Thursday, 16 March 2017

KOW: City Fighting One

Recently there was quite a discussion about the pro's and con's of fighting battles set in a city environment on the Kings of War Fanatics Facebook page. So I thought I have a load of buildings how would it look and what rules alterations would there have to be to play in a city landscape.


Initially I didn't want to have too many buildings which might block the movement of units or at least restrict their options.


I think that hordes should not be allowed within the city, troops however could be allowed to move up into ruined buildings as long as they had enough move. I thought they might be able to climb through windows and doors to allow fairly easy access. Mounted troops and large infantry or large cav cannot enter buildings at all, neither can flying troops. Regiments could enter buildings as long as there was a door for easy entrance. I decided there should be no restrictions upon infantry characters/heroes, but mounted should be treated the same as units.


I felt that the trees and patches of rubble should be treated as decorative terrain, so as not to restrict movement.




In total I used 14 buildings, 2 towers and a keep to represent the city area.





I did take a load of pictures with an army moving through the city, but there were so many pictures that I thought I would split them into two posts. After that I will put two armies onto the board and try a game, commenting on whether it works or not.  


So do you think it needs more buildings?





Tuesday, 14 March 2017

Five Parsecs: Doctor Mollusc and the Fardle Fanatics



For some time now I have been thinking of getting back into playing Five Parsecs and last week I did just that.  In order to kick start my interest I have decided I need a big bold new Arch Enemy to give flavour to the games. Hence the leader of the Fanatical Fardle Fanatics, Doctor Neand Mollusc. A larger than life, and just about anyone else, character.








I have to admit that I cannot claim responsibility for the inception of Dr Mollusc, no, my son came up with the character some 16 years ago when he was a nipper. But the idea of the good Doctor has stayed with me for all that time. along with a few other characters which will be making an appearence in the future.



Dr Neand Mollusc
and the Fardle Fanatics



Character

Equipment
Talents
Draw
backs
Quater
master
Doctor Mollusc
Rattle Gun,
Powered Suit,
Alien traits: Brutal, Shocking Appearance
Poor motivation
Armoury
Shell Gun
Fanatic Boss
Auto Rifle

True Believer
Over Eager
Disposables
2 demolition charges
Fanatics
Hand Gun
True Believer


Arco
Fanatic
Hand Gun
True Believer Brutal





Sunday, 12 March 2017

KOW: Elves V Ratkin 2000 Points


On Thursday I travelled over to North Leeds to play my friend Mick at Kings of War. We played the Dominate scenario 2000 points a piece.

Deployment


My Elf army, which I actually refer to as High Elves, lag over from WFB.


Mick's Ratkin, with a few changes. He has nearly completed basing up all his Skaven models for KOW. He had just based some Hackpaws and some Scurriers which he put over on the left flank.



I saw an opportunity to exploit the left flank so plonked my Lord on Dragon, Drakon Rider Horde and Stormwind Cavalry on that side so I could swing towards the centre of the battlefield and gain a flank.



Mick had concentrated more of his troops on the right. All I wanted to do here was to hold them up while the stronger left wheeled round and the shooty centre routed units, hopefully.




On the left a combination of bow fire on the Horde of Ratkin Brutes and the subsequent charge from the Drakon Riders routed them. The Hackpaws and the Scurriers were swept away. Dragon breath and Stormwind Cav did that.


However the Drakons are now exposed, didn't see the Shock Troop Horde hoving into sight!


The Stormwind Cav on the right suffered wavering and wounds aplenty from Ratkin weapon teams, they are very nasty.


This is the point where Slaves take out the Stormwind Cav and the Shock Horde with aid from the Demonspawn remove my Drakon's, pitty.





Despite 10 wounds I fail to rout the Death Engine, rolled 5 on the Nerve roll!


The Mutant RF and the Death Engine did a massive amount of damage to the Stormwind Cav, but had they been held back too long to effect the overall game?


Mick's Slaves take the centre of the field and the lead.



Through a combination of shooting I manage to waver both the Demonspawn and the Shock Horde. That gives me time to organise my attack with the Stormwind Cav and the Dragon Lord.


The Mutant Rat Fiend devoured the Bolt thrower with relish.


However in the dieing moments the Shock Horde was routed, the Mutant RF was fireballed to death by one wizard, while the other did the same to the Slave regiment. My horde of Archers sped forward and claimed the central "dominate" marker in the centre. 

With little left on the board Mick decided the game must came to an end and the Elves claimed a victory. A thoroughly enjoyable game yet again with some interesting tactical problems.
Mick is still getting used to the way KOW works, but every game is getting more and more fun to play. 
Cheers Mick :-)

Friday, 10 March 2017

Walking Dead: Barricades

As I was making the objectives I was making the barricades as well. These are all made from the card bases from the actual game with bits of left over tat added to them to create the 3D barricade. I have an ice cream carton full of half used bits of matchstick and lollypop sticks with a few stones and some old plastic beads.











I made eight, should be enough for most of our purposes for walking dead, but I recon they could well be used in other games as well.