Showing posts with label Kings of War. Show all posts
Showing posts with label Kings of War. Show all posts

Sunday, 16 August 2026

Kings of War Undead vs Kingdoms of Men

My son and I managed a game the other day, 1000pts of his Undead vs 1000pts of my Kingdom of Karpath.
An opportunity for him to try out his new big nasty, and for both of us to see if we could still remember how to play. 

We played using 3rd edition; neither of us have yet tried 4th edition, although I do have the new rules. 
Partly because it's been a long time since we played, we were rather slow and had to stop after five turns.  We played the Kill Scenario.

Here's the photos I took, plus a very brief account of the game. 
And apologies to my Alt Text reading fans, there isn't much for you this time.

Set Up
The field of battle with the armies poised for action

The Armies
The human army consisted of a regiment of Bowmen, two Spear Phalanxes, a regiment of Knights (borrowed from my Empire army to make up the points) and a troop of Mounted Scouts. They were led by General Anichka, accompanied by Artem and the wizard Mayster

The Kingdom of Karpath

The Undead included a regiment of Ghouls, a regiment of Revenants, a Goreblight (a lovely Reaper Bones undead giant), a regiment of Skeletons with spears, a regiment of Mummies and a troop of Wraiths. They were led by a trio of necromancers.

Most of the Undead force ...

...plus the Mummies (a troop of Wraiths lurk off to the right)

Turn One
I moved first, though I kept most of my troops back, merely dressing the line somewhat as I tried to anticipate where the biggest threat would come from. The exception was the Scouts who set off on one of the flanking moves that I think are really clever tactics, despite all previous evidence to the contrary.
The enemy was too far away for any missile or magic use.

End of KoM Turn 1

The undead shambled forward, the exception being the Ghouls who swung round to meet the threat of the Scouts.
The Necromancers all used their magic to move certain units forward.

End of Undead Turn 1

Turn Two
The knights charged the Revenants, arrogantly expecting to wipe them out. Unfortunately they failed to do so, and this melee would drag on.
The Knights charge the Revenants, expecting an easy victory

Mayster responded to the advancing enemy by conjuring a wind to blast the undead spears backwards. 
I think I found this funnier than my opponent did. This is a sample of my rolling for Wind Blast.
Needing a 4+

End of KoM Turn 2

Fortunately for the Knights, the Revenants were unable to damage them (for two turns they were unable to crack that 5+ Defence). Meanwhile, the Goreblight circled round to their rear and the rest of the Undead force advanced, in some cases assisted by the Necromancers.
End of Undead Turn 2

Turn Three
The mounted scouts continue their ride, always managing to stay out of danger from the ghouls, who kept turning to try and keep them in sight, but never getting the chance to shoot at them. 
The Knights continue their combat with the Revenants, slowly whittling them down and eyeing the advancing Goreblight.
At the other end of the field, Mayster once again pushes the Skeleton Spears back, while the Bowmen discover that the Mummies are tough.


End of KoM Turn 3

The Undead continue their slow advance, the Wraiths flying dangerously close to the Bowmen. 
The Goreblight proves deaf to the entreaties of two of the Necromancers as they urge it to smash the Knights while they are trapped in melee (two Surge spells provided about 2" on top of it's normal move. I was delighted).
Adding to the Undead woe, the Revenants once more failed to damage the Knights.

End of Undead Turn 3

Turn Four
As the undead continue their slow advance, the bowmen try to pick off the Wraiths. Alas their targets are too tough, and very little damage is inflicted.
Mayster casts a Fireball at the undead spears, which proves much more effective (needed a double six on the Nerve test).
The Nerve Test

A Spear Phalanx (I must come up with names to differentiate between the two) charges the Mummies, but they are tough opponents and take little damage. The Bowmen frantically loose at the Wraiths, but most of their arrows pass straight through.
Having (hopefully) distracted the Undead for long enough, and no doubt leaving the poor Ghouls quite dizzy, the Scouts gallop off to the other side of the field to lend their doubtful help there.
The knights finally finish off the Revenants and turn to face the approaching Goreblight. They'd already felt it's presence sapping their strength. 

End of KoM Turn 4

The Goreblight finally charges the Knights, while the Ghouls turn to face the tasty humans in their metal cans. The Knights take a beating, but it takes more than that to break Karpath's finest (they benefited from their Indomitable Will).
On the far side of the field, the Wraiths charge the Bowmen, who, surprisingly, manage to hold.

End of Undead Turn 4

Turn Five
The Knights try to take down the Goreblight, but without the benefit of their lances, it's very slow going, and those Ghouls are lurking behind them.
Both the Spear Phalanx and the Bowmen continue to fight their opponents, but do little damage to the Undead.
End of KoM Turn 5

The combined might of the Goreblight and the ghouls finishes off the knights, allowing that flank of the Undead army to face the fighting on the far flank.
Over there the Wraiths quickly finished off the Bowmen, leaving the Foot Guard poised to charge them. The Spear Phalanx held out against the Mummies, but only under the stern gaze of General Anushka (Inspiring reroll requiring a double one).

End of Undead Turn 5 and end of battle

At this point we called the game. Technically it was currently a draw, if slightly in the undead favour, but I think the final turn(s) would have swung it to an Undead victory. The Ghouls and Goreblight wouldn't have made it over to the rest of the fighting, but with the Knights gone, I'd have been struggling against Mummies and Wraiths.

Final Thoughts
It's nearly a year since I played Kings of War, and I'd forgotten how much fun it can be.  We both thought of moves that we might have done differently, although luck seemed to play a big part in the game.
Once again I got stuck in combats that I thought I'd win first turn, I obviously need to readjust my expectations.  
We hope to get a few more games in soon.

What's Next?
Well I've got plenty to paint already, including more of those Wildspire Miniatures and some Undead of my own for the Dark Shadows campaign.
That said, I might take advantage of the Season of Scenery challenge to sort out a set of 28 mm Kings of War terrain, rather like the 15 mm set I did back in 2019.

And it would be nice to have a regiment of Knights that fit in with the rest of my Karpath army.

And a little Carrion Beast tells me that Bodvoc is getting interested in a new Kings of War army, for which he'll no doubt want an opponent.

Saturday, 27 September 2025

Kings of War; Orcs and Undead Clash

I had a quick game of Kings of War with my son recently, my orcs vs his undead. As it was some time since either of us had played, we went for a small 500 point battle (Ambush in the current parlance). The aim was simple,  eradicate the enemy. 

Undead army, revenants are better equipped and armoured skeletons, the necromancers are rather nice Reaper Bones wizards, the skeletal spears are, well, skeletons with spears, and the wraiths are translucent green Reaper minis
The Undead, revenants, a couple of necromancers, skeleton spears and a troop of wraiths

Gore riders, orcs on boars, on the other side of the wood are two units of orcs with axe and shield with a hero between them
The Orcs, gore riders, two regiments of ax and a krusher

Opening Moves
One regiment of ax rush straight forward, keen to get to grips with the enemy, the other regiment is slowed somewhat to avoid the wood. On the flank, the gore riders carefully manoeuvre through the village.
The undead advance with the revenants taking the lead while the wraiths approach the village. At the (s)urging of their masters, the revenants and wraiths move further forward.
Wood and village frame the skeletons and revenants with necromancers behind them, orc ax regiments advance towards them. cavalry and wraiths dance around the village
Orcs and Undead advance

The first orc ax regiment charges the revenants, but fails to break them.  The other ax regiment moves up and the riders continue picking their way through the village.
The skeletal spears take the opportunity to charge the orc flank. Between them, the two undead units cause some casualties, orcish armour (and stubbornness) isn't up to the task and the first unit is destroyed. The wraiths move towards the rear of the riders and both necromancers use their magic to repair some of the damage done to the revenants.

The armies clash


The first melee

undead spears (left) and revenants (centre) melee with the first ax orcs.  Pesky necromancers bolster the undead
From the undead lines

Middle Phase 
With the first unit of ax destroyed,  the second steps up. They charged the spears,  but didn't do much damage. Meanwhile,  the gore riders round the cottage,  sure they saw something green and glowing. 
The revenants take advantage of the exposed flank, and between them,  the undead repeat their earlier performance against the orcs.

one unit of ax left as the riders try to round the village and the wraiths lurk nearby
The undead start to thin out the orcs, where's that krusher off to?

The krusher advances towards the necromancers, eager to try his ax on them, and the gore riders continue their ride, hoping to cause havoc in the undead rear, but the wraiths are surged into their flank, fortunately causing only slight damage. 

wraiths flank charge the gores, but are wiped out in the following melee
With the orc infantry wiped out, all the action is behind the undead lines

End Phase
The gores turn to face the wraiths and contemptuously disperse them, then turn to face the rest of the undead.  The krusher catches one of the necromancers; despite some nasty wounds, the wizard holds.
Gore riders about to charge down onto the undead lines, but with no infantry left can they swing the battle? (clue; no)
Only one orc regiment and the krusher left

The krusher is stuck in melee with the spears, but does little damage.  The gore riders take the opportunity to charge the revenants,  but fail to break them (by one point!).
In response,  the spears skewer the krusher,  but the revenants make little headway against the gore riders. 

And that was it. Fate decreed no more hostilities.
The krusher lies in front of the triumphant spears while the gores crash into the revenants
The end of hostilities

Aftermath
At the finish, one regiment of gore riders remained, facing the revenants, the spears and a necromancer. We both felt that had we played another turn, the gores would have finished off the revenants and turned to face the spears.  Whether the skeletons could have prevailed, we weren't sure.
But that's not what happened, and the undead claimed victory. 

Final Thoughts; Luck and Tactics
This was a great fun game,  reminding us both of why we enjoy Kings of War. 
The game seemed to go very much for the undead in the first few turns, but the orcs,  as they often do, began to turn things around.  Just not enough soon enough. 
My luck was mostly OK, but my son was distinctly luckier.

two 3s out of twelve dice, everything else is a 4+
Revenants need a 4+ to hit
six dice needing a 4+, every single one of them
Just need to Surge 2 inches 

He was also canny enough to face my infantry two on one with flank charges, this pretty much does for a regiment and I was lucky that the first lot of ax survived their first turn of melee. 

I managed to get stuck manoeuvring around terrain, and the flanking manoeuvre, though it seemed like a smart move, was really a waste of time, though I suppose it kept the wraiths busy and eventually did for them. I'd have been better keeping them as either a mobile reserve, or as a first strike unit, as they might have been better able to break individual undead units on first contact.
The krusher was poorly used. Initially I kept him nicely between the infantry units, forgetting that he doesn't have Inspiring. He'd have been better adding his three attacks to the combats, as there were several instances of failing to break the enemy by one or two points.

The necromancers, on the other hand, were played very well, using Surge and Healing to great effect throughout the game.

This gave both of us the impetus to play more games, and also to paint more troops (though I have something a bit different planned for October).
I've certainly got plenty of unpainted Kings of War orcs, and it's about time I rebased my original army to match the newer stuff, plus the odd bit of repairs.

I understand that there's a new edition due in December. The Mantic News page has Alessio Cavatore's blog where he teases some of the changes, I'm excited to see what they've done.

Friday, 16 June 2023

Kings of War Battle - 2000 points League of Rhordia vs The Herd

As I mentioned recently, I've been taking advantage of a short break to sort through various draft blog posts. I posted a 1000 point League vs Herd battle here, this is what I presume was the next battle we played, since it's gone up from 1000 to 2000 points, and is set following a Herd victory.
Unfortunately, I didn't write very much at the time, little more than the introduction and the photos. It might still be of interest, so here it is, and you can check Merlin's report for more details. 

Merlin and I continued our vague storyline of the border conflicts between the League of Rhordia and the Herd.

This time, with me hosting, I wanted a bigger battle and I thought the Herd would be capitalising on its previous victory by invading one of the provinces in the League, thus the Invade scenario provided the basis for the game.

League lands about to be invaded by the Herd 

Some of the Herd Horde 

And the rest of them 










And that's all I wrote at the time.

I see from Merlin's blog that this was a League victory, though only just. Despite managing to do lots of damage to the invading Herd, the League only got one extra Victory Point. I do remember that this was a great fun game, and an opportunity to get my horde of mercenary pike on the table.

Sadly this was the last game we played with our League and Herd armies. We had already begun our Ogres and Goblins, mostly because we knew that the new edition of Kings of War didn't have lists for Herd or League of Rhordia in the main rules, and we wanted armies that we could use straight away.
When we finally got the third edition lists neither of us liked the changes. The Herd's Stampede, one of Bodvoc's favourite units, was, I think, removed (there were issues of balance, the Rules Committee felt is was overpowered and needed adjusting. Rather than rushing through changes, it was removed until further testing could produce a more balanced unit.  I understand that most players now use them as Chariots). The League lost a lot of the Halfling units in preparation for splitting off the Halflings into an army of their own. A few loyalist Halflings remain in the League, but not many. It might be fun to revisit these armies at some point. The latest lists in the Red Book have a few changes from the Green Book, so we might like them better.



Thursday, 15 June 2023

Kings of War Battle - 1000 points - League of Rhordia vs The Herd

As I'm currently taking a short break I've been looking through my blog and I found I've got quite a few unfinished blog posts stuck in 'drafts'. I'll dump some of them, like a birthday post marking eight years, but I think others have some interesting stuff.

Here is a 1000 point, second edition Kings of War battle between my 15mm League of Rhordia and Merlin's Herd. The reference to an ogres vs goblins battle allows me to date it to August 2019. You can read the report of the aforementioned battle here.
I never finished this report, but I think it's worth posting. I'm sure you can work out pretty much what's happening from the photos.


"After the ogres vs goblins battle, Merlin and I had a larger battle to continue our story of the conflict between the Herd and the League.  Again Merlin had come up with a scenario, this time giving me a chance to find and wipe out the Herd Shaman behind all the recent disruption.


The Shaman of the Peaks.

A  battle of 1,000pts per side between The Herd and The League of Rhordia.
          Loosely based on the Dominate scenario, p85.
Note: The Herd has 1,000pts plus a shaman, the League has just 1,000pts.

Game lasts 6 turns, then throw a d6, on a score of 4+ play one last turn.

Ogli Starberry had won the argument with Duke Errington. The League needed to follow-up their recent battle successes against the Herd and pursue them into their homelands. Recent information led the halfling to believe that the Herd were being compelled to attack League homelands by a sinister Shaman known as Oddroc who dwelt somewhere in the heavily wooded foothills of the Aven Peaks. If they struck quickly the league could seek out the foul shaman and wipe him and his followers out once and for all.

Set-up: place 3 objective markers on the battlefield-these represent the possible location of the shamans dwelling. All 3 markers should be placed on the middle line of the table, at least 12” apart. The Beastman player then notes which of the markers represents the shamans hut whilst the League will have to 'search' the markers to find the correct one-this is done simply by moving into within 3” of a marker, throw a d6, on a 5,6 they have found the shamans hut. The third and final marker will be the hut if it has not yet been found. The shaman will be placed in the doorway looking outwards. 

Players then throw a dice, the highest score chooses table edge and places their first unit.
Players then alternate deploying units until both forces are deployed.

Objective:  At the end of the game, players need to add up the points values of any of their units within 12” of the shamans hut. If the shaman has been killed the League may add his point tally to their total. If the difference in scores is more than 10%, then the player with the highest total wins the battle. 
The League can win the whole war if the slay the Oddroc the Shaman as then the Herd forces will fall apart and start bickering amongst themselves as usual.

My League army consisted of;
Duke Errington, Baron on horse (he has been demoted from Duke to Baron since he always loses the halflings under his command.  They are no longer Inspired by him)
Sgt Alefast, Halfling Master Sergeant with a bow
Ogli Starbrow, Halfling Sorcerer with the Zephyr Crown
1 Regiment of Household Knights with the Aegis of the Elohi
1 Regiment of House Guard
1 Regiment of Halfling Knights
1 Regiment of Halfling Spearlings
1 Regiment of Halfling Archers
1 Troop of Halfling Scouts

(Unfortunately I don't know what Merlin fielded and it's too long ago to find out, but it included some Centaurs and the Stampede)

The field of battle

The Herd preparing to defend Oddroc

More Herd, including Merlin's nice new Stampede on the right (nice if you're not in front of it when it charges, as I later found out)

The League prepare to seek and destroy

The two armies about to clash.

The opening moves; the League are cautiously advancing, trying to guess where the shaman will be.

The centaurs spy the halfling Scouts in the wood and charge in, wiping them out completely

The knights take the bait and charge the Stampede, but can't damage them enough to slow them down, due partly to facing them on the edge of the woods.  Likewise the House Guard are hindered against the centaurs

The Stampede crashes into the flank of the House Guard, leaving nothing but trampled mud and bodies, then they turn.

Sgt Alefast and the halfling knights charge in and the halfling spearlings face the centaurs.



The victorious Herd celebrate.  

Only Duke Errington and the Halfling Archers survived to bring the sorry tale back to the League.  Doubtless they had different versions of events; the Duke told how he bravely rode into enemy territory to try and seek out the shaman, only to be let down by the *ehem* 'short'comings of some of his troops.  The archers complained that the Duke treated his army as disposable and took little care about their deployment or tactics.

Merlin played very well, and used the terrain very much to his advantage.  Hindered charges make a big difference to a League army, and Merlin was able to put me in the position of either having to make a Hindered charge, or face a charging enemy.  Of course, the fact that most of the Herd don't suffer hindered charges only made things worse for me.  Well played.  

(We'll be back)"


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