Foundry ACW Open Day – Gaming and Goodies

Foundry have just released a new set of rules for the American Civil War called Bull Run to Gettysburg. As is their wont, they planned to have an open day to coincide with this, but the riots got in the way and it had to be cancelled (seriously). Instead it was held today, so slightly less fanfare, but an ACW theme nonetheless.

Foundry Open Days are small and intimate affairs without the impersonal crush of a Games Day – and I rather like that. You can actually get to talk to people (like the author of the rules) and to play the games if you choose, or simply float about the racks and see what you can find in the bargain corner. Speaking of which, as they’ve been rationalising their unspeakably vast ranges recently, the bargain section was pretty big this time. Three racks were temporarily seconded to clearance duties, and a large table groaned under the weight of discontinued paint. Some very nice colours there, and I availed myself of a pot or 50. It would have been rude not to.

Having acquired my many pots of paint I decided I’d let my wallet recover for a little while and left the clearance racks for the other happy gamers. They will, in any case, be there next week too. The Foundry factory is also its shop, and you can visit 10-5 on monday to friday. They don’t put the clearance racks away just because it’s not an open day. I thought that if I spent the money in two lots it wouldn’t count as much…

The bulk of these discontinued pots were from their WWII colours range which I rather like. It’s not so much as colours to paint WWII figures (though I may do that too), just as a nice selection of drab greens and browns to give a more credible feel to anything pre-modern before dyes were chemically light-fast and washable. On a related note, my favourite photo in Kevin Dallimore’s Painting & Modelling Master Class book is one of a regiment of orcs that have been painted in Foundry’s Napoleonic artillery colours and look brilliantly drab (page 131 if you’re interested).

Being an ACW day there were a couple of participation games to play, and even someone dressed in the appropriate gear. I’m afraid that my photography was a bit ropy today and so I haven’t got a usable shot of him, but take my word for it: people dressed up. The gaming tables looked very nice indeed. Here’s a slightly fuzzy picture or two (must be the haze of battle).

And an opposed river crossing ready to begin…

…and with the lead flying. One of the defending units has just been badly mauled by a handful of dice that included nothing but 5s and 6s. Ouch!

These scenarios were designed to be quick introductory games for the rules rather than full-blown battles, which I thought was a very good idea for the open day.

Hopefully you can see past the dodgy camera work and tell how good the battles looked.

And I’ve just noticed how long I’ve waffled on for, so I’m going to finish this report tomorrow. Games aren’t the only things that happen at these open days.

Posted in ACW, Events, Tabletop gaming | 5 Comments

Lost in Time

Pity the poor designer. In fact, pity anyone in the business of creating things as they will inevitably be lost in the swirling maze of Time.

At the moment I am just finishing a game that will not be released, or even announced, this year. Probably not next year either (though it may squeeze in right at the end). This is not terribly unusual, in fact it’s probably about average. Occasionally things go a bit quicker, such as with Dwarf King’s Hold. Sometimes they’re slower.

It’s the same for anything creative be it art, comics, movies or whatever. The lag between completing it and the end user seeing it promoted or sold can be vast. And this is confusing. Let’s say you see me at a convention and ask me about the newly released Martian Invasion game. It’s a mass combat miniatures saucerfest of a beast with hundreds of units. “Does an X-3 saucer really have a move of 17, or is that a typo? Is a Mk III Bovine Immolator really the best weapon for close up work? Why?” For a moment I look blank. I’m lost in Time.

Since I handed over the final manuscript 18 months ago I’ve been working on a board game about alligators and chocolate mice, a World War I RPG (with 14 supplements), three pitches for Facebook games aimed at small children (and one for an audience of ex-nuns), a Film Noir skirmish game in 71mm scale, a phone app proposal for the Bolivian government, and currently I’m putting the final touches to a board game on the adventures of a famous cartoon lamprey. Among other things.

What this all means is that when you see a designer looking a little glassy eyed and confused at a question, it’s not (always) because they’ve been in the bar all night playing Drang Nach Osten, it’s because they’ve been immersed in a myriad different worlds since the one that’s just been announced and they are searching the memory banks for any hint of where they are.

Like I said: Lost in Time.

Posted in Random Thoughts | 11 Comments

2nd edition Kings of War Review – Part 2

Caveat: this second part is for the 5% of the gaming population who immerse themselves in the world of games and gaming as much as I do, and who are as curious and particular about how things work as I am. Sticklers for details, beardy idiots, pedants, geeks; call us what you will. For the saner and more normal 95% who get their gaming fix by sticking some models on the table and rolling the dice, the first part is probably sufficient. You were warned 🙂

I will assume here that you’ve read part 1 of this review and so you understand the basics. This part is about the details.

Unfortunately, it’s in the details that this edition of Kings of War creaks a bit. I do look forward to the 3rd edition, which will, one assumes, have fixed all these things, and be full of amusing background material too. If Alessio hasn’t killed me by then I’ll happily review that when it comes out.

For the moment, we have what we have, and if you’re just throwing down with a mate for a friendly game using an army you have kicking about then KOW2 is fine. If you’re taking it more seriously then you’ll need to be writing some house rules. I would, however, suggest that you do give it a try. Mantic are very keen to read your comments and you don’t often get a chance to have this much input. Download the rules, drag out your old Warhammer armies and give it a blast. Then let Mantic know what you thought (good or bad). They’ll appreciate it.

Now put your protective harness on and stand well back – I’m about to get picky!

What Works?

The core game works. This is a short paragraph, but it is the bulk of the game. Personally I don’t find the “I-go-U-go” whole-army-at-a-time turn sequence to my taste, and I have issues with the way individuals work, but you can’t deny that the game is slick and functions well as a basic system.

What Needs Work?

Several areas. A few specific units are currently broken, others are a just bit too good for their points. The poster boys for brokenness are the Masters of Death (assassins). Take multiples of these in your army and you’re laughing (but your opponent won’t be). Not only do they have +2 to damage in both melee and shooting, they can appear anywhere on the battlefield – guaranteed (no dice roll required) – in whichever turn their owner wishes. This includes behind the enemy, of course, and I forgot to mention that you triple your attacks if you charge from the rear. Alessio is entirely aware of this and even now his little grey cells are being burned by the million as a clean and simple answer is sought.

The human captain who gives lots of units Vanguard (a double move after deployment) also needs work, but again Alessio is on the case.

Vampires (Soul Reaver cavalry) are perceived by some as needing a nerfing, though I personally don’t agree. After 7 games with a Soul Reaver army I think they’re nasty, but very killable if you’ve thought it through. They are, in fact, so expensive for what they do that I reckon you’d be better spending your points elsewhere. If they have their Bloodbath rule removed (as was discussed) then I really would think twice about taking them unless they drop very dramatically in points. Two units of the lesser Undead (or even better, Twilight Kin) cavalry is only very slightly more points and is a much better option in my opinion.

There are other issues in terms of points balance, such as the relative costs of lesser and greater Obsidian Golems, and I think that many of the war engines are overpriced (or under-useful). Some characters feel like their relative battlefield usefulness is not reflected well in their points. But all this points juggling is easy enough to fix with playtesting. It means that this edition is a bit exploitable, but don’t let that stop you. Go out and exploit things, my children. It is for the Greater Good of the 3rd edition!

(Just remember to tell Mantic what you’ve found broken).

So far we have had cosmetic and easily fixable issues that will clearly fade with time. A 3rd edition was planned from the start and the KOW ship is on course. None of them should really be a concern. My next thought is more worrying, though increasingly theoretical. It’s about Individuals. Models with this special rule are basically those on foot or riding a normal mount like a horse. Those on big monsters don’t get the benefits. An Individual doesn’t have to worry about turning and can charge all round and this is where the trouble starts. There is no restriction on characters moving around and between units and this means that a single fighty Individual can destroy whole regiments on their own, almost regardless of relative points values. You get double attacks from the flank and triple from the rear, and any character worth his salt should be doing this at all times. Advance in the lee of a “real” unit (or fly, or teleport in like assassins) and then skip through the gaps in the enemy line and start hacking away. Enemy units must leave an inch gap between themselves, and an Individual model is generally on a base that will fit in between…

One potential fix for this that was mooted at the tournament was to disallow doubling and tripling for Individual’s attacks. They do not suffer this problem as they have neither flank nor rear themselves, so why are they getting the benefit? This would go the bulk of the way to fixing the issue and I’m sure that the assassin problem will be ameliorated too. However, I still think that we will be left with the rump of a problem, which will still essentially require you to take a fighty character of your own in any serious army. Their job will be as a sweeper to protect the flanks and rears of the fighting units, because even if an enemy doesn’t get additional attacks, they’ll want to hang about outside the front arc as that way they can never be charged by their target. As damage is cumulative, a character nibbling away at a unit will erode it on their own given time, and can easily make the difference to an otherwise evenly balanced attack going in from the front. Mantic want us to play with huge armies, so having a rule that encourages you to forgo a unit or two so that you can take an über Individual model seems counter to their intentions (plus a bit odd in general). For those of a greybearded persuasion like myself, it’s harking back to the days of what used to be disparagingly known as “Herohammer”.

Flying units are another area that seems a touch over powerful. They are often several models strong so the benefits for flank & rear charges are fair enough. Being able to fly them over the enemy battle line and then spin 180 degrees (all flying units get the Nimble skill so they can all do this even when they double move – usually a total of 20 inches) means that they should be in a position to charge into the rear of an enemy unit in their next turn. A unit of 10 Gargoyles has 20 attacks at 4+, and only costs 90 points. If this is going into the rear of a unit that’s an average of 30 rolls to damage (triple your 20 attacks, half of which hit), so you’d expect 5 hits on a target with the highest damage of 6. As you move your whole army at once, attacking with multiple units against single targets is a common and highly effective tactic. Put two Gargoyle units into the back of a single enemy unit and you’re getting 10 damage on the highest damage unit in the game – and all for 180 points. Of course, Gargoyles are not particularly resilient to damage themselves, but if they’re behind you then this is hardly a problem. It’s a similar issue to the assassins: they are weak in defence and strong in attack, but if you can never attack them because you can’t see them…

Pre-measuring is another aspect that I believe causes problems with competitive games. If I have a unit that is faster than yours, you should not get the first charge. Ever. There need be no guesswork required. You have no tension of whether you have judged things right or not (something I rather like in Warhammer); here it is all about the geometry of the position. Now it was instructive to watch the top players in the tournament exploiting this feature to obliterate my army, but they weren’t what I’d call fun games (in an abstract sense – my opponents were a good laugh though). And now I’ve seen people who do it well I’d try it myself. Why would I not? Not using the tools at hand feels very odd to me, so I’d feel I had to. If both players are doing the same thing and both have taken the fast armies then you’re back to an even playing field, but where does that leave any army without move 6 foot troops, or, more importantly, move 9 cavalry or move 10 flyers? If both players have equally fast armies do you then get a good game or just a stand off? Is it like playing Chicken? I don’t know the answer to these last questions, but it’s something to consider and try out. Please comment below if you give this a go on the tabletop.

Finally, I wonder whether using chess clocks elicits the intended behaviour or not. Again, I expect it to act to reduce the size of the armies being fielded, rather than expanding them. Physically moving troops is time consuming, and if time is tight then that has to be a consideration in army builds. Again, Mantic’s desire for huge armies comes under pressure from the other direction.

Conclusion – Serious Play

After the feedback from the Tournament, Alessio is working on a series of changes to the tournament pack that will be available from the Mantic site and will (presumably) apply to future tournaments. This will doubtless go some way to removing the most heinous of the broken units we saw at the first tourney. However, I predict that this will simply leave the next level of imbalance to be exploited; a level that was masked by the sheer obviousness of the Masters of Death and Captain problems. Kings of War is plainly not finished yet in terms of detailed balance, nor is it expected to be. I do expect it to be fine when it is finished (which will be the 3rd edition, next year). At least, it will be much more fine. There’s a load of playtesting to do yet, and if they add a bunch more armies into 3rd (and I expect they will) then they will also need testing. If they go in as the new ones did in 2nd, then we’ll be right back to where we are now.

I’m quite taken by the idea of using chess clocks, though I remain unconvinced that all the ramifications were thought through well enough. Chess is a very different proposal to a tabletop game where your armies are mutable. Adding time pressure is tricky to balance, and will put off as many people as it intrigues. Naturally slower players, or players who wish to field larger armies, will be penalised if the times are set for faster, smaller armies. If the times are set to accommodate the larger forces then smaller players are unpressured. It’s a tricky thing to balance. Using chess clocks for chess competitions don’t have this problem as chess has fixed “armies”.

Whilst KOW2 is fine for casual play, I’m not sure it’s ready for serious tournaments yet as the playing field is not even enough and the lists not sufficiently refined. I could be wrong – maybe that’s what tournament players really want: room to exploit. For me I want to have a close game and if I win I’d like that to be because I played better and not just because I’m more able to spot the broken bits. Maybe Alessio’s revised tournament pack will fix enough of these issues to make it all fine. I hope so. You can all help to rectify this as well. You all need to go out and play Kings of War and let Mantic know what works for you and what doesn’t. I’ve played it a reasonable amount now and these are my thoughts to date. What do you think? Am I wrong? Let me know.

Lastly, on a personal note, regardless of the clean rules, fast play and even ignoring the balance issues which I’m sure will be sorted soon enough, I feel that Kings of War is missing something. This is a very “touchy; feely” kind of thing to say, and unhelpfully, I can’t really tell you for certain what this “something” might be, though I will hazard a guess or two. It could be the lack of background. KOW2 is rather generic, and this is always less appealing than a game with an immersive fantasy environment. It is more likely to be what I see as a missing level of detail. KOW is not sufficiently abstracted for me to see it like DBA as an overview, yet it lacks a level of ability to tweak. For example, there are no magic items, and the magic system is perfunctory (though this may expand with 3rd ed). All I can do is pick from a fixed palette of units and unit sizes (and choose to have banners/musicians or not). I think I’d like a bit more mutability, though it’s hard to say what else this might be. It could even be that I want more boundaries in army selection. Who knows? There is just a niggle at the back of my head that Kings of War 2 is missing a little something. If I work out what this is then I’ll be sure to tell you.

Posted in Uncategorized | 63 Comments

2nd edition Kings of War Review – Part 1

This review is split into two parts for a couple of reasons. The first is that it will not be short, and the second is that it seems at present to be a different game depending on your style or level of play.

This first part is about how the game works for casual players who get together with a mate and play with whatever they’ve got. They play for fun and next time they meet they’ll probably use the same or very similar army because that’s what they have. The second part builds on this foundation and is a more in-depth look at specific details that affect more serious players who pore over army lists in detail and will tweak their armies to maximise their effectiveness. This includes tournament players, but is not restricted to them. For example, this is how I generally play.

The copy I have was given to me by Mantic. It will soon be available for free as a B&W pdf from their website as well as to buy if you fancy a copy in glorious colour.

It’s also perhaps worth me saying that I actually asked Ronnie if I could write the tabletop fantasy game for him, only to be told that Alessio was already writing this. Dwarf King’s Hold came out of that process, and the game I had in mind for Mantic was taken up by someone else and will be out next year. As I have mentioned elsewhere, nothing I design gets wasted. It’s all in a notebook somewhere and its time will come. As both Alessio and I were both writing the games at the same time, unbeknownst to each other, I personally find it intriguing to see which rule conundrums and choices we tackled the same way and where we parted course. I really look forward to reading someone’s comparison review when they’re both available. But back to Kings of War…

The Ethos

Kings of War is an unusual game in that it is not released in a finished form, but as a work in progress that has a predefined timeline. You are very much encouraged to play and comment, and your feedback will be listened to and incorporated where appropriate. You have a real opportunity to take part in the game’s development, which is cool. It is a 3-year plan, but why take my word for it. Here’s Ronnie to tell you all about it:

As this is a review of the 2nd edition I understand that the rules are not yet completely locked down or finished. However, even taking that into account, you need to be able to play something with them and they have had a year to mature already. So, with that at the back of our minds, how do the rules work?

The Rules

I won’t go through all the rules in detail as you can download a set for yourselves (I’ll link this to the 2010 edition for the moment, and try and remember to change it when the new one comes out in a fortnight). Let’s look at the basics though.

Kings of War is a tabletop fantasy battle game. This means that each player fields a force comprising units of infantry, cavalry and characters from a variety of possible races: Elf, Dwarf, Human, Twilight Kin (Dark Elf), Abyssal Dwarf (sort of Chaos Dwarf), Orcs, Goblins and Undead. In KOW a unit does not take casualties: it is either all present on the table or it is removed completely. It will, however, take damage which will need to be represented with tokens of some sort. This retention of whole units reminds me of the DBA family of games, and allows you to model the whole unit on a single giant base should you choose to.

The game is played in turns with a player moving, shooting and fighting with all of his army in his turn. The player turns are entirely separate and I wasn’t the only one who kept reaching for dice when my opponent attacked (so I could roll my saves –  many years of conditioning by Warhammer). In KOW the attacker rolls everything. Alessio has said that this is to avoid unscrupulous players wasting time in tournaments where they could deliberately drag their feet when it came to rolling stuff. It does mitigate that particular flavour of naughtiness, though I don’t believe for a second that it will stop cheats cheating. They’ll just move their nasty behaviour elsewhere.

A player turn has three steps: movement, shooting, melee.

Movement rules are pretty straightforward. You can move double, move single and turn or turn in place. Whether you move or not also impacts on shooting effectiveness. This is all pretty standard stuff and is clean and simple, though the fact that distances are sometimes measured from the nearest bit of the unit and sometimes from the champion of a unit could trip up the unwary. Terrain is the familiar half move for difficult, etc.

One particularly important rules here is that you may pre-measure. I’ll deal more with this in the second part, but for now be aware that you cannot, for example, have a failed charge as you can in Warhammer, or declare a shot that cannot reach. You can always check in advance.

Once you’ve moved all the units you want to then it’s time to shoot. Magic in Kings of War is perfunctory and pretty characterless. All magicians share the same spells (with the exception of Undead who get an extra one): Zap and Heal. No prizes for guessing what they do. Each is simply a case of rolling a given number of dice, and each one that is 4+ either causes or heals a point of damage. These two “spells” count as missile attacks, and so you can only use one a turn. Normal shooting has a couple of potential modifiers that you can easily memorise. Otherwise shooting is merely a case of rolling the number of dice your stat line tells you and trying to get the number given or better. For example, an Elf Bowmen regiment has 10 dice and needs 4+ to hit. Very easy. If you hit a unit then you roll a dice per hit to see if you damage them. If you damage a target then you roll a Nerve test for them to see how happy they are. I’ll cover this last bit in a moment.

After shooting, any of your units that has moved into contact gets to fight. Again, this is simply a case of rolling the number of dice you have on your stat line against the value listed. A lone Dwarf Warsmith would roll 2 dice, needing 4+ to hit. A horde of 20 human knights would roll 32 dice, needing 3+. Any dice that hit are rolled again to see if you can best the defence of the target, just as with shooting. After fighting you will roll a Nerve test for each unit you have damaged.

Nerve tests have been streamlined since 1st edition. Now they are listed as two numbers on the stat line. When you damage a unit you roll 2D6 and add the amount of cumulative damage on the unit. If you equal or beat the higher value then the unit routs and is removed from play. If you equal or beat the lower value then it wavers for a turn (unless it’s Undead), basically standing about doing very little except waiting to get hit again. Someone else will have to come and save it.

On top of this you have a handful of special rules that tweak the core rules to do the sorts of things you might expect. Really hitty units get to add to the rolls to damage things they hit, nippy units get extra movement, stuff with wings can Fly, and so on.

One word of caution about those of you that are driven by background colour rather than game play: there isn’t any. Well, that’s not strictly true, but it is limited to the odd sentence here and there rather than pages of colour text that you’ll see in Warmachine, Warhammer, etc. I think that’s slated to come in with the 3rd edition (though the Mantic website and Journal already has additional background text so you can get a sense of what’s on the way).

On the Table

The first time I played Kings of War I was not at all taken by the complete lack of interaction in the player turns. I am still not a big fan of this feature, though the game plays so fast that it is less of an issue than I had expected.

I doubt many casual players will bother with the chess clocks and timed turns (ostensibly the whole reason for the lack of player interaction), which is a pity as this is an interesting aspect and worth trying at least once. However, to give you an idea of how quickly KOW plays, we were experimenting with various timed games at the tournament and 30 minutes per player is reasonably tight for a 1,500 point game, but entirely possible. 45 minutes each is ample. This means that in a typical evening’s play I could easily fit in two whole games without being rushed.

The rules are simple, clearly written and easy to pick up. There are no mechanical surprises to speak of, so anyone with a bit of gaming experience should know what they’re doing by the end of their first game.

Anyone who has played a tabletop game will be familiar with the interplay of units, and the way infantry, cavalry and war engines interact is quite similar to games like Warhammer. Each arm does what you’d expect, which is good.

Conclusion – Casual Play

For casual play Kings of War should be very popular. It’s simple to pick up, fast to play and doesn’t require you to wade through a phone directory every 5 minutes to look things up.

If you already have a Warhammer army then I urge you to give it a go for yourself. If you’ve got a Mantic army, even better. It’s free, so what have you got to lose? Regardless of any gripes I may have, Kings of War is definitely worth a try.

Posted in Uncategorized | 17 Comments

Kings of War Tournament – After Action Report

So now I’ve had more than 5 minutes’ sleep and the experience has at least begun to digest, what do I think of the tournament? Well I think it was clearly a success from Mantic’s point of view. Their aim was to road test the game system under tournament conditions (using live gamers), and especially to get some feedback on the use of timed games using chess clocks, like this one:

The Kings of War rules showed that they are generally robust and play quickly, though they are still a work in progress (as Ronnie explains) with a couple of very broken units who were very exploited by veteran tourney players. Masters of Death (assassins) were the most egregious of these and the human captain that could give Vanguard to everyone (you get to advance units after both sides deploy) the next. Vanguard was nerfed after a couple of games so that chap came 4th overall, but the assassins remained as written throughout, and the 3 armies that focussed on them came in 1st, 2nd & 3rd place. No real surprise there as they were very, very broken.

A third aspect that Alessio considered overdone were the vampire units. I had used these as the focus of my army, but after 6 games I thought rather less of them and am not personally convinced they need toning down. They are powerful, to be sure, but have their vulnerabilities too and can be killed once you understand this. As they stand I now think (having actually played the game a bit) that I probably wouldn’t take them if I was being really competitive. I can get more punch for my points with other selections (even ignoring the aforementioned broken bits). There were also issues with nasty flying things, especially when they had the Nimble rule (extra turns during movement); allies probably won’t be allowed in “real” tournaments, and so on.

What this tournament allowed Mantic to do was to see the really horrible bits before they have a room full of a hundred paying customers. The tournament pack will be updated accordingly. So a big win for Mantic on that front.

The chess clocks will probably stay too. There was a bit of a technical hitch with several of the ones we had to hand being broken. However, we muddled by and played games at several different lengths to see what was easy and what was pressured. First game was 90 minutes each, the next was 60, then 45. On sunday we started with 30 minutes each and then went back to 45 each for the last two games. Alessio’s aim here was to try and introduce another element to manage in game: time. This was perhaps less successful, and I’m not convinced it really encourages the kind of armies Mantic want to see. For me, if I was picking another tourney army for a timed tournament I would think small numbers of units as the only people that had issues with the time were those with big armies to move. This seems to go against the grain of Mantic’s whole ethos, but it’s their call. Chess clocks work fine in chess tournaments as both sides have fixed and equal “armies”. When the armies are flexible then simply moving them in your turn becomes an issue, and impacts on your selection. Whilst this isn’t a problem as such, it seems to be an emergent result rather than a planned aim, and not one that entirely fits IMO. Couple this with what seems to be overpowered characters and the trend could be to smaller, more character-heavy armies – not so much the “Big armies, Huge battles” aim Mantic have as a by-line.

So that’s what it did for Mantic; how about me? Well I confess that I’m not really a tournament player. I find the whole atmosphere both artificial and overly competitive (I know – it’s supposed to be). Or something: it’s hard to define exactly why I don’t get on with them. I like the idea in some ways, but usually end up feeling rather ill by the end of the sunday. The fact that the venue was rather stuffy didn’t help – they have loads of fans, but not windows that opens so you get to push the gamer funk about rather than replace it. Anyway, I went along regardless to help out as they’d had loads of cancellations.

The players were a great bunch, and I’d happily play any of my opponents again. That in itself is an accolade, as that has not been true of a fair number of the people I have played against at tournaments in the past. If you’ve been following this you may recall that I mentioned Blood Bowl tournaments as being my favourite. This was, as expected, near that end of the spectrum, which is a real accolade. The “vibe” was very good.

Unfortunately the rather broken nature of many of the armies (my own included if you don’t know how to deal with vampires) didn’t make for very fun games. Note here that I mean the games themselves. They weren’t unpleasant to play, even when I was being obliterated (as it was hardly a surprise), and I hope it wasn’t too awful for the folks I killed on day 1. But all told, the games were all landslides, and these are not as fun as close games. I think I mentioned this yesterday. At other conventions I have had similar whitewashes some of the time, and in early rounds you might expect this as players of wildly different abilities meet in random draws. However, once the levels settle a bit in later rounds you would increasingly expect to get more balanced games between opponents of similar skill. Some of the other games in the tournament were balanced in this way, but not any of mine. You can get a vague idea which ones were by looking at the results here. The numbers in brackets at the end of each result are the points killed by each side – a crude guide to the closeness of the fight.

One of the things I do like about tournaments is the large selection of armies on show. Again, due to the rather rushed and experimental nature of this tourney there were less nice armies and a great many proxies. Among others we had Romans and even at once stage a Napoleonic army standing in for something. Many folk had some or all GW figures in their armies, and the werewolf army was a mixture of Rackham and Otherworld, which was cool. When I was considering taking a werewolf unit myself it was the Rackham Wolfen I was going to use.

There were some Mantic figures on show too. The first army I fought was Mantic Undead, the second Mantic Orcs and the third Mantic Elves (who were particularly nice), so it wasn’t all proxied by any means. GW used to be very strict about using only their models in their events, which is fine, but I rather liked the mixture of Mantic and not, especially as it allowed a deal of invention and a chance for players to see models they’d not come across before. Whilst Mantic is a business I hope they continue this line, which is good for the hobby in a wider sense IMO (as well as being more fun).

Would I go again? Probably not myself. As I said, I’m not really a tournament player. If I was? Well if I was into KOW I’d definitely consider it. The Mantic crew aren’t half bad at thinking of extra interesting things to do, bringing along some unreleased Warpath models to show off and having numerous Q&A sessions with Ronnie and Alessio. I’d expect full tourneys to have this sort of thing and more. If they can retain and build on the existing community spirit then that in itself is a good thing. Community spirit is of inestimable value for a company, and Mantic have some very enthusiastic, loyal and cheery fans. If KOW is part of your hobby then it’ll be worth trying at least once, and you never know – you may be bitten by the tournament bug.

Finally, I’ve just noticed that Mantic’s own blog has some more pictures of the event and the winners, plus news of the revised tournament pack going online soon, so you might want to check that out too!

PS: judging by the site stats not all of you have found the earlier posts with more commentary plus all the photos 🙂

KOW Tourney Day 1

Day 1 Musings

KOW Tourney Day 2

Posted in Events, Tabletop gaming | 6 Comments

KOW Tournament Day 2

Some photos from today’s battles. As expected I had a worse day today; in fact, the complete flip side of yesterday’s efforts, getting wiped out (or all but) myself in every game. In my defence, my first two games were against the people who fought the final for top slot, and both of them had broken assassin based lists. The brokenness of assassins (masters of death I think is their proper name) was a major point of note over the weekend and in future events they will be fixed. The last game was against the Vanguard using cavalry horde. Apparently Vanguard (extra move forward after you deploy) wasn’t supposed to put you in a position to wipe out half of the enemy army with your heavy cavalry if you won the first turn, but as written that’s exactly what it does. It’s a risk because you have to win the dice roll for first turn, but predictably I rolled a 1 so it was less of a challenge than it might have been for him. He ended up in 4th place. Top 3 places went to assassin based lists with the Vanguard one taking 4th.

This is game 4 (against the eventual tourney winner). You will notice the lack of any troops from my army. I managed to kill one assassin.

Josh rumbled over into the corner I had set up in and butchered me in short order, assassins appearing behind units and characters and slaughtering them without a single thing I could do about it.

Bobo moving in his cavalry to slaughter mine. The unit on the left in the distance is being attacked by 4 assassins in the flank and is, predictably, unable to respond. In the centre I have advanced so we actually get fighting before his infantry wall arrives. He moves faster than I and you are allowed to pre-measure, so he won’t let me get the charge – one way or another I will get thumped, so we might as well get it over and hope I survive. I need a little luck here, but not loads. Naturally I have none at all.

Sorry, that’s not quite right. One of my army standard bearers proves perversely unkillable (on the far right), despite being repeatedly attacked by 2 assassins.

This is the last game against the Vanguarding horde. By this point he’s killed 2 of my cavalry units and I’ve destroyed one of his in return, but his flanking hero has snuck out of sight so I can do nothing but reposition so I take the next charge in the face instead of the flank. I’m just pushing things about here with no hope of actually achieving anything. In a practical sense it was all over when I lost the roll for the first turn.

Meanwhile, the “final” was being played out. Although the tournament doesn’t have a final as such, if Bobo won this game he would win the whole thing, and if Josh got at least a draw then he would be in top place. There are 7 assassins in total on the table here.

Bobo (on the right) has deployed with his back to the table edge so that Josh’s assassins can’t turn up behind him. Bobo’s own assassins are behind the ruined archway things in front of the chess clock at the edge of the board. Here’s the view from the other side at the same time.

Bobo’s line looks really dramatic in this formation. You’ll note that this is a rich man’s game with pound coins as objective markers 🙂

A few turns later the situation is getting very messy. Josh’s assassins are munching through Bobo’s line of foot troops, but Josh has lost his vampire knights and Bobo’s cavalry and assassins are in amongst Josh’s troops.

The final dissolved into a slogging match that was fairly evenly matched and very bloody. In the end it was a draw with little left on the table from either side.

The tournament was designed to iron out the wrinkles in the system so that when they run larger ones for paying customers it all goes smoothly. As such it was a success, but for me personally I can’t say the games were inspiring. I met some great folk, it’s just the rules got in the way of the games being as pleasant as the company. On the first day I slaughtered people whose armies simply could not cope with the slightly broken list I had. On the second day I was obliterated in turn by the majorly broken lists my opponents had. Landslides either way are rarely the best of games. What I really want to play is something with a bit of to and fro, where things might go either way and you feel like your efforts make a real difference. The best game in this respect was the one against the Elf missile line on day 1, where I got enveloped by enemy units, failed to break one of them on the charge and almost got swamped. In the end I wiped him out, but before the end of turn 3 you wouldn’t have guessed that would be the result, and it certainly didn’t feel like it at the time. On day 2 I don’t think any of my actions in any of the games was ever going to win me a game against the weight of the rules.

Having played 6 games this weekend and one last week, I’ll be writing a review of the Kings of War game soon, while it’s still fresh. Look out for that in the next couple of days.

Posted in Events, Tabletop gaming | 4 Comments

Musings on Day 1

Before my immediate thoughts are buried by day 2’s events, I’d just like to jot down a few of them. It was an interesting day and provoked a number of broader points as well as points about the specific rules we were using.

Firstly there’s a whole long discussion on army composition (the antithesis to Elro’s comment on an earlier post). Secondly we could talk about in-game assessment: the ability to understand and dismantle your opponent’s force in real time. For example, I think my army has a very obvious weakness, but nobody has yet exploited it which is why I’ve wiped out my opponent in all 3 games so far for almost no loss. The army isn’t that amazing nor am I that good a player. I don’t deserve to be in top place and I would be amazed if I stayed there. My normal place in a tournament is about a third from the top, which suits me fine. Real tournament players, like Josh who I’m playing first thing today, take it all far more seriously and expect to be much higher. I suspect he will spot the weakness and do me rather more damage than I’ve taken to date, but we shall see.

I had some more thoughts, but they’ve flown for the moment. I’ll come back to them, I’m sure. Not enough sleep as usual, I’m afraid (which is why I can be posting at 1am and back typing before 7am) so feeling a bit fuzzy.

I’ll write a review of the rules after this too, which might be of interest. I’ve not seen many discussions on the net about King’s of War, and it deserves a mention regardless of your eventual verdict.

Anyway, off to battle now. Wish me luck!

Posted in Events, Tabletop gaming | Leave a comment

KOW Tournament – Day 1

It’s been a hectic day at the front, with 3 games played and much happy banter, cursing of luck and other associated gaming nonsense. I’m a bit brain fried to write much sensible for the moment, so I’ll mostly be posting photos today and will comment more after the thing’s over tomorrow. To kick off, the obligatory room full of gamers pushing toys about:

Being a tournament there were a bunch of somewhat “competitive” armies there, and during the Q&As a couple of things were decreed by consensus to be a bit good for their points. Masters of Death (Assassins) were leader of the pack here. No pictures of these dealers of death as they’re too slippery.

There was also an all-werewolf army, which looked great and was fairly good at munching things from what I hear, though I haven’t fought him yet. It’s even more dangerous as the general actually seems to have a vague idea what he’s doing 🙂

The first game of the day was a warm-up and didn’t count. I fought against a large undead army with a mixed force that included something of everything.This is early on where most stuff is still on the table.

The things got a bit messy. The models beyond the last lot of trees at the top aren’t reinforcements – they’re casualties. My undead are fine, but the enemy’s are thinning out.

The second game had a similarly large enemy horde, but this time they were greenskins instead. By this point in the game I’ve piled over the table and am in among the mass of orcs. This was a Pillage scenario (the first one was Kill).

The last scenario was Kill & Pillage, and was fought against yet another different army – Elves. Naughty shooty people, Elves. Got to watch them. A very pretty army though with a  clean and unified paint scheme that I thought looked lovely on the tabletop. Here it is waiting to deploy:

And on the battlefield.

And because it’s so pretty, here is the Elf line from the other side.

This is the height of the main ruck, with one of my units charged by two Elf units, and another fighting three at once. The unfortunates in the centre are now getting the unwelcome attention of the Elf shootiness.

All told, 3 fun and exciting games with some tense moments. The chap who is kindly running all the admin smoothly so we can get on with the killing has put a blog up on the Mantic forums so you can see who’s playing what and what the ranking are. It seems that at the end of the day I’m in first place! That can’t last; not playing Josh and his assassin extravaganza first thing in a speed game (only 30 minutes per side). When I told Alessio that I was fighting Josh in the speed game he laughed for simply ages. He’s played him before…

Posted in Events, Tabletop gaming | Leave a comment

Trying Out Kings of War

Had a go at Kings of War last night. I managed to persuade Bob to give up his evening so I could get at least a vague idea what was going to happen at the weekend. I shouldn’t really say yes to going only 3 days before it starts. I’d say “that’ll teach me”, but I know it won’t…

As you can see the game was all thrown together rather hastily, with several playtest armies being merged to produce a shambolic collection of models for each side, but few things were what they claimed. Liars all. The rulebook suggested playing with little terrain to start with, so I took that to the logical extreme and had none. Get the rules straight first, then worry about trees and stuff. I didn’t even bother getting the table toppers out and the grass mat as I was going for fast and dirty. This is a learning thing, not a pretty one. Speed is of the essence as I have to assemble a correct list and some models to represent it before first light tomorrow. Oops.

Note the chess clock in the background. The arms are Saint Bob’s, measuring out some artillery deviosty.

As an aside, this is a picture of Bob’s naughty Peter Pig dice. More Oink indeed. This roll is slightly atypical for them as they normally have lots more 6s (the only one that isn’t a 5 here is a 6 – it’s the PP logo). Luckly for me they ran out of batteries half way through or half the pips rubbed off. Either way, his luck was distinctly less awesome in the second half.

All in all it was a very useful practice session, and a demonstration of quite how simple the rules are. I think I’ve already got most of them in my head, and even if I haven’t then the rulebook is hardly a massive tome that will take ages to look things up in. Also, if you’ve ever played Warhammer then the similarity of concepts within the armies makes commanding the equivalent one a piece of cake.

Now, I must away to sort out some models.

Posted in Events, Tabletop gaming | 3 Comments

By Invitation Only

Well I’ve decided to go to the Kings of War tournament this weekend. This is despite the fact that I’ve not played it since it was in the original Alpha well over a year ago, and then only once. One or other of my playtest armies is going to have to double as something KOW, though I’m not 100% sure which yet. I am, however, going to have a game tonight to try and get my head round the whole thing again.

Kings of War is a fairly simple game so (re)learning it isn’t a big challenge. However, it’s not one I’d really been drawn to because of its fanatically “i-go-u-go” turn sequence. I generally prefer some permutation of alternative activations, but there is a time and place for every rule. In either case, I managed to acquire myself a copy of the 2nd edition rules which aren’t officially out till the end of the month. I won’t be telling you all the Big Secrets, partly because I don’t want to annoy Ronnie, but mainly because I haven’t got a clue what they are 🙂

Still, it’ll be a learning curve, for sure. I’ve not been to a tournament for many years. They’re not really my thing. This one will hopefuly be a bit more relaxed than most as it’s really a testbed for “proper” tournaments (with serious people) later. We’re using chess clocks for the games, which will be an interesting additional challenge. If you’re anywhere near Maelstrom Games at the weekend why not pop over and cheer on my opponent? It’ll be fun.

I’ll try to remember to take a camera and keep you updated. Mind you, I fully expect to be playing Alessio on the bottom table by the end of Sunday afternoon 🙂

Posted in Events, Tabletop gaming | 19 Comments