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Made in us
Crazed Spirit of the Defiler





I played my first game of Kings of War a few weeks ago, and my opponent said the charge range is double the movement stat. Is this correct? I couldn't find that in my rule book (just the Gamer's Edition). What page is that on?

Seems like a real fast paced game, as everything ended up in combat, and all but my Giant was left on the table. Strange coming from Warhammer 40k where both sides get to strike in every combat assuming they survive to their Initiative. In KoW it's just the charging unit/counter-charging unit that gets to strike. Does that bother anyone else?
   
Made in us
Mutilatin' Mad Dok





It is a very fast paced game and that is part of its draw, as, once you get good at it, you can potentially get 3 KoW games in in the time it would take to play one WHFB game. To answer your question it is on page 10 and its the 3rd paragraph under Charge!

As to the combat thing, it did at first, but then i realized why. KoW is not about the Combat Phase, its about the Movement Phase. What i mean is, is that positioning is huge in this game, whereas in WHFB it was just kinda...there. Not saying combat isnt big, but most combats arent solved by smashing directly into someones face, unless its to hold them there for a flank charge.

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Made in ca
Grumpy Longbeard





Canada

It does feel odd at first. It works though, the game runs fast enough that you don't need to swing twice a turn to resolve a combat.
Also, your movement options after a fight are such that you petty much have to stay in a fight till it's done, even though it's spread out over multiple turns.

Having one player do everything in one turn is a great feature, finding your opponent, explaining what saves with which modifier (or AP) and aving them resolve combat takes time. This way it plays much faster and the non-active player can check rules, have a look at the next table or go buy a drink (maybe go smoke without stopping the game, but it would have to be quick) while the other player does their thing.

This message was edited 1 time. Last update was at 2016/05/30 14:37:26


 
   
Made in us
Crazed Spirit of the Defiler





Ah ha, yes, good points noble sirs. While movement and positioning are certainly important in 40k (the only other game I know), they are not always the winning factor like shooting or psychic powers or exotic rules interactions tend to be....especially with random charge ranges in that game.

The one player resolving everything in their own turn is very different and definitely speedier. Feels very smooth that way.
   
Made in gb
Painting Within the Lines





Malathrim wrote:
The one player resolving everything in their own turn is very different and definitely speedier. Feels very smooth that way.

It does feel a bit odd until you get used to it. The other reason for having one player only acting in their turn is the chess-clock timed tournament format which mantic favour. It's much harder to run your opponent out of game time when you have nothing to do (and therefore nothing to do slowly) in their turn. I've seen some despicably weaselly examples of deliberately running the game time out at the warhammer GTs over the years (worst of which was a goblin player vs a mate of mine's undead who spent 20 minutes on just the movement phase of his first turn and running the clock out before turn 4 had ended, knowing that slow moving undead only tend to gain their victory points late on).

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Made in gb
Multispectral Nisse




Luton, UK

The way I like to look at it is that warriors all along the line are continuously fighting, but the numbers that fall are relatively low (remember that Kings of War abstracts the unit numbers, your 20 skeletons is probably really about 500 of them).

It's only in your own turn that your unit commanders can get enough of your guys to get together and push into the enemy to cause significant casualties, hopefully causing them to rout (or at least waver, which is where they're just on the cusp of running and the enemy captain can't get his own men to go for that same sort of push).

It makes perfect sense this way.

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Made in nz
Heroic Senior Officer




New Zealand

 Riquende wrote:
The way I like to look at it is that warriors all along the line are continuously fighting, but the numbers that fall are relatively low (remember that Kings of War abstracts the unit numbers, your 20 skeletons is probably really about 500 of them).

It's only in your own turn that your unit commanders can get enough of your guys to get together and push into the enemy to cause significant casualties, hopefully causing them to rout (or at least waver, which is where they're just on the cusp of running and the enemy captain can't get his own men to go for that same sort of push).

It makes perfect sense this way.


In real life (In ancient warfare anyway) they would do pushes and counter pushes. The reason being was fighting was exhausting so after a brief push your men would stand back a bit and get organized (as would the enemy) and they would push again or brace for the enemy push. This continued until one side routed and they where usually chased for a short distance until the attacker regrouped again.

Im pretty sure anyway but I haven't really looked at ancient warfare in a long time.

In KOW each turn could be likened to a push and counter push until one side finally breaks. In between these pushes is when taunting likely happened or religious cursing and so on before they went in again.
   
Made in us
Posts with Authority






 Swastakowey wrote:
 Riquende wrote:
The way I like to look at it is that warriors all along the line are continuously fighting, but the numbers that fall are relatively low (remember that Kings of War abstracts the unit numbers, your 20 skeletons is probably really about 500 of them).

It's only in your own turn that your unit commanders can get enough of your guys to get together and push into the enemy to cause significant casualties, hopefully causing them to rout (or at least waver, which is where they're just on the cusp of running and the enemy captain can't get his own men to go for that same sort of push).

It makes perfect sense this way.


In real life (In ancient warfare anyway) they would do pushes and counter pushes. The reason being was fighting was exhausting so after a brief push your men would stand back a bit and get organized (as would the enemy) and they would push again or brace for the enemy push. This continued until one side routed and they where usually chased for a short distance until the attacker regrouped again.

Im pretty sure anyway but I haven't really looked at ancient warfare in a long time.

In KOW each turn could be likened to a push and counter push until one side finally breaks. In between these pushes is when taunting likely happened or religious cursing and so on before they went in again.
Your mother was a hamster, and your father smelt of elderberries!

In regards to the original question -

Page 55 in the full rules book
Charge!
A charge is the only way your units can move into contact with the enemy. A unit can charge a single enemy unit (‘the target’) as long as the following conditions are met:
• the target is at least partially in your unit’s front arc;
• the unit can see the target;
• the distance between your unit’s Leader point and the closest point of the target unit’s base is equal to or less than double your unit’s Speed;
• there is enough space for your unit to physically move into contact with the target.



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.
 
   
 
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