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Made in us
Mutilatin' Mad Dok





As a guy who typically plays Nightstalkers or Undead going to KoM is...weird. There is almost no Fearless units and the Nerve seems low to me. On the other hand they are fairly quick and hit reasonably well. I got to play them at Gen Con and, while i lost, i know where it happened (my Spear Horde blew up and i couldnt manage to break two of my opponents units, so it was mostly Dice rolls, though i could have been a bit more aggressive).

So really what im asking here is, compared to armies such as Undead and Nightstalkers, who are typically either dirt cheap (so i dont care if they die) or durable as hell (either in actual Def or in Nerve) how does one take the most advantage of the koM's strengths? Also what are they cuz im not really sure

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Made in fr
Regular Dakkanaut




The Kingdoms of Man list can be build in a lots of different ways, and it's supposed to have a little of everything, so it's hard to present a specific list of strong points.

However by being average cmpared to some other armies, you can find that you still have very cheap units so you can almost compete in numbers with gobs or ratkin, or you can take a more elite approach with knights and foot guard (and berserkers in a way) and while slightly less good that more elite version in some other armies like elves, you will also be cheaper so it will be easier to save a few points to get more units.

Sure one one one your knights will be slightly worse than elven stormwing cavalry, but 90% of the time they will perfectly do the job.

In short, against elite army you should have the advantage in number of units while not being too far quality wise, and against weak horde slike zombies or gobs you should still have decent number and have better quality.

A good human army will have all the tools needed for any situation and be able to adapt.

- melee light cavalry
- ranged light cavalry with nice weapon options
- heavy cavalry
- cheap mounted heroes
- decent pegasus hero
- flying monster (general on winged beast), not scarry like a dragon, but decently priced and can usually do a fine job
- all kinds of normal ranged attacks and decent indirect artillery (canons are a bit meh compared to artillery, but can be good in some meta with a lot of def 6+)
- very cheap unit if you just want numbers (militia mob)
- cheap unit with CS(1) (polearms)
- decent if not great elite infantry (foot guard, pike blocks ...)
- nice glass hammer infantry (berserkers)
etc ...

Also due to being average in price too, some of those units make a very nice base for some artefacts, the brew of strength for exemple can be very cost effective on many of our infantry hordes, you can have for exemple a foot guard with both def 5+ and CS(1), or CS(2) with great weapons, gicing you an unit that starts to really be scarry while still not too expensive.
   
Made in us
Mutilatin' Mad Dok





Huh, neat. I never actually noticed that pricing thing before, but i usually play Dwarves so i almost always outnumber them anyway.

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
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Made in ca
Infiltrating Moblot







Heavy Pikes.

Heavy Pikes

Heavy Pikes

Mounted Guards.

Three legions of Heavy Pikes will take forever to grind down and are fearsome on the counter charge as well with 30 4+ attacks. Insert flanking units and Arquebusiers/Flying Heroes etc. to taste.

-1 to Hit in the front, no Thunderous Charge to the front and they're Elite as well (so re-roll 1's to hit). Probably one of the best Legion centre holding units in the game. Each Legion is incredibly difficult to remove in less than 3 turns.

This message was edited 1 time. Last update was at 2016/11/28 14:15:36


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Made in fr
Regular Dakkanaut




That's also a lots of points put into them, and if charged on the flank or rear you lose the effect of both Phalanx and Ensnare, so you have to make sure that the rest of your army is up to the task of covering your legions.

   
Made in ca
Infiltrating Moblot







jtrowell wrote:
That's also a lots of points put into them, and if charged on the flank or rear you lose the effect of both Phalanx and Ensnare, so you have to make sure that the rest of your army is up to the task of covering your legions.



Considering how cheap everything is in KoM... those units are extremely affordable. 810pts for the probability of only being destroying on turn 5 or 6 at best is a bargain in KoW.

Foot Guard and Mtd Sergeant flankers plus a large flying hero will keep your flanks fine and deal with enemy fast movers, as will Arquebusiers and Wizards for larger things (Lightning over the units at larger Cav sized targets and monsters).

This is a solid KoM list that will likely be the next thing I work on for KoW.
[Thumb - Screen Shot 2016-11-28 at 11.55.00 AM.png]
KoM 2000pts

This message was edited 1 time. Last update was at 2016/11/28 16:58:07


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Made in us
Powerful Spawning Champion





There is not this idea.

Has anyone had much luck with berserkers? They just seem to fragile to me most of the time. Yeah, they can hit hard, but getting them there... I never seem to manage it.
   
Made in us
Mutilatin' Mad Dok





Well a Regiment isnt too pricey, so i could see them being used as a sort of Distraction Carnifex.

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in fr
Regular Dakkanaut




Usually with def 3+ glass canons, you want to use them as reserve.

Classic is deploying them behin other units, so the ennemy has no line of sight on them, so even spells cannot target them.

Later during the game you usually end in one of the following situations :
- your creen is badly damaged but not dead yet, or you are closing in melee range and the screen is not optimal (maybe it was something cheap like a militia troop ?) , then you move the berserkers at the double across the screening unit (remember that you can do that when not charging), now they are exposed, but hopefully it will be only for one turn and they are now in position to charge (and as a bonus your screen unit is now hidden or at least in cover behing the berserkers)

- your screening unit is routed, then you can simply charge the berserkers in the hole that this left in your battlle line, usually avenging the death of the screen.

This general tactic works with all glass canon berserker-type units, but it can alos be very useful for other units with a lot of offensive power compared to their defense, especially thing like large infantry, or infantry hordes with greath weapons for exemple.

Himagine something like a militia horde with behing it a polearm horde. That's a lot of nerve, the militia can soak the ranged damage for minimum cost, and they might even survive until melee to deliver some damage, and once they die, your polearms are ready to charge in melee fresh as new.

This kind of multiple wave tactics can be very effective against gunline if well done, as it force most if not all of their initial firepower on your cheapest units, so that when you reach melee most of your points are still alive and ready to fight, and rgunlines usually tends to be lacking in melee so they need a large advantage during their first and second turns else they won't be able to compete during the second half of the game.
   
Made in nl
Zealous Knight







They're also pretty good at defending against big flying gribblies - either the big nasty charges the berserkers and the rest of your army gets time to respond (and he gets to chomp down on something not remotely worth his time/points, a common issue with those De6+ flyers) or he gets charged by the 'serkers next turn - which at loads of attacks and several points of CS will be an actual, serious threat.
The threat alone might keep the big bad nasty away from vulnerable flanks (and certainly rears!).
   
 
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