Professional Documents
Culture Documents
Contents
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 2 ACHIEVEMENT SYSTEM. . . . . . . . . . . . . . . 30
TOURNAMENT GUIDE. . . . . . . . . . . . . . . . . 8
USING TERRAIN IN TOURNAMENTS . . . . 32
Location. . . . . . . . . . . . . . . . . . . . . . . . . 9
Format . . . . . . . . . . . . . . . . . . . . . . . . . 10 WRITING YOUR OWN RULES. . . . . . . . . . . 34
Schedule. . . . . . . . . . . . . . . . . . . . . . . . 14 2017 RULES . . . . . . . . . . . . . . . . . . . . . . . . . 38
Scoring & Prizes. . . . . . . . . . . . . . . . . . 18 Artefacts & Spells. . . . . . . . . . . . . . . . . 40
LEAGUE GUIDE . . . . . . . . . . . . . . . . . . . . . 22 Scenarios. . . . . . . . . . . . . . . . . . . . . . . . 44
Standard League. . . . . . . . . . . . . . . . . . 23
Slow Grow League . . . . . . . . . . . . . . . . 23
Ladder League . . . . . . . . . . . . . . . . . . . 24
Experience System. . . . . . . . . . . . . . . . . 26
Credits
Written by Sculpting
Nick Williams Gregor Adrian, Juan Miguel López Barea, Ben
Calvert-Lee, Russ Charles, Gregory Clavilier,
Additional Content
Derek Miller, Gary Morley, Bob Naismith,
Michael Carter, Mark Cox, Kris Kapsner,
Dave Neild, Nicolas Nguyen, Juan Navarro
Daniel King, Chris Morris, Sami Mahmoud,
Perez, Tim Prow, Sylvain Quirion, Steve
Jason Moorman
Saunders, Ben Skinner, Luigi Terzi, Remy
Editor Tremblay, James van Schaik, Kevin White
Thomas Pike
Painting
Layout & Graphic Design Luke Barker, Mark Bedwell, Andrew
Duncan Aldis, Dylan Owen Chesney, Conflict in Colour, Matt Gilbert,
Golem Painting Studio, Dave Neild, Paul
Photography
Scott Miniatures, Chris Straw, Chris
Ben Sandum, Matt Hobday
Webb, Andrew Wedmore, Nick Williams,
Artwork Winterdyne Commission Modelling
Shen Fei Chan, Juan Diego Dianderas, Des
Special Thanks
Hanley, Yann Hoarau, Phil Moss, Michael
Sanctuary Gaming Centre. All scenery from
Rechlin, Luigi Terzi
owner’s collection.
All the TO’s and players who helped develop
the book. Counter-Charge Podcast for their
Army in a Weekend challenge idea. Sam
Rounsevell for his unending playtesting.
Mantic, Dungeon Saga, Kings of War, and all associated characters, names, places and things are TM and © Mantic Entertainment Ltd 2017. All rights
in the design, text, graphics, and other material in this publication and its selection or arrangement is copyright of Mantic Entertainment Ltd., or has
been granted for use by other third parties. This includes images, text, graphics, corporate logos and emblems. Reproduction is prohibited. Colours and
contents may vary from those shown. Photography not to scale.
1
Introduction
To War…
Kings of War has seen massive growth over the last 18 months and we are thrilled
to see the game expanding and getting the attention we know it deserves. There
has been a huge influx of new gamers which has swelled the player base, and the
sheer number of games being played globally is fantastic to see. Entire tournament
scenes have switched wholesale to the system and players are embracing the
simplicity of the rules and the awesome modelling opportunities that the system
allows for. We’ve seen some truly inspiring units and armies and some wacky
ones too!
We would like to thank the KoW Rules Committee for the huge amount of
work they do in preparing FAQs, engaging with and answering questions for
the community, and helping write new material to further develop the game –
including this book you now hold in your hands! Kings of War would certainly
not be the same without their tireless efforts.
2
Introduction
3
Introduction
So, you want to run a maybe two, and usually during a weekend)
and as an organiser they have much more
Kings of War event? of a ‘one and done’ feel to them. It is also
easier for out of town players to come to
tournaments as it only requires a single
by Michael Carter trip.
You’ve been enjoying Kings of War Leagues, on the other hand, and campaigns
with your friends and now you want to (a league where the outcomes of individual
give something back, contribute to the battles affect the next battle) often have a
community and help grow the player base. more relaxed feel to them as they take place
Great stuff. The first thing is to determine over a much longer period. This could be
the type and feel of the event you want to several weeks or even months, though of
run - is this going to be a battle royal, crush course you could run a league in a single
your enemies and hear the lamentations day or weekend if you wanted - say during a
of their women type of tournament, or convention. Leagues tend to be a little more
an army building escalation league where local due to the regular time commitment
painting up new units counts as much as required.
winning battles?
Whichever type you choose, it can often
The good news is there’s room for all types be a good thing to try to make your
of events, and the key is to run an event that event different. This doesn’t have to be
you would enjoy playing in yourself (even if something drastic but changing things up
you’re not actually going to play in it). One a bit, be it point values, composition, unit
adage to remember when formulating an requirements, scenarios or anything else
event is, “The goal of a game is to win; the can help keep things interesting and make
purpose of a game is to have fun. These do your event more memorable. Anybody can
not have to be mutually exclusive.” If your play games straight out of the book – but
event doesn’t sound fun to you, it probably how many people get to use the special
won’t be fun for your players either. character you’ve created in their army,
For most people, a traditional tournament or tackle your secret scenarios, or bring
is the first thing that comes to mind their own terrain pieces? Making it unique
when they think about a wargames event, can elevate your event from ‘just another
especially a competitive one, and there are Saturday tournament’ to Clash of the Titan
many benefits to this kind of setup. They Killers, or whatever you choose to call it. It
have the advantage of taking place in a might even become something people look
relatively short amount of time (a day or forward to each year.
4
Introduction
Once you have decided the type of event events happening within a month or so of
you want to run, you need to determine your event, especially if it is a single day
your location and hammer out the or weekend event. Having other events very
schedule. These two things are often tied close (or even worse, on the same day) as
closely together. Do you have a gaming club your event means some players will have
that meets weekly? This is a good setting to make a tough choice, and your numbers
for a league. Know of a game store with may suffer. In addition, not everyone lives
lots of tables? This might be a good place and breathes Kings of War (yes, I know
for a tournament. Bigger events will often it is hard to believe) and sometimes they
require a specialist venue, such as a hotel are limited to the number of events they
or convention centre. Either way, make are able to attend, especially when they
sure the venue can support the number of are close together. Having sufficient time
players you’ll be bringing and is open at the between events helps to bring in more
times when you will be having the event. It people, as well as prevent a large ‘dead time’
is worth noting that game stores will often when there are no events in a particular
accommodate events by offering to open region (as opposed to a Deadzone – which
early or stay late, since having an event at is another game entirely).
a store can help to boost their sales, so it’s
Eventually, you will not be able to avoid
a win-win.
conflicting times with other events as the
Make sure the event location has sufficient number being held keeps growing; there
space, not just number of tables required, may be events every weekend. If you must
but also for all the other associated have yours at the same time as another, try
‘baggage’. A place for people to put their to hold it as far away as possible. Events
carrying cases (and coats if the weather is in the UK rarely will cause conflicts with
bad) can make the event much more gamer- players in the USA, but events in the same
friendly. When you lay out the tables for or neighbouring cities might be an issue. Of
the event, make sure there is sufficient course, all of us hope to one day host huge
space to move around. events bringing in players from across the
nation or even overseas, but most events
Timing can also be critical when running
rarely start that way and there are bound
events. Always be aware of other nearby
to be clashes.
5
Introduction
The other conflict you should watch out In addition to the schedule, the pack is
for when setting the date is the many also where you want to give all the details
real world events that dare to interfere of the event – how many points to bring,
with the important business of pushing if there are special composition rules or
toy soldiers around. Major holidays can requirements etc. You should also have
get in the way, but even smaller ones for information on how the event will be
a three-day weekend can either help your scored so players can be prepared for that.
event (making it easier for people to go to Preparing for a pure battle-point event is
because of the long weekend) or hurt it a lot different than getting ready for one
(because people will already have things with a lot of soft scores.
planned). So, think carefully. Leagues can
be especially vulnerable to this kind of time
conflict. December is often a bad month for
a league due to holiday events that occupy
peoples time. The same is true in the spring
when school is letting out – there are often
graduations and other events going on.
This doesn’t mean you can’t run your event
at this time – just be aware of the impact it
may have on attendance.
Running the event is where the biggest
Once you have your location, date and difference between most tournaments
type, a tournament pack is a great way and leagues takes place. A tournament
to communicate the details to potential happens all at once, and while you aren’t
attendees. This should be easily available guaranteed that everyone who starts the
both to registered players and those tournament will finish it, tournaments
just interested. It needs to have all the have a lot fewer drop outs than leagues
information that a player would need to typically do. Tournaments also have a lot
play in your event. Sure, it may seem like more time pressure than leagues, as you
a formality, but people have been known often only have fifteen to thirty minutes in
to show up at events without simple basics order to record all the scores and prepare
like dice or measuring tape. Putting the matchups for the next round. Leagues on
schedule in the event pack also helps the other hand may stretch their rounds
players to organize their day - sadly it over one or more weeks, giving you much
won’t stop the inevitable question of “when more time to communicate the results of
does the next round start?”, but it will help each round. Keep in mind it may be trickier
to answer many questions before they get getting results from players as you can’t
asked. always walk over to their table to get them.
This is where having a good schedule helps.
6
6
Introduction
When running a league, you will often need One thing to not overlook is a certificate
some type of communication mechanism (or plaque or trophy if your budget allows)
beyond the advertising you might have for the winners. Prizes get used up, traded
done to promote your event. Players need and sometimes even sold, but having
to be able to check their standings and something to put on your wall is a way to
scores, as well as see who they need to play make your event even more memorable.
next (if this is predetermined). While it is Some large events even go as far as to have
not required to be online (there are many custom medieval weapons for the winners.
leagues that function quite well using a But even just printing certificates, which
poster or bulletin board in their venue only cost a little time, paper and ink, can
which is updated by the organiser with make a big difference to player enjoyment.
all the information needed) it often helps
as people can look up their information
at any time. While leagues don’t have the
urgency of tournaments, you should have
a set schedule as to when the standings
will be updated each round. So if your
league meets on Friday nights and has two
weeks per round, then you might have your
Some of the promotion for your event
standings updated by the Tuesday after
actually takes place afterwards. Nearly
each round ends. Consistency here is very
everyone can take pictures with their
important – it doesn’t matter too much
phones, so ask these to be sent in (or take
exactly when you do the update so long as
some yourself) and post them online for
you do it regularly.
people to see. It will get them excited about
Scoring the rounds, and, if necessary, the event, and allow the players to go back
determining matchups, is generally one of and see themselves and the fun they had.
the least enjoyable yet most important parts If you are successful enough to make your
of running any event! Whether you want to event an annual one, then it gets even more
shuffle and sort papers, use a spreadsheet, fun to look back on the pictures year after
or a computer program like warscore, this year.
can be one of the trickier parts. Always
It has been said before, but it is better to
double check all results and data entry.
have your event be too short than have it
Also, make sure the scoring is transparent
be too long. You want the players to finish
and full described in your tournament
with a sense of excitement and desire for
pack. Players want to know how to win and
more, not feeling like they can barely drag
should be able to accurately tell what their
themselves across the finish line, or like
scores are. It is a good idea to publish the
they don’t want to see another miniature
final results as soon as you can after the
for months.
event, while people are still excited and
want to see how close they came to taking In summary, while running events can be
down the top dog. a lot of work, it is also very rewarding.
Meeting players from other areas, growing
Prizes and swag can be a challenge.
the community for the game you love,
Fortunately, a lot of events run in stores will
and helping to shape the local gaming
take admission fees and use that to supply
community are just some of the rewards
gift cards for the winners (and some stores
you can look forward to. Escalation leagues
will even add their own contributions to
that encourage people to build new armies,
this as well). This helps to generate prizes
small local tournaments of a dozen people
the winners want, but also guarantees sales
and even huge mega tournaments over a full
in the store. For events held in other venues,
weekend with dozens (or even hundreds
often you can get donations of prizes from
eventually) of people all have their place,
various companies in exchange for you
and are all a lot of fun. Enjoy!
mentioning them. Sponsorship, effectively.
7
Tournament Guide
Tournament Guide
8
Tournament Guide
9
Tournament Guide
Example Schedule
The formats described in this section are: 09:00-09:30 Registration
09:30-09:45 Briefing
• Classic (Swiss pairings)
• Clocks of War 09:45-11:25 Game 1
• Army in a Weekend 11:25-11:40 Break
• Escalating 11:40-13:20 Game 2
• Dual List 13:20-14:00 Lunch
• Doubles
14:00-15:40 Game 3
There’s nothing stopping you from running
15:40-15:55 Break
a completely different format, but these are
the basic ones that players will be familiar 15:55-17:35 Game 4
with. It is certainly recommended that 17:35-17:40 Break
you run at least one event with one of the 17:40-17:50 Results & Awards
classic formats before trying to devise and
run an entirely new format.
10
Tournament Guide
11
Tournament Guide
12
Tournament Guide
Dual Lists
In a dual list event, each player brings two
different army lists and swaps them out
Choosing a list
between rounds. There are a few different methods
for choosing which list a player will
The following rules should apply to the two use in each round;
lists;
• When players first meet but
• They must both be from the same before rolling for sides, they
faction. should show each other both
• At least 25% of the points in each list lists. They then decide in secret
must be spent on units that do not which of their lists they will use
appear in the other list. For example, if for that game before revealing
both lists have units of Ogre Warriors it to their opponent at the same
in them, these do not count towards time. They then roll off for sides
the 25% regardless of the size, options and proceed as normal. Each
or artefacts chosen. list must be used at least once
during the event.
• The Maximum Duplicates rule applies • As a slight twist on the above
across both lists. For example, in a variation, after sharing lists, the
1500 point event (where two duplicates players choose which list their
are allowed) a player couldn’t choose opponent will use rather than
two Necromancers in one list and a their own.
Necromancer in another list since that
would be a total of three duplicates. • Players each roll a dice before
rolling sides. On a 1-3 they play
For this format it is recommended that with their first list, on a 4-6 with
you play with a smaller point value, such their second list.
as 1500 points. Having to bring dual 2000 As always, ensure that you specify
point lists, of which 25% must be different, which method you are going to use
is a lot to ask. in the tournament pack.
13
Tournament Guide
14
Tournament Guide
Time-outs
We have had feedback from several events
that the standard time-out penalty of an
auto-rout and auto-loss is too harsh. We
therefore recommend using the following
adjusted rules for timing out:
15
Tournament Guide
16
Tournament Guide
17
Tournament Guide
Attrition-Modified Scoring
Attrition-modified, as its name suggests,
Gaming Points is based on attrition points rather than
Gaming points usually consist of two scores kill points. This is the difference between
– the tournament points awarded for a win, the total number of points each player has
draw or loss, plus a tie breaker calculated Routed (their Victory Points or VPs).
as the total number of points routed by Here is an example Attrition-Modified
each player. chart for a 2000 point tournament:
Basic Scoring
This is the simplest scoring method and VP Player with the Player with the
awards tournament points (TP) as follows: Difference highest VPs lowest VPs
adjusts their TP adjusts their TP
• Win: 3 points score by score by
• Draw: 2 points
• Loss: 1 point 1600+ +5 -5
1200-1599 +4 -4
Players are ranked first by their tournament
800-1159 +3 -3
point total, then by the total point-value
of enemy units they routed during the 400-799 +2 -2
tournament. 100-399 +1 -1
0-99 0 0
Kill-Modified Scoring
In this system, players receive between 5
and 20 tournament points for a game. They
first receive the following tournaments For example, Lisa wins a game (scoring 15
points: TP) by beating Dave (who scores 5 TP). Lisa
• Win: 15 points has routed 1250 points of Dave’s units, and
• Draw: 10 points Dave routed 750 points of Lisa’s units for
• Loss: 5 points a difference of 500 VPs. This amounts to
a +2 modifier to Lisa’s score for a total of
From there, they receive up to 5 additional
17 tournament points, while Dave receives
bonus points based on the total point-cost
a -2 modifier for a total of 3 tournament
of enemy units routed during the game. In
points.
a 2000 point tournament, the bonus points
might look like this:
18
Tournament Guide
It should go without saying that whoever is Some events can have a player feedback
doing the paint judging must be impartial. form at the end of each game, allowing
They shouldn’t have a stake in who wins or players to mark their opponent down for
loses, and certainly shouldn’t be competing poor behaviour. This is not recommended
in the event. since someone can take revenge on an
opponent who beat them by dinging them
For judging, have a set time in your event on sportsmanship points.
19
Tournament Guide
Awards & Prizes You need to work out your fixed costs and
per player costs. Your fixed costs are those
The awards and prizes you give out greatly that you will need to pay regardless of the
depend on the format and scoring system number of players in the event while the
you choose to use. Here are the awards we per player costs are those you need to pay
recommend giving out at the end of the day for each player. For example, the cost of any
for a straightforward tournament: trophies would fall under fixed costs while
• 1st overall the cost of each lunch would fall under per
• 2nd overall player costs.
• 3rd overall Once you have an idea of the number of
• Best army players you expect to have, you can work
• Wooden spoon (given to the last place) out how much you need to charge to break
It’s always a good idea to have something to even by adding up the total fixed and per
give to the winner of each award, whether player costs.
that’s a certificate, a trophy or miniatures
of some sort. It’s quite common to give the
wooden spoon winner a new set of dice!
Example:
The cost of these should be baked into the You have fixed costs of £30 (for trophies)
cost of the event of course. and a per player cost of £7 (£4 lunch and £3
table hire at a gaming venue). You expect to
have 14 players at your event so the event
Cost would cost you £128 at 14 players, or a total
When arranging a tournament, you will, of £9.14 per player including fixed costs.
inevitably, need to sell some tickets. Those You could comfortably charge around
tickets will cost money. Rather than slap £12 and have some leftover profit for any
any old price on there, you will need to unforeseen costs or for investment into
make sure that you’re charging enough to future events.
cover your costs.
20
Tournament Guide
21
League Guide
League Guide
22
League Guide
Leagues are an excellent way of keeping is that players are rewarded for playing
players engaged in the game. Whether at a games, even if they perform poorly.
shop or at a club, whether on a strict ladder
To encourage people to try their hand
basis or a free for all, leagues keep players
against a variety of players, it’s a good idea
coming back for more.
to also reward players with one point for
There are many ways of running a league, each unique opponent played within any
many different formats, but they all boil given week or month.
down to the same idea: Give the players
games every week and give them the chance
to earn points. Slow Grow League
Slow grow leagues, also sometimes called
escalation leagues, are a great way to ease a
new community of players into the Kings of
War hobby because the players do not need
to have their entire force ready to go at the
very beginning. In these leagues, the point
value of games start small, perhaps as small
as 300 points, but the armies build over
time to much larger forces of 1500, 2000, or
even 2500 points and beyond. This allows
players to purchase and assemble their
armies as the league progresses, expanding
their model collection in the process. These
increases might occur weekly or monthly,
depending upon the length of the league,
the size of the increase, and the desire of
Standard League the players.
A standard league is the most casual, and Games can be assigned by the organisers in
probably the easiest league format for a slow growth leagues, as in a ladder league,
league organiser to run. Players meet at a or players can pick their own opponents, as
specific location, usually a local gaming in a standard league. Scoring is the same as
shop or club, to play games at a set time in other leagues.
each week or month. They each field an Below is an example of how a slow grow
army of a set size. This is usually 2000 league might be set up. It assumes a four
points, though the actual point size can month league, with players beginning with
be changed depending on what the players a small force of 500 points, and building
and league organiser desire, and what the to a full 2000 point army. In this example
venue can support. For instance, some each player increases the size of his or her
leagues may wish to play larger, 2500 point army by 250 points every other week.
games. Others may be playing in a venue
that only has 4’ by 4’ tables, and therefore
would choose to play smaller games of 1500 Week Points Limit
points or smaller. 1 500
In the standard league, players play as many 3 750
games as they like against any opponents 5 1000
they choose to play against. Points are
7 1250
earned for each game played. Typically,
a win earns 4 points, a draw earns 2 9 1500
points, and one point for a loss, the league 11 1750
organisers are obviously free to create their 13 2000
own scoring systems. The important thing
23
League Guide
Ladder League
A ladder league is similar to a Standard
league in several ways. Players meet at a
specific location, field an army of a set size,
and play games. Unlike standard leagues,
however, players play a single game against
an opponent assigned to them by the league
organiser. This allows the league organiser
to make sure that players don’t simply
play against their favorite opponents each
session, and ensures that no one is left out.
The scoring system is the same as with a
standard league.
League organisers can use any of a number
of systems for deciding who each player
squares off against in any given gaming
session. They could simply assign players
who have not yet battled one another to first-come-first-play basis. It’s really up
play, or use a Swiss pairing system similar to the organiser to decide. The key thing
to a tournament, helping make sure that is for league organisers to find a system
players face off against others of a similar that helps all of their players to have fun
skill level. They might simply draw names and meet new players, since the point of a
out of a hat, or assign opponents on a league is to play Kings of War.
24
League Guide
25
League Guide
26
League Guide
Experience Tables
Heroes
2D6 Trait Experience
2 Blessing This unit gains Regeneration 6+, or if it already has
Regeneration then the unit’s Regeneration value is
increased by 1. For example, a unit with Regeneration
(5+) now has Regeneration (4+). This cannot be increased
to better than Regeneration (3+).
3 Furious Rage This unit gains the Vicious special rule.
4 Rallying This unit gains Rallying (1), or if it already has Rallying
increases it by 1 to a maximum of Rallying (2).
5 Inspiring This unit gains Inspiring, or if it already has Inspiring
gains the Very Inspiring rule instead.
6 or 7 Bravery This unit gains an additional point of Nerve. (increasing
both numbers by 1) This may be gained up to 3 times.
8 or 9 Skilled This unit gains +1 attack. This may be gained up to
3 times.
10 Trail Blazer This unit gains the Pathfinder special rule, if it already
has Pathfinder then it instead gains the Strider
special rule.
11 Battle Scarred Veteran This unit gains the Elite special rule.
12 Dread This unit gains the Dread special rule, (Enemy units
within 6” of this unit cannot benefit from the Inspiring
special rule.)
War Engines
2D6 Trait Experience
2 Defended This unit gains the Big Shield special rule
3 Explosive shot This unit gains the Vicious special rule.
4 or 5 Camouflaged This unit gains the Stealthy special rule.
6, 7 or 8 Bravery This unit gains an additional point of Nerve. (increasing
both numbers by 1) This may be gained up to 3 times.
9 or 10 Devastating This unit gains the Devastating special rule, (if a unit is
damaged by the ranged attacks of one or more units with
this rule, add +1 to the subsequent Nerve test at the end
of the Shoot phase.)
11 Battle Scarred Veterans This unit gains the Elite special rule.
12 Faster Rate of Fire If this unit has the Reload! Special rule it loses this rule.
27
League Guide
Monsters
2D6 Trait Experience
2 Blessing This unit gains Regeneration 6+, or if it already has
Regeneration then the unit’s Regeneration value is
increased by 1. For example, a unit with Regeneration
(5+) now has Regeneration (4+). This cannot be increased
to better than Regeneration (3+).
3 Furious Rage This unit gains the Vicious special rule.
4 Swift This unit gains +1 Speed.
5 Colossus This unit gains the Brutal special rule. If it already has
this special rule then roll again.
6 or 7 Bravery This unit gains an additional point of Nerve. (increasing
both numbers by 1) This may be gained up to 3 times.
8 or 9 Skilled This unit gains +1 Attack. This may be gained
up to 3 times.
10 Trail Blazer This unit gains the Pathfinder special rule, if it already
has Pathfinder then it instead gains the Strider
special rule.
11 Battle Scarred Veteran This unit gains the Elite special rule.
12 Mighty The unit gains Crushing Strength (1), or if the unit
already has Crushing Strength, it is increased by 1.
28
League Guide
29
Achievement System
30
Achievement System
Miss every single attack with a unit with at least 10 attacks that hit
on 4+ or better.
Rout a unit with a hero which has only 1 attack.
Have a War Engine that is still on the table at the end of the game, and not hit
a single time with it.
Roll a Double 1 nerve test result, two or more times against the same unit in
a single game.
Rout every unit the opponent has on the table but still fail to win the game.
Waver a unit with a double 6. (and not rout it, that turn).
Roll at least 5 Double 1 nerve test results in a single game.
Rout a unit worth three times the value of one of yours, with no other unit
damaging it.
Win 5 games in a row.
Lose 5 games in a row.
Rout 3 units in a single melee phase with just one unit.
Fail to rout a unit after attacking it with more than 30 attacks.
31
Permission granted to photocopy for personal use.
Using Terrain
In Tournaments
32
Using Terrain
In Tournaments
(A)The two height 1 hills are set up outside (C)The forests break up charge lanes while
of the deployment zones, providing cover also interfering with line of sight and
for infantry at the beginning of the game providing cover for advancing troops.
and forcing ranged units to move out of the
(D)The obstacle gives one side the chance
deployment zones in order to secure the
to opt for a defensive position should it
advantage of an elevated position.
desire, while the height 4 blocking terrain
(B)The pond in the centre breaks up charge provides cover on the more open flanks.
lanes and also provides cover for any unit within
it, while allowing for units to shoot over it.
33
Writing your
own Rules
34
Writing your
own Rules
Points Values value of that unit size for your unit and
then use that to calculate the value for
A common question the Rules Committee other unit sizes.
gets asked is, “What is the formula used for
Even these guideline values are not hard
determining points values?”
rules. Chariot Hordes for example (Large
The truth is that there is no exact science. Cavalry with 50x100mm bases) received an
While there have been attempts to write a additional discount because they have such
mathematical formula, none of them have a large flank.
been successful. The way to work out the
You should also be aware of a unit’s place
points is to compare a unit to existing
within the army list. An extremely hard
units and see where it sits. If its worth in
hitting unit that is very fragile would cost
terms of damage output and resilience is
more when it is in an army that has access
about halfway between two units then the
to cheap, disposable screening units such
points cost should also sit about halfway in
as light cavalry than in an army where it
between.
can’t be so easily protected.
The only real guideline formula is of
Avoid using the points cost of Artefacts
the points values of different unit sizes
as a guideline on the cost of special rules.
compared to their baseline. This is assuming
Artefacts are deliberately expensive since
that the difference in stats between two
they can be applied to any units, and are
unit sizes follows the standard patterns
costed assuming they’re being put on the
(for example, a regiment of infantry having
most suitable units. A +1 to hit modifier
+3 Nerve and +2 attacks over a troop of the
on a unit with a large amount of attacks
same).
or high Crushing Strength is worth a lot
more than on one with few attacks and no
Unit Type Troop Regiment Horde Legion
Crushing Strength.
Infantry 70% 100% 165% 240%
Ranged There are also some special rules which
Infantry 75% 100% 165% 240% become less useful the more units they are
Cavalry 65% 100% 175% n/a applied to. Brutal for example can only be
Large applied once per combat, so while a single
Infantry n/a 65% 100% 175% unit with Brutal can take the artefact for 15
Large points, it becomes less useful if every unit
Cavalry n/a 65% 100% 170% in the army has the special rule. Ogres do
not pay 15 points per unit for Brutal and
instead pay around 5-10 points per unit for
The bolded values are considered the
it (it was essentially used to round unit’s
“baseline” unit size. Work out the points
points values off where possible).
35
Writing your
own Rules
This unit is fairly similar to Drakons, with However, if you are writing rules for a
following modifications: competitive event then you must run some
playtests of your rules beforehand. If
+ Brutal there is a loophole in your rules, you can
+ 1 extra Thunderous Charge guarantee that someone will find it and
- Elite exploit it.
- 1 to hit in melee (4+ rather than 3+)
The loss of Elite and making Me 4+ rather
than 3+ means that the Slasher Rider Horde
will get 9 hits on average compared to 14.
This is quite a significant loss in hitting
power, though an extra point of Thunderous
Charge and Brutal does help compensate.
Here is the average damage that each unit Enlist your friends to help playtest, since
at Horde size will cause: they will have a critical eye and may point
out things you have missed. They can tell
you whether your rules are on track or have
Damage vs gone too far. You could also enlist the help
Unit Hits De3 De4 De5 De6 of people entirely outside your usual circle
of gamers by asking for feedback on forums
Slasher Riders 9 7.5 7.5 7.5 6.0 or in Kings of War Facebook groups. Going
Slasher Riders outside the closed circle is always a good
(disordered) 9 7.5 6.0 4.5 3.0 idea since people won’t be weighed down
by the conventional groupthink.
Drakon Riders 14 11.7 11.7 9.3 7.0
Additionally, make sure that you are testing
Drakon Riders
not just to see if the rule works as you
(disordered) 14 11.7 9.3 7.0 4.7
intend, but to make sure it isn’t impacting
on anything else. If you write a rule allowing
Note that this does not include Brutal. a unit a re-roll of a failed hit, assuming it
would only be used on a standard unit, it
With a Drakon Rider Horde sitting at 270 could be a bit game breaking if applied to a
points, around 240 points for a Slasher unit that relies on a single attack, such as a
Rider Horde feels about right. The Orcs War Engine.
still hit very hard when not disordered,
but only deal around 75% of the damage Playtest not only to make sure your rule
that Drakons will. This is still significant does what you want it to, but to also make
enough, especially in the flank or rear, that sure it doesn’t do something that you don’t
their threat is near that of Drakons, and want it to do.
36
Writing your
own Rules
37
2017 Rules
2017 Rules
38
2017 Rules
39
2017 Rules
40
2017 Rules
Weakness 20 points
18” range, rolling 2 dice to hit. If one or
more hits are scored, the target unit has a
-1 modifier when rolling to damage enemy
units during the next turn. A natural six
will still damage. This effect only applies
once – multiple castings on the same target
have no effect.
Bloodboil 25 points
12” range. When rolling to hit, roll a
number of dice equal to the amount of
damage on the target unit. Roll to damage
with Piercing (1).
41
2017 Rules
42
2017 Rules
Scoring Units
Scoring units are any units that are not War
Engines and do not have the Individual
rule.
Non-Scoring Units
Non-Scoring units are any units that are
War Engines and/or have the Individual
rule.
43
2017 Rules
Scenarios 3: Push
After setting up their forces, roll a D3. Each
player places that many Loot tokens within
1: Pillage their set-up area, giving them to units
Before rolling off to choose sides, place to carry if they wish. Roll-off to see who
a total of D3+4 Objective Markers on the begins placing their Loot tokens first, and
board. The players take it in turns to place the players take it in turns to place one Loot
one objective each, and roll off to see who token each until they have placed them all.
places the first objective. An additional Loot token is placed in the
exact centre of the board.
Victory Points
Victory Points are awarded at the end of Victory Points
the game as follows: Victory Points are awarded at the end of
• 1 Victory Point for each Objective the game as follows:
Marker you hold. • 2 Victory Points for each Loot token
you hold where your unit is entirely on
Smaller Board the opposing half of the board.
We recommend using D3+2 Objective
Markers on a 4’x4’ board. • 1 Victory Point for each Loot token you
hold where your unit is at least partly
on your half of the board.
4: Dominate
At the end of the game, add up the total
Unit Strength of the units that each player
has entirely within 12” of the exact centre
point of the table. This is their total Victory
Points.
2: Loot
Place 3 Loot tokens on the centre line
of the board. One must be placed in the
dead centre of the board (or as close to it
along the centre line as possible), and then
players place one more each, rolling off
to see who places theirs first. Loot tokens
cannot be placed within 12” of each other
in this scenario.
Victory Points
Victory Points are awarded at the end of
the game as follows:
• 1 Victory Point for each Loot Token
you hold.
44
2017 Rules
5: Invade 7: Ransack
At the end of the game, add up the total Place Objective Markers as per Pillage.
Unit Strength of each player’s units that are Before placing each objective, the player
entirely on the opposing players half of the should roll a D3 and leave the result next
board. This is the total number of Victory to the objective. The objective is worth that
Points that each player scores. many Victory Points at the end of the game.
Victory Points
Victory Points are awarded at the end of
the game as follows:
• (n) Victory Point(s) for each Objective
Marker you hold, where (n) is the value
of the D3 rolled when the objective was
placed.
8: Secure
In this scenario, terrain can be held in the
same way as Objective Markers.
Victory Points
Victory Points are awarded at the end of
the game as follows:
6: Control • 1 Victory Point for each Obstacle you
At the end of the game, divide the board hold.
into six 2’x2’ squares and add up the • 2 Victory Points for each Hill, Difficult
total Unit Strength of each player’s units or Impassable piece of terrain you hold.
within a square. If a unit is straddling
the line between two or more squares it Any pieces of terrain that are entirely on
is considered to be in whichever square is your opponent’s half of the board are worth
covered by the majority of it’s base. If there double their normal Victory Points.
is no clear majority, the owning player must
choose which square the unit is in.
Designers Note
This scenario is (obviously) heavily
The player who has the highest Unit dependent on terrain. Please ensure that
Strength in each square controls it. you follow the terrain guidelines on page
32 if using this scenario. The terrain does
Victory Points not have to be symmetrical (you’re also
Victory Points are awarded at the end of not guaranteed to have equal numbers of
the game as follows: Objective Markers on either side in Pillage)
• 2 Victory Points if you hold the square but try to ensure that one player is not
in the middle of your opponent’s half massively penalised by not having any
of the board. pieces of difficult or impassable terrain
entirely on their opponents’ half of the
• 1 Victory Point for each other square board.
you hold.
Smaller Board
There are only 4 2’x2’ squares on the board
rather than six. The square that is on your
right and on the opposite side of the board
will give you the 2 Victory Points.
45
2017 Rules
46
2017 Rules
Victory Points
Victory Points are awarded at the end of
the game as follows:
• 1 Victory Point if you hold the central
Objective Marker.
• 1 Victory Point for each of your units
that are carrying a Bounty and have not
been Routed.
47
2017 Rules
Hobby Scoring
Name
Army
Did you paint this army yourself? (circle appropriately) Yes No
Self-Scoring Section
Please fill in this section yourself and leave it with your army during the lunch break. Please tick
all that apply. Each tick is worth 1 point, except for the first which is worth 5 points. The judge will
make sure you’ve been honest!
All models in the army are painted to a basic 3 colour standard (worth 5 points).
The paint scheme is consistent throughout the army.
All models have been based with some sort of texture.
The basing scheme is consistent across the entire army.
There are examples of advanced basing in the army, e.g. cork, bark, water
effects etc.
There are examples of shading in the army.
All models have been shaded.
There are examples of advanced shading in the army, such as blending and edge
highlighting.
There are some minor conversions in the army.
There are examples of advanced conversions, including some scratch building and/or
sculpting.
There are examples of freehand painting in the army.
Due to the wide range of models used in Kings of War, conversions can be difficult to spot. Please
provide a brief description of any conversions. Please list techniques used if you ticked for advanced
conversions
• Use an effective and visually appealing • Build your units into dynamic dioramas,
colour scheme. taking advantage of the multi-basing
• Consistently neat painting. possibilities in KoW.
• Have a theme (e.g. Crusaders) reflected in • Modelled objective markers.
the modelling and painting. • Use advanced techniques such as OSL or
• Have a display board for your army. NMM.
48
Permission granted to photocopy for personal use.