0% found this document useful (0 votes)
128 views3 pages

Kings of War: Historical Game Rules

The document provides additional ideas and modifications to the rules for the Kings of War historical wargame, including allowing certain units like barbarian warriors and skirmishers to charge through woods at the double, guidelines for shooting and movement in different terrains, and recommendations for using hidden units, reinforcements, and an initiative system to determine turn order each game turn.

Uploaded by

Joshua Reyes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
128 views3 pages

Kings of War: Historical Game Rules

The document provides additional ideas and modifications to the rules for the Kings of War historical wargame, including allowing certain units like barbarian warriors and skirmishers to charge through woods at the double, guidelines for shooting and movement in different terrains, and recommendations for using hidden units, reinforcements, and an initiative system to determine turn order each game turn.

Uploaded by

Joshua Reyes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Kings of War

Historical Supplement Further Ideas on game rules.


David Child-Dennis (2012)
davidchild@[Link]
Movement
I would allow the barbarian warriors (or warbands on foot) and units described as s!ir"ishers to use At the
Double through o#en forest or woodlands. $his was the nor"al environ"ent "ost of the %auls and %er"anic-
%othic #eo#les were raised in. It was not until "uch later in the I"#erial age& after the 'o"an ar"( had absorbed
sufficient barbarian recruits& it allowed the" to overco"e the li"itations of getting cit( dwelling 'o"ans "oving
in forests and woodlands. 'o"an tactics& until at least the )
rd
centur( *D& were based on fighting in close order on
o#en ground& where their co""and and control structures usuall( guaranteed victor(.
+oodland dwellers (%auls& %er"ans& ,uns etc) "a( charge after having co"#leted an *t the Double "ove& but
"ust reduce their *$ value b( half& rounded down. $his #enalt( re#resents the dislocation in co""and and
su##orting fire (bows& slings and throwing s#ears are al"ost useless a"ong trees). 'o"an -egionar( units "a( never
charge in forests or woods& but #rovided the( #ass an( [Link] nerve test& will re"ain in follo!on combat with
the charging unit. *ll units fighting in woods or forests will reduce their *$ factor b( half& rounded down& with the
defender receiving a /1 defense bonus& in accordance with the standard cover rules (#11) $he #ur#ose of these
"odifications is to reduce the level of casualties to so"ething li!e the historical level of fighting in woods and forests.
"errain
$his is b( far one of the "ost difficult as#ects of rule writing and ga"e #la(ing. $errain& "ore than al"ost an( other
ele"ent& #la(ed a "a0or #art in the outco"e of war during this #eriod. $errain "ust alwa(s be obvious as to what it
is and where its boundaries are. 1or woods and forest I alwa(s use a felt or cloth base with "odel trees #laced so the(
can be "oved as [Link]. *n( unit with the rear of its base in contact with the terrain feature I consider to be
concealed at the edge of the terrain feature. *n( unit with at least half of its base within the terrain feature is
co"#letel( concealed within. 2issile fire should onl( be #ossible to those units at the edge of a terrain feature& firing
at targets outside that feature and not concealed within. I reco""end #la(ers consider all woods and forests
bloc!ing terrain for the #ur#oses of ranged fire and visibilit(.
Hills and slopes
$hese can be difficult& if not i"#ossible to describe and build for warga"es use. I have #la(ed for over 30 (ears and
invariabl( find so"e #roble" with the"4 ,owever& there is a #robable solution. 2odern #lastic and "ost lead
historical figures co"e in a constant 20"" or 25"" height scale. $his #rovides us with an e6cellent bench"ar! for
slo#e heights. I reco""end that in order for a slo#e or hill to #resent an obstacle& it "ust be a "ini"u" of 20""
in height. I also reco""end hills are ste##ed 7 not alwa(s an aesthetic solution I agree& in 20"" #latfor"s& la(er
ca!ed so that figure bases can be easil( #laced without ris! of "oving once #laced& or falling into their o##onents
base. ,owever& I would also suggest a set of 5"" thic! la(er ca!e slo#es which& while not being obstacles& do allow
the u#-slo#e unit an advantage.
+hile not included in the current edition of the rules& units fighting fro" u#hill& or u# slo#e did have a significant
advantage. Contrar( to so"e o#inion& "ost infantr( fighting was little "ore than an ar"ed scru". $he intention
1
being to #ush (our o##onent over& de#riving hi" of "ove"ent and usuall( his shield& then wounding hi". 8nits
attac!ing a defending unit on a higher level should receive a -1 defensive to hit #enalt(& 0ust as if their o##onents
were occu#(ing a defensive #osition& as described in the section "ar!ed 2odifiers& (see #age12).
Shoot !#olle$ Fire
*rcher( units were an es#eciall( valuable resource in all ancient ar"ies. $he( were never e6#osed to unnecessar(
loss. *rchers were de#lo(ed close behind the first few ran!s of a for"ation& giving the" a sufficientl( clear field of
fire& while affording the" #rotection without restricting their abilit( to fire. 2assed volle( fire was "ore effective in
that it allowed #lunging fire& increasing casualties at "uch longer range& forcing the target to loo! u#wards& rather
than at their o##onents. 2assed volle( fire was rendered largel( ineffective and should be sub0ected to a /2 additional
to hit #enalt(& against targets in o#en woods (no shooting is allowed in forests or inside buildings) or with substantial
overhead cover& such as covered court(ards. 9la(ers should re"e"ber that an arrow onl( needs to be slightl( slowed
to reduce it fro" being lethal to that of a nuisance. In order to assess whether a shooting target is within a terrain
feature or building& assu"e that once the "a0orit( of the unit base is within the feature& all of the unit is within the
feature.
9la(ers "a( #lace an archer( unit base i""ediatel( behind& and in contact with the rear of the rear-"ost infantr(
(not cavalr() unit base. $he archer( unit "a( onl( engage an ene"( within visibilit( and arc of the co""and figure
of the front infantr( base. :olle( fire will be li"ited to a "ini"u" range of 12 inches and a "a6i"u" range of 23
inches& fro" the front of the archers base. ;nl( one archer( base "a( be included as an integral #art of an infantr(
unit. *ll other stats for the archer( unit are as #er the <hoot rules (#10)
Au%ilia or s&irmish screen units
<!ir"ishing units "a( be de#lo(ed to the front of a for"ed #arent unit. $he onl( e6ce#tion should be 'o"an
*u6ilia o#erating as inde#endent units. 2ost such s!ir"ish lines were de#lo(ed with the intention of disru#ting an
ene"( for"ation while it atte"#ted to close with the "ain bod(. ;nl( troo#s described as s!ir"ishers "a( be used
as s!ir"ish screens. $he( should be #laced no further than one full "ove (even at the double distance) fro" the
front of the first base of the #arent unit. If charged b( an( ene"( unit& other than another s!ir"ish unit& the( 28<$
i""ediatel( withdraw 7 (this is a res#onse "ove& before contact& and out of turn with the ga"e turn c(cle) using the
inter#enetration rule (#=) to end behind the last base of the #arent unit&. $he "ove"ent distance is alwa(s calculated
fro" the s!ir"ish unit to the front ran! of the #arent unit& regardless of the actual distance to the rear of the #arent
unit. * retiring s!ir"ish unit "a( onl( "ove to the rear of the #arent unit& it "a( not engage in ranged fire or
"elee. It "a( do nothing else in the ne6t ga"e turn but regrou#4 It "a( not "ove. $he charging unit is dee"ed not
to have "ade contact with the s!ir"ish unit& before it withdraws. 9arent units "a( not shoot through s!ir"ish units4
<!ir"ish units en0o( the sa"e "ove"ent advantages through woods or forests as barbarian warbands and "a( charge
within& or through& such obstacles.
Hiding or concealing units
$his can certainl( add a great deal of uncertaint( and fun to ga"ing& but it does [Link] careful #lanning& es#eciall(
when units beco"e too se#arated. $he #osition of the concealed units is indicated b( a sli# of #a#er& identif(ing the
hidden unit. 1>3 #ieces of #a#er "a( be a du""( unit "ar!er. ;nl( units that can be #laced behind concealing
terrain "a( be hidden fro" the o##onent. 'e"e"ber& its difficult to conceal an( "ove"ent on a battlefield&
es#eciall( horses. ?ou "a( not be able to see the"& but (ou can hear the"& often so"e distance awa(. I would
2
reco""end s!ir"ishers& au6ilia and light cavalr( be the onl( eligible units. $he( "a( never be concealed in front of
the forward "ost visible friendl( unit. *t the co""ence"ent of the ga"e& the o##osing #la(er "a( [Link]
discover( b( scouting and atte"#t to locate each hidden unit b( dice roll. @oth #la(ers roll one dice& each& for ever(
concealed unit& and the loser 28<$ reveal one unit "ar!er #er lost dice roll. 8nits under discover( b( scouting are
rolled for fro" the owners left to right flan!.
'einforcements
8# to half of the ar"( "a( be held off table during the initial de#lo("ent before the ga"e co""ences. ,owever&
once the first "ove begins& all reinforce"ents are brought onto the table fro" the centre of the owners table end& or
edge& whichever #oint the initial de#lo("ent too! #lace fro".
Initiative
I have long disagreed with the conce#t of a c(clic ga"e turn structure. It gives "ost co"#etent #la(ers an enor"ous
advantage& es#eciall( when there is an ob0ective to be reached. I "uch #refer an initiative s(ste" that deter"ines&
b( si"#le dice roll off& which #la(er "oves first& at the co""ence"ent of each ga"e turn. It adds a lot of flavor and
uncertaint( in "ulti-#la(er ga"es4 If #la(ers are ga"ing historical scenarios& its #ossible to attribute factors& in the
for" of a dice roll "odification for each co""ander. I would give :alens a -1 rating at *driano#le& to reflect his
caution against the %oths. I would give :es#asian a /1 for his resolute leadershi#& es#eciall( during the Aewish revolt
of B0*D. In the scenarios I have alread( constructed& each of the co""anders can be given different ratings to
reflect their leadershi# st(le. 9la(ers will soon discover that battles have a less #redictable outco"e and what "a(
have see"ed certain defeat can suddenl( turn to victor(. ,owever& I would caution against rating the difference
between o##onents b( "ore than a factor of /2. *s another variation& the winner of the initiative roll off can
deter"ine which #la(er "oves first... a ver( useful advantage at ti"es4 @ut& if a #la(er has the initiative& the( "ust
co"#lete their entire ga"e ga"e turn& before their o##onent.
)

You might also like