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Made in nz
Steady Dwarf Warrior



Near the bottom of the world

G'day,

I'm really interested in KOW as a game over WHFB; a game in which Dwarf warriors and spearelves actually have a combat role is a good one to me.

But one thing I haven't noticed in the v1 rules is a Flee rule. I'm wondering then how light infantry and cavalry deal with heavy foot and knights that are charging them. Do they just die in place, or can they bait and flee?

I'm not that interested in the sort of double-flee shenanigans you see in WHFB, but at the same time I'd like to see the rules replicate the kind of disruption and annoyance that traditional light troops have against heavier troops. They should be able to get quite close without essentially being decisively engaged (i.e. charged) as soon as they get within short range.

Is this changing in v2?
   
Made in gb
Multispectral Nisse




Luton, UK

There are no 'charge responses' in the current edition. If you've put a unit into a vulnerable position where they can get charged by something far more horrible, then that's an issue with what you've done in your own turn.

One of the hallmarks of Kings of War is that players are exclusively in charge of their own turns, so I can't see it changing in the new edition.

“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 nz
Steady Dwarf Warrior



Near the bottom of the world

OK, thanks. I understand that if you screw up the movement of your units then they deserve to die.

But how does the game replicate the actions of skirmishers? If I had some javelin armed peltasts running around in front of a unit of Orcs, how do they fling their spears and run away? I take it they don't get to run, and get murdered in the following turn?

Or something like Mongol horse archers. Do they have to sit off on a flank out of charge arc, or at long range.

Nimble would help, but with only 2 90 degree pivots, light troops don't seem mobile enough to do their job. One thing that Warhammer does is replicate the mobility of these sorts of troops very well.
   
Made in gb
Multispectral Nisse




Luton, UK

It doesn't, really. At least, not well. It's one of the minor problems I've had with it that I'm not sure how to fully resolve whilst keeping the game's basic structure, mechanics and flow intact.


“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
Haughty Harad Serpent Rider





Richmond, VA

Nimble on a 10" move with a 24" bow is fairly badass. Mongol horse archers could literally circle an enemy for an entire game and kill them with archery.

"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in nz
Steady Dwarf Warrior



Near the bottom of the world

Well, I'm in the kickstarter for V2 of the game, so I'll get a chance to learn this for myself soon enough.

Cheers.
   
 
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