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Saturday, 25 July 2015

KoW Batrep Game 4 - Undead vs Twilight Kin

It's that time again for another batrep of that game which all the cool kids are playing - Kings of War.

My Undead once again go up against my noob partner in crime, Lindsay, as we duke it out on a Kill! scenario.

Here are the army lists for this game - 

Lindsay's Twilight Kin Warhost

Dark Lord on Battle Dragon
Ensorcelled Armour +35
345 pts

Assassin
110 pts

Spearmen
Regiment
140 pts

Spearmen
Regiment
140 pts

Crossbowmen
Troop
+5 Fire Oil
120 pts

Crossbowmen
Troop
115 pts

Bladedancers
Regiment
200 pts

Reaper Guard
Regiment
150 pts

Dark Knights
Regiment
205 pts

Dark Knights
Regiment
205 pts

Twilight Bolt Thrower
90 pts

Twilight Bolt Thrower
90 pts

Twilight Bolt Thrower
90 pts

Thoughts on the list

I like this list a lot. It's got a fine balance of everything - from units with good manoeuvrability, to shooting, then of course combat - which is what you want from your list to compete in all facets of the game. The amount of shooting could possibly take my fast units out of the game if I don't deploy carefully - not in terms of routing, but being able to use them as they were intended to do, and that's to support and outflank his army.

Eric's Undead Legion

Skeleton Warriors
Horde
Undead Dogs +10
160

Mummies
Regiment
Gem of Zallak +30
200

Mummies
Regiment
170

Zombies
Legion
190

Revenants
Regiment
2H Weapons
130

Revenants
Regiment
2H Weapons
130

Werewolves
Horde
Potion of the Caterpillar +20
265

Balefire Catapult
100

Soul Reaver Cavalry
Regiment
Brew of Haste +15
315

Necromancer
Grimoire of Unspeakable Darkness +30
115

Liche King
Lightning Bolt +35
Heal +20
Fenulian Amulet +25
225

Thoughts on my army list

I'm pretty much set on the core of my army list. A block of Zombies, 2 regiments of Mummies, Werewolves and a Skeleton unit. I'm mucking around with the idea of Revenants as a unit to "finish off" other enemy units, so to speak. I like the idea of having a second line of offense, or a surprise unit to use Surge with on enemy Cavalry, should they find a way to outflank my main battle line.

It's time I have a little play with the different characters, other than a Revenant King on Undead Wyrm and Vampire Lord. I like the look of the Liche King for the Surge (12) ability, and combined with the Necromancer - who also has Surge (12), thanks to Unspeakable Darkness - I should be able to get whatever I need to Surge at the right places.



Deployment, was again, pretty much standard. Blocks towards the middle of the table, plus a second line of offense in the form of 2 Revenant Units and a Mummy block. The Soul Reaver Cavalry were deployed in the far right, looking to outflank the Twilight Kin. I'm definitely more comfortable with them as a Regiment over a Troop unit whilst they roam the flanks.

I may have put out Gem of Zallak too early in this battle. For anyone not familiar with that item, it forces your opponent to deploy D3+1 units at the same time, as opposed to one unit. Great item that should definitely feature in an army that has a low deployment count. Perhaps I should've waited until I got to my 3rd or 4th deployment, or perhaps when Lindsay got up to his hard hitting Dark Knight bus units.

The Assassin vanguarded straight towards the Balefire Catapult, which I deployed on the bottom left hand corner. Looks like I may only have one shot with it.

As we rolled off to see who would decide who to go first, I got the higher roll and allowed Lindsay to take honours.


Lindsay showed his intentions early, by flying up his Lord on Dragon. His aim was to Lightning Bolt the Liche King early, but felt just short of it's target.

His defensive formation meant that very little was done in the movement phase. Shooting was fairly average, putting a few wounds on the Zombie legion, a couple on the Werewolves and on the Soul Reaver Cavalry.


I pushed the Zombie Legion forward as I miscalculated the width of the gap between the building on the right and the small shack on the left (which we named the port-a-loo). Both the Zombie legion and the Skeleton block couldn't fit, so I had to make a quick decision as to which of these two would act as pin cushion and fodder for the Blade Dancers.

As you can see below, I went with the Zombies. I cast Surge on the unit twice to get them where I wanted them. I was also hoping that Lindsay would take the bait and crash the Dragon on the flank of the Zombies, but to no avail.


The Balefire Catapult had one shot at the Knights, but missed pretty badly. I placed the Werewolves just before the set of forests on the left flank.


A minor brain cramp occurred when I moved the Mummies at the double and up the right side of the building in the middle of the table - Shambling units can never move at the double, unfortunately. Soul Reavers, however, don't Shamble. So with the Brew of Haste that gave them +1 Speed, I pumped them as far forward as I could.



On turn for the Twilight Kin, the Lord on Dragon flew as far forward as it's wings could take them, moving itself in a peculiar position. Sure I couldn't Surge the Werewolves into it's flanks, but this was the very reason why I have Mummies and Revenant infantry hanging out on the edge of my main battle line.

The Assassin charged the Catapult, ready to tear it down.

Shooting wasn't spectacular, but it added some wounds on the Zombie legion once again. The Revenant unit on the right side took some hits from a Twilight Bolt Thrower, but luckily, there were no Wavering units for the Undead this turn.


The Twilight Kin took out first blood (or bone) by routing the Catapult with ease.

So with Lindsay seemingly forgetting about Surge, I've moved the Werewolves into the forest, while the Mummies pivoted and moved towards the flank of the Lord on Dragon.

The Zombie block pretty much stayed where they were since I was out of reach of the Twilight Bolt Thrower. My Skeleton warriors, along with the Revenants shambled slowly forward.

Meanwhile on the far right flank, I've charged the Soul Reaver Cavalry into a phalanx of Elven Spearmen. Sure, no Thunderous Charge, but I liked my chances here.

Onto shooting, the Necromancer cast Surge and the roll was more than enough to charge the Mummies into the flank of the Dragon. I may not be able to Rout it, but if I could do some decent damage to it, then I could walk away happy.

The Lich King put a wound on the Assassin with it's Lightning Bolt. Would've preferred a couple more wounds, but it would pass it's Nerve check with ease regardless.


Start of my combat phase, I managed to wound the Dragon 5 times, looked for the big roll on the Nerve check, but it wasn't meant to be. The disordered Lord on dragon was going to seek some revenge.



On the right, the Soul Reavers routed the Spearmen, not as easy as I thought it would, but finished them off regardless. They reformed and turned their attention towards the next Spearmen regiment, who were readying themselves for a good fight.


So at the start of Twilight Kin turn 3, this is how the table is shaping up.


The Twilight Kin shifted their defensive lines with the Dark Knights positioning themselves ready for any sort of counter charge on the left flank. After some time, The Dark Lord on Dragon finally yanked the harness on his Dragon and counter charged the Mummies on their flank.

The Assassin, which was now behind enemy lines, started threatening my Liche King. I was probably going to get one last chance to Zap the annoyingly cloacked elf, before it charged into combat.

Shooting added a few more wounds into the Zombies, whilst the Bolt thrower on the right flank added two wounds on the Soul Reaver Cavalry. The Spearmen readied their spears and shields for the inevitable charge.

In Combat, the Dark Lord on Dragon pumped a few wounds on the Mummies, but enough for them to rout.

On my turn, I counter charged the Mummies onto the Dark Lord again, however, not being in the flank would only grant me 12 attacks. I didn't like my chances, but the prospect of adding extra wounds was something I couldn't simply pass up.

I continued to use my Zombie legion as a road block and set up my other Mummy unit for any sort of flank charge in the Blade dancers should they commit and move further up the battle field.

The Werewolves came out of the woods and charged the Twilight Bolt Thrower. They easily routed the Bolt Thrower, but I felt as though I charged them into combat one turn too early and too aggressively.

On the right, the Soul Reavers charged into combat with the Spearmen, looking to rout them this turn and run rampant on the flanks.

I pivoted the Revenants nearest to the Assassin and attempted to Surge them into combat. This was a mistake I made, which I will mention later on.

This was probably the poorest rolling I've ever done in any sort of game for awhile. I believe in the law of averages and that a poor roll to hit will eventually make up for it when it comes to rolling to wound. Unfortunately, lady luck wasn't with me on this turn.

The Mummies did a fair amount of hits on the Dark Lord, but failed to wound on any dice. Ouch! Couldn't even Disorder the big guy, and that left me in trouble.

The Soul Reavers were average in terms of causing damage, but rolled less than average for the Nerve test for the Spearmen, wavering them when I needed a 7 to Rout. From my point of view, not being able to Rout the Spearmen was HUGE. It meant that I had to spend another turn trying to rout the Spearmen, as opposed to moving a further D6" and being able to lend support to my units should it encounter the Blade Dancers.

This was definitely not a good turn for me and the Twilight Kin would surely capitalise on that.


With the Mummies failing to wound and disorder the Lord on Dragon, his options were expansive. He could charge the Mummies and finish them off. Fly over the Mummies and just be content with zapping my Liche King with Lightning Bolt. Or he could capitalise on my mental breakdown and charge the Revenant unit which was begging to be charged in the flank.

The Dark Lord opted for the juicy flank charge on the Revenants. Meanwhile, the Dark Knights charged the Mummies, which had been in combat against the Dark Lord previously. The Blade Dancers came out of hiding and were eager to put the finishing touches on the Zombie legion.

The Assassin couldn't resist taking down my expensive Liche King, so in he went as well.


Shooting was uneventful as the Twilight Kin were focused on their combat fights.

The Dark Knights finished off the Mummies easily enough.

The Zombie legion didn't stand a chance against the Blade Dancers.

The Assassin only managed to do one wound on my Liche King, but Disordered result was what he was after as it meant that I couldn't cast spells with him.

So off to the Dark Lord and it's Dragon mount, where they were doubling their attacks. Sure enough, 15 wounds were laid onto the Revenants. It was time for Lindsay to roll the Nerve test, so I calmly said "Anything but snake eyes..."


SNAKE EYES!!!

After what seemed to be about 30 minutes of hilarious laughter, I finally calmed down and actually had to think about what moves to make on my turn.

The pic below represents the situation I had before me. Do I counter the Revenants onto the Dragon? Or do I pivot the Skeleton block, attempt to Surge them in the flank, whilst I charge the Revenants into the Dark Knights?

We determined that because the port-a-loo was in the way, it would be impossible for me to line up the Skeletons in the flank if the Revenants were in the front, so I went ahead and charged the Dark Knights with the Revenants.


The other Revenant unit charged the Blade Dancers, hoping to do as much wounds as I possibly could for the Mummies to finish them off in the latter stages of the game. The Soul Reaver Cav charged into the Spearmen unit for a second time, hoping to break them this turn.

                           

The Skeletons Surged into the flank of the Dark Lord's dragon. My Liche King wasn't able to do anything as he was disordered.

We proceeded with Combat, starting with the Revenants on the Blade Dancers. I did an average amount of wounds, Disordered them and braced for the counter charge. 

The Soul Reavers were finally able to Rout the Spearmen and moved forward 3 or 4 inches. 

Now, onto the combat that mattered most.

The Skeleton did a fair amount of wounds after rolling so well to wound the Dark Lord. A big roll on the Nerve test was what I needed.

WOOSHKA! I managed to Rout the Dark Lord and it's Dragon on a fairly above average roll. I knew he was a big chunk of points and wavering, or in this case, routing him was a big deal. I had to find a way to get out of this hole I was in, and this was a great start to achieving that goal.

The Revenants did average as well, but couldn't waver the Dark Knights. Surely, the Revenants couldn't survive another round of combat. Unless Lindsay rolled snake eyes again. Hmmm...




I've been forgetting to mention the overly aggressive Werewolves on the left flank, which had advanced to his deployment zone. 

So they were able to wipe out the Twilight Bolt Thrower pretty easily, but that left them in a very odd position. I was concerned that they would get combo charged by the Reaper Guard and Dark Knights if I charged into a Crossbowmen unit. So I didn't charge them and claim the points. Turns out they would inevitably be charged. Bad mistake on my part as a) I played them too aggressively and b) get the points while I can.

I reminded Lindsay that there is no sequence when it comes to charges, normal moves, etc. So he's moved the Crossbowmen away from the path of the Blade Dancers and into the Werewolves - along with the Dark Knights. Needless to say, but the Werewolves were decimated. No snake eyes for the Nerve test this time.

The Blade Dancers counter charged the Revenants and were no match for the amount of attacks they dished out. After routing them, the Blade Dancers pivoted and faced the Mummy unit.

The Dark Knights charged what remained of the other Revenant unit. No snake eyes were rolled this time, as the Revenants were turned into dust. No overrun was made, so instead, they faced the Skeleton unit to seek vengeance for their fallen Dark Lord.

The Asassin once again charged into the Liche King, but failed to do much, Disordering him to stop him casting any spells.


So I made the obvious charge on my Turn 5 by sending the Skeletons into the Dark Knights. I may caused a couple of wounds on the Dark Knights, but they failed to waver. I knew I had to last the next round of combat to at least gain a draw in this game. I had this turn and the next to try and rout the Dark Knights.


I charged the Mummies into the Blade Dancers, which was a no brainer too.

The Soul Reavers had a clear charge to the Bolt Thrower near Lindsay's table edge, but I was thinking ahead - what if the Mummies fluff their attacks and do very little against the Blade Dancers? I was going to need some sort of back up plan for my Turn 6. I would've charged the Bolt Thrower near the building, however, I was an inch and a bit too short.

So I pivoted them and faced them towards the Blade Dancers and the other Bolt Thrower. This opened up some options for me on the last turn - help the Mummies or claim the points for the Bolt Thrower since I couldn't do it this turn.


The Mummies caused some damage on the Blade Dancers and even managed to Waver them! Awesome! But that would have to wait as Blade Dancers are Head strong - meaning on a 4+, they could charge me on his turn despite being Wavered.


Turn 6 and it started off with the Blade Dancers failing their Head strong test! Phew!

The Assassin went for one last charge against the Liche King, again, failing to waver or rout, but did disorder him.

The Reaper Guard and the other block of Knights were too far away to make any charges this turn, so they were out of the game. The Crossbowmen units both moved, but had no targets to shoot.

The Dark Knights vs the Skeleton warriors was going to be huge. The Knights charged in and caused a fair amount of damage, but the Nerve test saved me and allowed me one last shot at routing the Knights.


So Turn 6. Where games are won. You could feel the tension in the air!

The Mummies charged the Blade Dancers once again. I felt really tempted to flank the Blade Dancers with the Soul Reaver Cav, but had plenty of faith in the Mummies. I decided to charge the Twilight Bolt Thrower instead, routing them and claiming the points.

The Mummies did enough to Rout the Blade Dancers. Was quite happy with that result!

I charged the Skeleton Warriors into the Dark Knights, hoping to give me sweet, glorious victory. There was enough tension in the air, that I needed to break it with some moments of hilarity. I charged the Necromancer in the Knights' flank. And after being smacked around by the Assassin the last few turns, I charged the Liche King into it!

Well, with one attack, I wasn't expecting much - and he didn't disappoint, failing to rout the Assassin.

The Skeletons had a hard time getting through the armour of the Dark Knights, but I was still able to deal some damage. The Necromancer failed to do anything with his awesome 1 attack.

All in all, I needed an 8 to Rout the unit.

I rolled a 7. That damn averaged number again. Ughh!

But what a game!

The final result was Twilight Kin 1015, Undead 1005. Another tightly fought battle which ended in a draw.

Final thoughts

I'm really starting to miss my Vampire Lord. That being said, I've been having so much fun with trying different builds, character choices and mucking around with how aggressive/defensive my troops should be.

I love the magical artefact that gives one my units Pathfinder, in this case the Werewolves. But I played them way too aggressively, to the point where they found themselves between a rock and a hard place.

Oh and the Gem of Zallak, which forces the opponent to deploy D3+1 units - that item is awesome. Why wouldn't you take it in every army that you play? I'll definitely be taking it with my Ogre army since my deployment count is so low. No player gets a bonus to their dice roll to see who goes first in Kings of War, but knowing where your opponent is deploying their units is such a big deal.

So that's another game of Kings of War for you. Hopefully I can blog about some painting progress as opposed to games itself. I've been back to work for the last week, so games and battle reports will be slowing down.

I do tend to throw more pics of painting progress through my Instagram account. Click here to take you there.

So until next time, keep rolling those dice!

Friday, 17 July 2015

KoW Markers.

I'll leave this up here for anyone wanting to print out some markers for their KoW games.

Save them and just insert them as pictures on Word. Then print away! These markers will fit nicely on any 1 5/8 x 2 1/2 sleeves, or the yellow marked sleeves from FFG.

If anyone has any other suggestions on what markers to make, comment below and I can get them up for you ASAP.

Cheers guys.





KoW Batrep 3 - REMATCH of the Century

Not content with just the one battle report this week, we thought we'd have another go at KoW. And before anyone starts wondering why I've had so many days off recently, it's because I applied for Annual leave in between days off to get a stretch of 12 days off from work. Some people have the life :P

We stuck with our previous armies, but tweaked some of the units and added a bit of this and a bit of that. As I mentioned in my my previous post, I left the Vampire Lord, Count Fredrik, aside and kept the Revenant King on Undead Wyrm. I also brought back the Balefire Catapult, increased the size of the Werewolf unit while downgrading the Legion of Zombies to just a horde.


In case you missed it, here's the army that I'll be using in this game:


2000 Point Undead Army


Skeleton Warriors

Horde (40)+10 
Undead Dogs160

Mummies

Regiment (20)
170

Mummies

Regiment (20)
170

Zombies

Horde (40)
130

Werewolves

Horde (6)
245

Zombie Trolls

Horde (6)
175

Balefire Catapult

100

Revenant Cavalry

Regiment (10)
Brew of Haste +15
185

Soul Reaver Cavalry

Troop(5)
195

Necromance
r
Grimoire of Unspeakable Darkness +30
115

Necromancer

85

Revenant King on Undead Wyrm

Winged Wyrm +45
Medallion of Life +35
270

Meanwhile, Odella the Huns redemption force looked like this,




Siegebreakers
Horde (6)
Blade of Slashing +5
255 pts

Warriors

Legion (12)
Chant of Hate +25
375

Berserker Braves

Horde (6)
230 pts

Shooters

Horde (6)
230

Chariots

Horde (6)
Brew of Haste +15
185 pts

Giant

190

Mammoth

Ballista +10
220

Ogre Warlord (Odella the Hun)

185 pts

Warlock

Fireball +30
185 pts




We've been very relaxed with how we've set up terrain in previous games, but we thought we'd crank up the difficulty by adding them towards the middles of the table. As it turns out, it would play a pretty big part later in the game.

Pretty straight forward deployment by the Ogres once again, dumping the Warrior Legion and Siegebreakers at the middle of the table. 


His lack of shooting on my left flank, allowed me to deploy the Soul Reavers there, ready to run amok when it can.




I also opted for a more defensive deployment. I completely forgot how long the range of Heavy Crossbows were as I deployed my Revenant Cavalry pretty much right in front of Shooters.




So with deployment done and making some last minute double checks of special rules and whatnot, we rolled to see who would be deciding who to go first.

I won the roll off and allowed Dav to go first.

I was expecting the slower advancement of the main battleline, helped out by the blocking terrain and difficult terrain. The Giant lumbered forward, while the Shooters were ready to capitalise on my grave error.



Shooters pumped some deadly arrows into my Revenant Cavalry causing 5 wounds! Seriously! What have they ever done to Ogres apart from NOTHING?



And with that, it was my first turn. I was forced to turn tail and make a dash for cover with the Revenant Cav. I could ill afford losing this flank this early in the battle, especially with Berserker Braves trundling along there.

The Balefire Catapult hit but only left two wounds on the Chariot horde. Nothing much else was done as I wasn't keen on Surging any of my units and breaking up the main battleline.



The Soul Reavers went on The Double and paced by the open fields without interruption.

I was being cautious with the Revenant King and Werewolves, keeping my distance from the Chariot horde.

Turn 2 for the Ogres was more of the same, minus the shooting from the Shooters who had nothing in sight, so decided to move. I could see that he was carefully positioning his Warrior legion up against the blocking terrain, effectively ending any idea of me flanking it with the Undead Wyrm.





So more mistakes made by me in the early parts of the game. I moved the Werewolves at the Double towards the Chariots, thinking I could Surge them into combat. Derp. Why do I keep doing this to myself? I'm probably better off sticking a post it note on the unit and have "CANNOT SURGE UNIT!!!" written on it.

I parked the Zombies right in front of the Warrior legion, looking for the Counter Charge with my Skeletons and Mummies, and possibly my Zombie Trolls.

So here's where it gets interesting. As I said earlier with terrain adding some degree of difficulty in our movement phase, I've pivoted the Revenant Cavalry and moved them into straight line, just brushing past the watch tower on the right. I had every intent to Surge the Cavalry towards the Berserker Braves.

However, reading the rules on Surge, the affected unit can only move a straight line and if it contacts an enemy unit, that's where you can "close the door" (Warhammer term there) to meet the two units together for combat.

I thought that I could at least pivot once during the Surge move, which isn't the case. Instead, moving a straight line with the Revenant Cav with Surge made the unit run into the table edge first, which denied me the chance to charge the Berserkers. And all this because the watch tower terrain prevented me from pivoting them into a more direct facing towards the Berserkers. Good job watch tower! Now my Revenant Cav is screwed. AGAIN.


Off to Ogre Turn 3 and some Charges were declared.

The Warrior Legion went straight into the Zombie block with the Giant on the flank.

The Siegebreakers just managed to have charge range on the Revenant Cav, whose movement and positioning I botched big time. The Berserker Braves charged the front. Probably not going to end well for the Revenant Cav.

On the far left the Chariots charged straight into the Werewolves. Probably not going to end well for them either.

Shooting saw little action once again as the Warlock had very little LOS, while the Shooters moved themselves up in prime position if the Undead Wyrm were to come out from behind the building.

After combat, the Revenant Cav and Werewolves were easily routed, putting me on the back foot mid way through his turns. I have to admit, given my mistakes, Dav was outplaying me in the movement department and was seeing things well before I was.

The Zombies just managed to Rout from the combo charge. The Giant did very little, after Dav was talking him up. He didn't forget Chant of Hate this time, smashing the Zombies into the ground.


Turn 3 for the Undead and I charge the Skeleton block and Mummies regiment into the Warrior legion. The Mummies were pretty close to being a corner charge, as the Giant on the right prevented the Skeleton horde from sliding over to make room for the Mummies. After the game, my opponent confirmed that this move was deliberate. That's just genius if you ask me.

The Revenant King and Undead Wyrm, charge the Mammoth, which was just peeking the front of it's base out of the forest/difficult terrain. That meant that I wasn't going to be Hindered, so I went for it.

The Mummies close to my right flank charged the Giant, in the hopes that I could at least severely wound it.

In my Shooting phase, I Surged the Zombie Troll unit twice to get it as far away from the Berserkers as possible. My plan was to move these guys up into combat using Surge when the oppportunity came up.

So combat happened and I started off with the messy combat in the middle with the Skeletons/Mummies/Ogre Warriors.

The pic below is a picture of my rolls to wound with the Mummies. Needing a 3+ to wound. Yeahhhhhhhh....

The Skeletons actually did a lot more than the Mummies. The Warriors didn't even come close to Wavering and now anticipated a very juicy charge.




The Mummies against the Giant did just as bad, managing just 2 wounds altogether. So the Giant was looking at a rather tasty counter charge on the next Ogre Turn.

The Undead Wyrm fared better on my left, managing to wound the Mammoth 5 times out of 9 attacks, but the Mammoth didn't waver nor rout and was ready for a Counter Charge. The Chariots on the flank were lining themselves up too.



So the Ogres were licking their lips after seeing all the counter charges to be made this turn.
The Warrior Legion charged the Skeleton block. Mammoth counter charged the Undead Wyrm, aided by Chariots on the flank which were Hindered.

The Giant counter charged the Mummies. I felt pretty lucky at this stage as the Mummies (who were moved back an inch from the previous combat) were JUST out of front arc of the Siegebreakers. Just as well for me, as a flank charge by Siegebreakers would've just decimated the Mummies for a second straight game.
The Berserkers on my right flank were pivoting and moving their way past the watch tower and now had LOS to the rear of my units. I knew I had to push my models forward on my following turn.

With little done in the shooting phase once again, it was off to combat, starting off with the Giant, who was once again talked up by Dav. Then he rolls a 1 for the random number of attacks. And fluffs the rolls, wounding the Mummies 4 times and failed to Waver.

The Mammoth and Chariots together wounded the Undead Wyrm 10 times, but he rolled pretty poorly for the Nerve test. I have to admit, that was a pretty tense moment, which luckily went my way.

The Warrior legion did what it was supposed to do and obliterated the Skeletons, then reforming to face the Mummies.

Patience finally paid off for me as the Soul Reaver Cavalry moved through the left flank without much challenge - then rear charged the Chariots. I thought about counter charging the Undead Wyrm onto the Chariots too, but decided against it and would set my sights on the Mammoth.

The Mummies counter charged the Giant, which was a no brainer. I had to try and support he Mummies with something, because if the Giant failed to rout, then I would definitely see a flank charge by the Siegebreakers in the ensuing turn. So pivoted the Zombie Trolls and moved them closer towards the flank of the Giant. Two sets of Surges later and I was able to get the Zombie Trolls on the Giant's flank!


The pic above represents the dice roll of two Regenerated wounds I got back for the Mummies.

In the combat phase, I managed to rout the Chariots easily enough with the Soul Reavers on the flank. I pivoted them to ensure I had a flank charge on the Mammoth next turn. Speaking of the Mammoth, that thing refused to budge, however, did finally Waver when the Undead Wyrm put another 5 wounds onto it.

The Mummies and the Zombie Trolls finally routed the Giant, but a head on charge by both the Siege breakers and the Warrior Legion was sure to follow.


As expected, the Mummies were charge by the Siegebreakers and the Warriors crashed into the Zombie Trolls.

The Berserkers finally had open space and were really threatening to flank charge a unit. They turned towards the Balefire catapult, ready to charge it when they could.


The pic below is what happened after his turn. The Mummies were routed on a very lucky Nerve test roll from the Siegebreakers. They copped 8 wounds from the Siegebreakers charge and then calmly rolled 10 for that magic number of 18. That one hurt. The Zombie Trolls were wiped out, causing the Warrior legion to pivot and face my other Mummy regiment head on.

The Mammoth could do very little being Wavered and all, and was forced to move back.


I had a few choices on my turn. It was Turn 5 and it was getting dicey. I was losing pretty badly, but I knew I could salvage some points if I played my cards right.

The Berserkers in the flank were causing me headaches. My plan was to charge the Mummies into the Warrior legion, then protect their flank by sacrificing my two Necromancers. One charged the Siegebreakers, while the other simply walked in front of the Berserkers. I didn't have to charge the Siegebreakers with one Necromancer, but I though it would be hilarious regardless. So I went ahead with those moves.

My Undead Wyrm and Soul Reavers combo charged the Mammoth, needless to say, it Routed and gave me that extra pivot to point my Undead Wyrm towards his Ogre Warlord, or should I say, Odella the Hun.

The Combat phase was absolutely crucial. If I were to get any sort of luck in this game, I was crossing my fingers it would happen on this turn. We worked out the Mummies vs Warrior legion combat. I did enough damage that I would need an 8 to Waver the unit of Warriors....


Then BOOM! Rolled an 8 for the Nerve test! Man! I was pumped at that point, throwing punches and yelling "YES!" while in the background, I scared my daughter who was happily watching her Kinder Surprise videos on YouTube...

Needless to say, the Necromancer didn't do much against the Siegebreakers. But it was all about getting them in the way of each other. If the Necromancers weren't there, the flank of my Mummies would've been exposed to charge from the Berserkers. That would've been 60 attacks. Ummm, no thanks!

So with the Ogres on Turn 6, he charged both his Siegebreakers and Berserkers onto one of each Necromancer. The overrun of the Berserkers didn't worry me, as the Mummies' flank was more than 10" away - no chance of hitting it as the overrun is only D6".

The Siegebreakers were looking at a different direction altogether, so I could count them out too.

Odella was trying to figure out ways to escape the charge from either the Wyrm or Soul Reavers, but didn't get far, thanks to that massive legion sized Warrior Ogre unit standing in front of her. Man, that wavered unit played a bigger part than it did. There was little the Warrior legion could do, except walk backwards.

The Shooters took aim at the Soul Reavers, but barely grazed the unit, causing 2 wounds. Thankfully, he didn't roll box cars for the Nerve test. The Warlock, who did very little this game, tried to Lightning Bolt the Catapult, but failed to do anything.

So I lost the Necromancers, but that paved the way for me with an opportunity to draw the game.

The first charge I made was to flank the Warrior block with the Soul Reavers. Happy days. I aided them in combat with the Mummies, who were out for some revenge.

Lastly, I was within range of Odella with my Undead Wyrm, so I made that charge too, rear charging it no less. Now here's my question to long time KoW players - would the Undead Wyrm get triple attacks? The way we read it was - Yes, you can - because we know the Revenant King is a Hero model, but the rules state that if he has a mount, then his model type becomes the mounts type. Which in this case, is a monster. Which would get triple attacks. Did we play this correctly? Hmm. 

Anyhow, 27 attacks later and Odella was toast.

The Soul Reavers and Mummies made the Warrior legion rout, thus ending the game!



We worked out the points and came to another draw! Phew! How did I manage to salvage that game? I was losing pretty comprehensively up until the last few turns, then the flanking Soul Reavers finally shot around and came in to help out the rest of the Undead horde.

It was a crazy game. Almost as crazy as a die getting cocked by the grass mat itself! 


A few things learnt from blocking terrain, which could play a huge role in games in the future. Terrain definitely gets you thinking more of your movement and how you are going to avoid/overcome/get around it.

I always enjoy close battles, more so when I have to work hard getting back into the game after being in the back foot so early.

That wraps up another game of Kings of War. As always, we appreciate the hits, the shares and of course feedback on what we may have messed up/could do better in future.

Until next time, keep rolling those dice!