Friday, November 20, 2015

Kings of War: Rules (Part 1)

My Kings of War Rulebook arrived a few weeks ago, but other than a quick read through to try and grasp the most basic understanding of the game, I haven't spent that much time with the rules. With end of the 2015 tournament season (except for Masters in February) and the 2016 tournament season moving towards Kings of War, now is the time to delve into the game and gain a more thorough understanding of the game's nuances. With that, I figured we could learn the rules together over the course of several posts. Thus, I present to you the rules to Kings of War.

Unit Rules
The unit rules for Kings of War are pretty awesome as they set a standard size unit for each type of unit: Infantry, Cavalry, Large Infantry, Large Cavalry, War Engines, Monsters, and Heroes. Each unit comes in a set size (either Troop, Regiment, Horde, or Legion) based on unit type. For example, all troop sized units of infantry consist of 10 models, arranged five models wide in two ranks while a regiment sized unit of infantry consists of 20 models, arranged five models wide in four ranks. Units come in these set sizes so that there are no odd frontages (like 6 or 7 models wide) or weird model counts (like 18 models in a unit). 

I like this set up of units because it allows a player to create great display bases for their units with really creative unit fillers. It also allows a player to not have to individually base all their models as models are not removed during the course of the game. Rather, the game is played in terms of units. This also helps in army selection (described later in the book) as units always cost a set number of points rather than models costing points which then have to be put into units based on the game size. 

Normally in Kings of War, units have four facings: front, read, left flank, and right flank. Each facing comprises an arc determined by drawing a 45* angle from each corner of the unit. Also in each unit there is a UNIT LEADER POINT. The UNIT LEADER POINT is the position in the exact center of of the unit's front edge base and all measurements or check for lines of sight are drawn from this point. 

Line of Sight
Units can only see other units that are within their front arc. To determine if a unit can see another unit, the player draws an imaginary straight line from the UNIT'S LEADER POINT to any point of the other unit's base. If that line does not cross over any other unit's base or a piece of terrain, then the chosen unit has line of sight to the other unit. However, if that imaginary line crosses another unit or piece of terrain, line of sight is BLOCKED, unless either the chosen unit or the target unit are taller than the intervening unit or piece of terrain. To help determine visibility, each type of unit (infantry, cavalry, etc. has a set height number). For example, infantry are a height of 1 while monsters are a height of 4. So a monster could see over all other units and be seen by other units but infantry would not be able to see over the monster to another unit if the monster was in the way.

It is important to remember in drawing your imaginary line that it can be any line from the UNIT LEADER POINT to any point of the target unit's base. It does not need to be the shortest distance. This allows units to see other units if there is only partially intervening terrain, etc.

Measuring Distances
Distances in Kings of War are measured in inches. Distance between units and targets can be measured at any time during the game and the distance between two units is the distance between the two nearest points of the unit's bases.

In order to keep units separated from one another all units must be kept 1" from enemy units except when units are in combat. Further, friendly units should also be kept slightly apart from one another and not in base contact so that there is no confusion between units.

Unit STATS
Each unit in Kings of War has a series of statistics that determines how powerful the unit is during the game. The various unit statistics are: Unit Type; Unit Size; Speed (Sp); Melee (Me); Ranged (Ra); Defense (De); Attacks (Att); Nerve (Ne); Points (Pts); and Special.
  • Unit Type refers to the type of unit either infantry, cavalry, etc. 
  • Unit Size refers to the size of the unit either Troop, Regiment, Horde, etc. Speed refers to how fast the unit moves in a turn in inches. 
  • Melee refers to the number needed to be rolled on a d6 for the unit to hit in melee, while Ranged refers to the number that must be rolled for a unit to hit with ranged attacks. For example, if a units Me or Ra is 5+ then a player must roll a 5+ on a d6 for the unit to hit.
  • Defense refers to the number needed to be rolled to damage a unit so the lower the number the easier the unit is to be wounded by an attack, while the higher the number the harder it is to be wounded by an attack. 
  • Attacks are the number of attack dice that are rolled for a particular attack (either ranged or melee). Obviously, the higher the number of attacks and the lower the number on the Me or Ra stat, the better the unit is at causing damage to other units.
  • Nerve is the number that determines when a unit runs away and is removed off the battlefield from taking damage. The higher the number, the more damage the unit can take before it flees and is considered dead.
  • Points determine how much the unit costs during army composition and how many points the unit is worth when destroyed. 
  • Special lists any special equipment or rules that the unit has. 
A typical example unit looks something like this:
Kindred Archers                                 Infantry
Unit Size            Sp  Me  Ra  De  Att    Ne    Pts
Troops (10)        6    5+   4+  4+   8   10/12  115
Regiment (20)    6    5+   4+  4+  10  14/16  150
Horde (40)         6    5+   4+  4+   20  21/23  250
Terrain Rules
There are four types of terrain in Kings of War: Blocking Terrain, Difficult Terrain, Obstacles, and Decorative Terrain. Blocking Terrain prevents units from moving across it in any manner except for pivoting during the movement phase. Difficult Terrain prevents units that are moving "At the Double" from moving through the terrain as though it was Blocking Terrain. Obstacles likewise prevent units moving "At the Double" from moving through the terrain as though it was Blocking Terrain. Obstacles also provide certain cover bonuses against shooting attacks. Decorative Terrain is just terrain that makes the battlefield look nice while you are playing and units can move freely over Decorative Terrain and can even end its turn on top of the terrain.

Terrain pieces have various heights similar to units. Just like a unit, if an intervening piece of terrain has a higher height than the other units, the terrain would block line of sight. However, Obstacles always have a height of 1 for determining cover, but never block line of sight to other units. Further, if any part of a unit is inside a piece of Difficult Terrain, then that terrain piece does not block line of sight to that unit.

That last interesting terrain piece are Hills. While standing on a Hill, a unit adds the Hill's height to its own to determine whether it can see other units. A unit must have the majority of its base on a hill in order to be standing on it.

Turn Order
Just like most other wargames, Kings of War is played in alternating turns between players. First, one player takes his entire turn. Then, when that player is finished, the other player takes his entire turn.

In Kings of War a turn consists of 3 phases: the movement phase, the shooting phase, and the melee phase. Each phase will be examined in more detail in a separate post so that we can really go into the nuances of the actual game play of Kings of War. Until next time, spend some time working on your new bases. I know I will.

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