06 Jul 2015
I'm Nick, one of the Mantic Rules Committee* for Kings of War.
One of the other members, Matt Gilbert, created a similar, popular thread over on Bugmans Brewery and we were asked if one of us could set up shop over here too
As the resident Ogre player obsessee, I was the natural choice for the Ogre Stronghold
So Kings of War 2nd edition is on its way with free downloads of all the rules and army lists going up on July 10th. Meanwhile you can download the 1st edition rules here, and V2 public beta testing documents here.
KoW and WHFB covered a similar style of game, but there are some key differences:
1) Units pivot rather than wheel. No more measuring how far they're wheeling - if you're allowed to pivot with the move you're making them just pivot them up to 90 degrees. Done.
2) Individual casualties are not removed. Instead units act very much like monsters do in WHFB - they keep going and accumulating wounds until they reach their breaking point. Whenever they take damage, they'll take a Nerve test (similar to a Leadership test in WHFB) to see if they are Steady, Wavered or Rout from the battlefield. In practice this means that you can not only have the "wrong" number of models in the unit (as long as the units movement tray/footprint is correct) but you can also go as far as multibasing and creating whole dioramas out of a unit without worrying about removing individual models. Unit fillers aren't just legal, they're actively encouraged.
3) Heroes don't join units. They act as units in their own right. This doesn't mean they're easy to snipe (they're really not), just that they act as mobile support to your main battle units rather than being stuck within a unit.
4) There's no dedicated Magic phase. Magic supports your army but doesn't break it. Magic lets you cause small amounts of damage, or slightly buff a single unit (giving it +1 when rolling to wound for example), but it does not have the ability to wipe out entire units by itself. Spells are simply ranged attacks used in the shooting phase.
Any questions you have, I'll try and answer as best I can
*The RC is made up of community members who volunteer to work closely with Mantic and their designers on their games. We help out with the design of the game, often writing large chunks of it, as well as collecting and summarising feedback for Mantic to act upon.
One of the other members, Matt Gilbert, created a similar, popular thread over on Bugmans Brewery and we were asked if one of us could set up shop over here too
As the resident Ogre
So Kings of War 2nd edition is on its way with free downloads of all the rules and army lists going up on July 10th. Meanwhile you can download the 1st edition rules here, and V2 public beta testing documents here.
KoW and WHFB covered a similar style of game, but there are some key differences:
1) Units pivot rather than wheel. No more measuring how far they're wheeling - if you're allowed to pivot with the move you're making them just pivot them up to 90 degrees. Done.
2) Individual casualties are not removed. Instead units act very much like monsters do in WHFB - they keep going and accumulating wounds until they reach their breaking point. Whenever they take damage, they'll take a Nerve test (similar to a Leadership test in WHFB) to see if they are Steady, Wavered or Rout from the battlefield. In practice this means that you can not only have the "wrong" number of models in the unit (as long as the units movement tray/footprint is correct) but you can also go as far as multibasing and creating whole dioramas out of a unit without worrying about removing individual models. Unit fillers aren't just legal, they're actively encouraged.
3) Heroes don't join units. They act as units in their own right. This doesn't mean they're easy to snipe (they're really not), just that they act as mobile support to your main battle units rather than being stuck within a unit.
4) There's no dedicated Magic phase. Magic supports your army but doesn't break it. Magic lets you cause small amounts of damage, or slightly buff a single unit (giving it +1 when rolling to wound for example), but it does not have the ability to wipe out entire units by itself. Spells are simply ranged attacks used in the shooting phase.
Any questions you have, I'll try and answer as best I can

*The RC is made up of community members who volunteer to work closely with Mantic and their designers on their games. We help out with the design of the game, often writing large chunks of it, as well as collecting and summarising feedback for Mantic to act upon.
