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Made in gb
Deacon



Leeds, UK

Right then,

I been browsing everything realted to Mantic over the last week or so since I have become very disillusioned with GW lately and have fallen in love with Mantic's Scuplts for the Orcs so downloaded everything I could from the website (rules, rosters ect) and given everything a browse over and come up with this based on what I like the look of and a very shakey grasp on the rules.

I'm not asking how well it will do, I like to learn from experience and play with what I like the look/sound of but rather is it legal?

Krudger – 135
Goblin Zappy Sneak

Wip the Half-Cast - 120

Flagger – 30

Flagger – 30

Ax Horde (30)- 175
Musician, Banner

Ax Horde (30)- 175
Musician, Banner

Greatax Regiment (20) – 135
Musician, Banner, Blade of Slashing

Gore Rider Regiment (10) – 175
Musician, Banner

Gore Rider Regiment (10) – 175
Musician, Banner

Orclings Regiment (6) – 135
Musician, Banner

Sniff Half Regiment (10) – 105
Musician, Fire Oil

Sniff Half Regiment (10) – 100
Musician

1490 Points

Thanks for reading and taking time to help a new player

This message was edited 1 time. Last update was at 2013/02/22 16:44:26


   
Made in gb
Sniping Hexa




Luton, UK

It's definitely legal and looks like a decent list.

The only regulation in list building in KoW is that for every 'solid' unit you have (primarily regiments and hordes) you can have 1 war engine and 1 hero/monster. In yours you have 6 solid units and 4 heros, so that's fine.

“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.” 
   
Made in gb
Deacon



Leeds, UK

Thats the part I can get my head around is it 1 Hero AND 1 Warmachine per "solid" unit or is it 1 Hero OR Warmachine per "Solid" unit

   
Made in gb
Sniping Hexa




Luton, UK

Definitely 'AND'.

Although I'm not sure Orcs have much in the way of war machines so in your case it may not matter...

“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.” 
   
Made in us
Posts with Authority






I might suggest getting your second Sniffs unit a Piercing Arrow - it gives some chance of penetrating stone walls in sieges. (Sieges are kind of the weak point of the rules....)

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in gb
Deacon



Leeds, UK

Cheers for your help guys, where are these sige rules?

   
Made in us
Posts with Authority






They are in the hardcover rules. They will eventually be available for free download as well - Mantic is swamped right now, for some reason.... (Two successful Kickstarters, another in the offing. And all the stuff that they still need to make to cover the Kickstarters that they have already finished....)

A warning - the siege and campaign rules are not as well thought out as the rest of the book - there are entire armies that have no chance of bringing down castle walls, and the Undead can do so in melee but not with their catapults... Wights can tear through stone.... Jake Thornton did the rules, but I was disappointed. I am not sure that he did any lengthy playtest.

The excellent first issue of Ironwatch fixes many of those problems.

Essentially, you need to have Piercing or Crushing Blow high enough that you can overcome the high Defense of the walls: Defense of 8 for wooden palisades, 10 for stone walls. Since most war machines only have a 3 Piercing....

A wall also gets a Nerve rating - again, fairly high - which means that that Arrow of Piercing actually isn't going to do much. (I was misremembering the rules.)

The Dwarfs (both kinds) and the Kingdoms of Men have an easier time with the walls - cannons have both a 4 Piercing and D6 Blast....

With Ironwatch the Siege rules became something useful. Siege Ammo has Piercing 4 D6+1 Blast - only a very slight improvement for Men and Dwarfs, but a world of difference for everyone else..

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

Hey,

as an Orc player I can definitely say it's not worth taking Orclings in a big unit, their Defense is too low and so is their Nerve. However, taking several individual bases of Orclings gives you two distinct advantages - a) deploy them first, making your opponent deploy most of his army while you are deploying individual 25 point units, and b) lots of units for your enemy to charge/shoot at! Since a unit can only charge one unit per turn, swamp your enemy with multiple small units! Who's he charging, who's he shooting, so many threats and so many of them could be flank charges -- those small bases of Orclings can get inbetween everything and start flank and rear charging.

Sniffs are also great and I would take 4 of the smallest units (I routinely take five tiny units) as they serve as a great screen for the rest of your army. Vanguard puts 'em 12" forward before turn 1 so on you go first, shoot; if you go second, charge! They are still CS1 despite being weaker.

Also, upgrade your Krudger to be a Krudger on Gore so he can hang out with your Gore Riders. The Flaggers can be Inspiring to your normal Orcs, but if your Gore Riders make a sweeping advance or function as a flanking unit, you want that Krudger on Gore to not only help cause a ruckus but be Inspiring to those Gore Riders. I'd also ditch the Sneak and give him a +1 Attack magic item - 6 attacks at CS2 with Me 3+!

This message was edited 1 time. Last update was at 2013/03/01 05:06:52


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Made in gb
Deacon



Leeds, UK

Unfortunately this is going to have to be placed on hold until I can kindly(or unkindly) pursuade someone else to play KoW as I'm in the sticks as it is and everyone plays either GW or Malifaux...just not enough interest in KoW even with free access to rules

   
 
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