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![[Post New]](/s/i/i.gif) 2011/04/19 21:02:27
Subject: How is Kings of War?
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Paingiver
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Liking the look of their skeletons a bit better. Thinking of picking up a set was wodner how the game actually plays rather then using them as GW fantasy models.
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Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
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![[Post New]](/s/i/i.gif) 2011/04/24 13:20:38
Subject: How is Kings of War?
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Pious Warrior Priest
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On first glance, it looks similar to fantasy, but it's actually really different.
It's a game focused heavily on movement and maneuvre. It's really quick to learn with only 12 pages of rules and quick to play because of this too, you hardly ever have to look things up and there aren't any tables or charts to consult either.
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This message was edited 1 time. Last update was at 2011/04/24 13:21:59
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![[Post New]](/s/i/i.gif) 2011/04/24 17:11:26
Subject: How is Kings of War?
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Monstrously Massive Big Mutant
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It's (IMO at least) one of the best fantasy games available. It's a much smoother game than WHFB, no charts and very few gaps in the rules.
It's more abstract than fantasy, this has benefits and disadvantages. Models function as units rather than individual models which is nice as you never end up with odd numbers like 21 elves. Due to being more abstract its much more balanced but there are also less differences between armies.
Magic is much simpler, it acts like a ranged attack with some special features (healing / improving units instead of damage). It is important (especialy to undead) but you can't win with just magic.
Moral and wounds are rolled into one. Units don't take casulties, they are either ok, wavering (can't do anything next turn) or dead.
It is much faster, deployment is quicker and most games take 1-2 hours. It only takes 1 or 2 turns to learn KoW completely so it's worth giving a shot. Especialy as you can use WHFB as most have fan lists. It handles larger games much better as the interactions are simpler and is much smoother than large WHFB games. Best of all it's free so there isn't a reason not to try.
I definately reccomend it, it's much more tactical (similar units mean you can't just rely on having a more powerful unit) and makes a nice quick (sometimes setting up a large fantasy army can be very tiring) alternative to fantasy. It's overtaken WHFB in my gaming group very quickly.
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![[Post New]](/s/i/i.gif) 2011/04/26 20:51:53
Subject: Re:How is Kings of War?
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Fresh-Faced New User
Springfield, MO
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Movement and positioning are definately important in KoW. It is exactly as previously described and the only thing I can add is that I too think it's one of the best I've seen in a long while. You can play a game with a number of units and not take hours to play which is a plus when a skirmish game just won't satify you but you don't have the time for a 2+ hour long battle. Plus the figs aren't bad either.
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Rayne
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