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Made in us
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Working on a Meeting Engagement battle for Kings of War - two armies that meet on the road, spread all to heck and gone along the length.

Worked well for Undead vs. Brotherhood - where both armies had cavalry.

But the question is, how to handle artillery and their limbers?

I am inclined to give artillery a free At The Double in the first turn - letting folks get their cannon off of the road, rather than requiring models for cannon and catapults being drawn by beasts.

Any other ideas?

The Auld Grump - not all battles are planned, sometimes they just happen....

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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Fresh-Faced New User




My initial thought would be, have the warmachines count as cav adding +3 to their movement until they set up. They can't shot the turn they set up, but then they follow all the normal rules for warmachines
   
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Rogue Daemonhunter fueled by Chaos






Toledo, OH

 TheAuldGrump wrote:


I am inclined to give artillery a free At The Double in the first turn - letting folks get their cannon off of the road, rather than requiring models for cannon and catapults being drawn by beasts.


Does the mission involve reserves? If so, does everything come on turn one, or is it diced?

Either way, I think keeping static shooting in reserve hurts it more than any other unit type, so simply allowing war machines to At the Double on the turn they arrive isn't out of line. it's simple and it's consistent with allowing Shambling units to At the Double when Vanguarding.
   
Made in us
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 Polonius wrote:
 TheAuldGrump wrote:


I am inclined to give artillery a free At The Double in the first turn - letting folks get their cannon off of the road, rather than requiring models for cannon and catapults being drawn by beasts.


Does the mission involve reserves? If so, does everything come on turn one, or is it diced?

Either way, I think keeping static shooting in reserve hurts it more than any other unit type, so simply allowing war machines to At the Double on the turn they arrive isn't out of line. it's simple and it's consistent with allowing Shambling units to At the Double when Vanguarding.
The first play through used a list - you can pick what shows up in which turn - up to 40% of your points per turn, and Vanguard units get to set up normally. (It's what Vanguard units are for....)

A bit slow and cumbersome - so we just changed it to 4 units per turn - but we kept the Vanguard units as openers. (I can see fun when dwarfs face an all vanguarding army....) - all war engines are treated as a single 'unit'.

And Heroes are free - they still vave to start from the road, but they do not count as a unit choice.

Still needs work, but it was fun.

I am also working on 'Complication Cards' - cards for things that go wrong (or not wrong) before a battle.

We tried was 'Lost on the Road' which a player plays on an enemy unit. Basically, the unit is then treated as Reserves - showing up on a 4-6 the second turn, 3-6 the third turn, etc... but it can show up from whatever table edge the enemy player chooses. (Great fun when a cavalry unit gets lost, then shows up behind enemy lines.... For what it is worth, that has actually happened, and more than once.)

'Grudge' is played on the opposing army - one Hero or unit is worth double victory points if it is killed... or extra victory points to the enemy if it isn't killed.

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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