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
Necromancer
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.
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.
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....
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.
Until next time, keep rolling those dice!






















Regarding your rear-charge question - it's all about the special rule - Individual.
ReplyDeleteYou have the relatively rare situation of two Heroes involved in a melee where both are NOT Individuals. Because of this, you treat the combat as vs. a normal unit for Flank/Rear bonuses. Had either character been an Individual, you would not have been able to triple your attacks.
Hope this helps - and thanks for all the great reports!
Cheers Ben!
DeleteYou know, we totally missed that the Ogre hero doesn't have Individual! Good to know!
Hi Eric,
ReplyDeleteMany thanks for another great report! I was looking for some and I must say you are one of the few KoW battle reporters at the moment. So it is important that you keep going and help those as me who haven't played the game yet to understand the mechanics.
I am very happy to see you are playing with 2000 points armies. It is great to see more elements on the battle field.
I have some more general questions about your battle.
Mantic advertise their game as the one that is about deploying and moving the units to outsmart your opponent. What I saw in your game definitely supported the fact that with these flank maneuvers you get significant advantage. However, it also looks like you guys reached the stage where huge formations were locked in combat (so to speak) and it was more about exchange of the blows. Of course having a reserve unit helped.
My first question then is how does deployment and movement phase look from your point of view? Or in other words, how to utilize it to your advantage?
Second question is about the terrain and its effect on the game. You mentioned at the beginning that it had a significant impact on the battle. Could you elaborate a bit more on the subject?
Thanks again for your battle report and I am looking forward to reading some more in the near future!
Cheers!
Hi Swordie,
DeleteThanks for the kind words. I'll do my best to put up as many batreps as I can. Being back to work this week sucks, so batreps may take a little longer to produce compared to the last few weeks.
I have to admit, we started off slowly with Kings of War. First, we just picked up small units here and there from our collection, not even bothering with points, but used them as a way to get used to the mechanics. From there, we slowly built it up to 1000 points, then 2000 points now. Eventually we'll move onto 2500 points to get more units onto the table.
I was going to make a video about the basics of the movement phase, but as I mentioned earlier, being back to work will definitely provide me with less time to make them. I may get around to them eventually, but since you asked, I will do what I can :)
So for your first question, deployment can depend a lot on my opponents' list. Since I'm playing Undead, most units in the army can't march because of Shambling. It makes the main battle line a lot slower. But, I also use that to my advantage by having a second battleline because I can Surge them in the shooting phase - and because you can Surge units to engage combat, it makes my opponent second guess about out flanking me with fast, smaller units.
Some units in the Undead army can definitely march up fast and hit hard when you pick and choose your combat too. Stuff like Werewolves are fast and are Nimble - so they can get an extra pivot compared to other units. Because units like Werewolves are so fast and can move up on the double, I can also put them behind my main battleline, move through my own units and use them as potential screens.
Secondly, because of the movement mechanics in KoW, terrain can really hamper you in your game.
So you may or may not know the different types of movement in the game, but most units in the game can only ever pivot once (up to 90 degrees) and that's only if you make a normal move. While moving At The Double!, you cannot make any pivots at all and must move straight forward. So, if you deploy badly, a piece of blocking terrain can really take one of your units out for a few turns during the game - this can potentially break up your battle line and set you up against flank and rear charges.
Unlike Warhammer, you can wheel a number of inches to position yourself better, even when you march. So it's a lot easier to get around buildings, impassable terrain or blocking objects.
I hope this helps. And as always, feel free to ask any question and I'll certainly do my best to respond with a good answer :)
Hi Eric!
ReplyDeleteMany thanks for taking time to answer my questions! I am sure I will get the rules much better when i finally play (working on that at the moment) but it is always good to have an opinion of a fellow gamer. I also want to add that I ask to understand the potential of the movement phase better. I really think KoW is shaping up as a great system for a game with units that depends on maneuver and positioning.
You made some great points. I know it is just the first impression syndrome I have. I experienced that with Warmaster long time ago. I read the rules and they look simple, which is great advantage. But it seems to take time for me the get them sink properly in my brain and see how I can make it work.
The fact that you can make one pivot and only when moving normal move is a big thing for me. It means you definitely have to be able to predict well where the regiments can be in 1-2 turns ahead. With the terrain that may block your path and thus prevent marching it is also important to deploy well as you say. Speaking of which I am also looking forward to seeing some examples of using the terrain to obtain tactical advantage. I would love to see it as something more than road blocker and decoration.
I like the fact that in KoW you can move through units as well as move and charge in the order you prefer. That indeed allows for some screening and other interesting movement.
I just hope the game is not static. I saw a few games on UB where people deployed, had some considerable shooting (like elven bolt throwers and dwarven organ guns) and the units that fought simply clashed against each other. I would love to see games where there are some good outflanking maneuvers and trap settings etc.
That video would be fantastic so I hope you will find time. Don't worry, I will patiently wait and who knows, I might have my own report at some stage too. I am almost at the end of uploading WHFB ones from forums so I should be ready.
Once again, thanks for the reports, keep them coming!
P.