), pikemen (thanks Alessio, THANKS !! XD), beefeaters (armed men) , ogres, penitents, militiamen, mounted scouts, veterans riders (young knighs), cannons, trebuchets … hey, we can get, Empire, Bretonnia and mercenaries with the same list. Just chapeau.
Its special character, “The Captain” (happiness tears on my historical veins), which is not to be a killing machine, but gives Vanguard to 1D6 units, you see -> an extra move before the game starts… for me, that´s sooo cool
Abyssal Chaos Dwarfs; YEE HAA !! XD Well, evil and spiked dwarfs with shotguns, also got berserkers (one great detail), gargoyles (something for which we have great Dwarves of Mid Nor Confrontation with imps and WWMM [Wicked Winged Mutant Monkeys]), orc slaves (of course), golems and, of course too, centaurs.
Special character is as hard as a stone gargoyle (no comments), quite difficult to defeat. Not seems very carefully worked, but what do you want? Chaos Dwarfs got gargoyles, centaurs, mortars, shotguns, wizards, orcs and winged beasts, so again: WTF do you want? XD
-Goblins; to greenskins worshipers, you have the usual: goblins with spears, bows, swords, with forks, with spoons … XD
The scrawls here called big mouths (self-explanatory) and trolls are scarecrows.
An original detail is the distinction between cavalry goblin with / without bows, instead of differentiating by what mount, because the goblin rides on whatever…rather what is left to mount enough!! This makes the units open to an endless source of transformations: hordes of dogs, wolves, spiders, crickets and giant dragonflies, wild orcs (? XD), bears, elephants … what you dare! with young and brave green mates clinging or hanging upside down from them … and if you´re minding to start crying ‘cause their sylvan spiders no longer scale, let me tell you that goblin cavalry moves 25cm / 10 “, making it one of the fastest units in the game , achieved only by the light cavalry of the dark elves and the undead specters … Is there a catch?
Ah, I forgot, can also carry trucks, giants and its special character is…
a goblin dreadnought!
-Orcs; our loved bigs ones can be armed with bows, two axes, shield and axe, and two-handed axes, in addition to include orcishes (Snotlings), scarecrows (trolls), boar riders and wagons, and some invested cars (boars push the cabin instead of pulling it, as the ancient artifacts of the Chaos dwarfs’ centaurs) that cost a little more and with a little less move made twice attacks XD
Special character. a half-blood (elf XD) with lightning-bolts and heal XD
But best of all: the orcs crushers (chiefs) may be accompanied by a murderer and / or a goblin wizard, granting them ranged attacks and throw lightning-bolts respectively.
-Twilight Kin, dark elves spiced with Chaos demons (of course that’s the one I’m building XD); almost as much variety as humans, include dark guards (guards / executioners), lancers, buccaneers (pirates), dancers (witch elves), archers, shadows (ditto XD), gargoyles, heralds (dark riders, riding explorers, those as fast as goblin cavalry), lower abyssals (demons with regeneration), dark knights (cold ones riders), riders of the abyss (witch elf cavalry), abyssal demons (demon princes with 3 possible extra options: fly, and 2 shotting spells)
Special character is a possessed stone giant.More or less
In my case I ignore childish options like pegasus, witches, lancers and other (read crossbowmen) and use my beloved warriors of chaos with my demons …
-Undead; just it. What’s cool: the special rule that makes you heal a wound in each combat phase if you caused one or more, representing just killed enemies joining your ranks. +10 victory points for that.
Among the troops we got looters (vampire cavalry), returned on foot and horseback (wights), skeletons, zombies, ghouls, mummies (+20 !!), spectres (+50 !!!!) and werewolves (+ !!!!!!!!!!!!!).
Again, THANKS A LOT, ALESSIO. My Confrontation’s puppies are very happy right now! XD
Above, the special character is 400 points grim bastard who washes, irons, kitchen and scrubs, accompanied by an undead character of each class: we have the pharaoh, the wight, the necromancer, the lich and the vampire. Gentlemen, there for all
Well, let me see if i can build a fucked horde of terror, and incidentally, to seek some battle report for the next week