You are on page 1of 49

Introduction

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.

Mantic Games, 193 Hempshill Lane, Bulwell, Nottingham, NG6 8PF, UK


www.manticgames.com

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

Kings of War has proven itself to be an excellent ruleset for tournaments,


especially with the inherent capability to have time-controlled games. However,
not every tournament is the same – there are so many variables and ideas and so
we thought it would be a great idea to collate all these and put them into a single
place so that both players and event organisers alike had a comprehensive guide
to the subject.
Inside this book you will find guidelines on organising and planning different types
of Kings of War events, some thoughts from experienced tournament organisers
and, perhaps more exciting, some new spells, magic artefacts and scenarios that
can be used in tournaments in the year ahead!
So read, digest, enjoy and then start planning your road to glory!
Matt Gilbert

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

Boards & Terrain


What needs Once you have your venue sorted, ensure
you are able to get enough boards and
arranging terrain for your players.
Here’s a checklist of the things that If the venue is a dedicated gaming space,
you need to arrange when running a they will likely have a selection of boards
tournament: and terrain ready for you to use. Check
• Location their scenery out to make sure that they
• Format have enough for your event and that it’s
• Schedule suitable.
• Scoring & Prizes If you are using a non-gaming venue, you
will need to supply boards and terrain.

Location Your chosen venue might already be used


by a gaming club, in which case you may
be able to borrow their boards and terrain,
You can’t run a tournament without a place but otherwise you will need to dip into your
to do it, and the location you choose can own collection or that of friends.
make or break your event.
Gaming venues, including stores, will often
have space available for you to use. Simply Food & Refreshments
approach the store you want to host the You need to decide whether you will provide
event in and ask – they’ll often be happy for food for your attendees. Your venue may
you to run an event since it draws people to have rules about bringing food in or may be
the store and tournament goers often make able to provide food themselves. There are
additional purchases while at the store. usually some dedicated catering companies
available who will be able to provide food
Once a store is happy for you to run an
and can be found through a quick Google
event, they will give you a list of dates
search. A fall-back option of Subway or
available and will be able to tell you how
another local supplier of sandwiches will
many tables they can put out. It’s best to
always go down well!
choose a date that’s at least a couple of
months away so you have time to advertise If you aren’t able to provide food, then
and build hype. make sure there are nearby places within
a very short walk to purchase it from and
The number of tables available will limit
include a list of recommendations in your
the maximum number of players you can
tournament pack (see page 16).
host. You don’t want to have 30 people turn
up if your venue can only host 20, so make Make sure you can cater to those with
sure you check this point! special dietary requirements too, such as
vegetarian or gluten free. Invite anyone
A nice alternative to a gaming store is
with special requirements to email you to
a function room, typically available at
ensure that they have something available.
community clubs or pubs. Using a venue
like this may demand a small fee, though Other refreshments are also important.
many pubs do offer function rooms free of Check whether your venue sells
charge. Make sure you are aware of the cost refreshments such as tea, coffee, fizzy
when working out how much to charge for drinks and snacks. They may not allow
tickets. customers to bring their own drinks and
snacks into the venue and this should be
noted in the pack.

9
Tournament Guide

Format Classic Format


The classic format is one that all
There are many different methods of competitive players will be familiar with.
running a tournament, and these are In a typical 1-day event, players will play
commonly called Formats. The classic 3 to 4 standard games, earning points for a
format simply has players paired off against Victory, Draw and even a Loss. At the end
each other for a series of regular games. of the day, the player with the most points
Another popular format, Clocks of War, is declared the winner.
introduces increasingly tighter round times
as the event progresses, forcing players A standard classic tournament would see 3
to play and think much faster than they to 4 games of around 2000 points in a single
normally would. day. An example schedule would look like
this:

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

Clocks of War Allowing an additional 10 minutes per


round for rules queries, comfort breaks
The idea behind clocks of war is to give etc. means that a schedule might look
the players decreasing amounts of time something like this:
in each round, to the extent that the last
round becomes a frantic rush with players
having to quickly decide whether they
have sufficient time to charge or not!
Example Schedule
09:00-09:30 Registration
Chess clocks are normally used to ensure
a tournament keeps on track, but in this 09:30-09:45 Briefing
format they are used to push the players to 09:45-10:45 Game 1
their limits. 10:45-11:00 Break
It is recommended that you use a lower 11:00-12:00 Game 2
points value, usually 1200 points, for this 12:00-13:00 Lunch
event. This ensures that rounds are quick 13:00-13:50 Game 3
and plentiful. The idea of only having 15
13:50-14:05 Break
minutes for your last game is also a lot
14:05-14:55 Game 4
more nail biting than having 20 minutes.
14:55-15:10 Break
The bonus of having a lower points value
15:10-15:50 Game 5
like this means you can fit in more games
in a single day. Five games in a day is easily 15:50-16:00 Break & results
done even with a late start and early finish, collection
and even six can be done. More than six 16:00-16:15 Awards ceremony
games can be tricky since players will get
tired towards the end.
Typical round times might look something As you can see this makes for a fast-paced
like this for a 1200 point Clocks of War day. Even with an hour-long lunch break
event: and 15 minute breaks between each game,
it is still a fairly early finish. You can
Round Minutes definitely fit a sixth game in there, as long
per player as your players won’t be too tired by the
end!
1 25
2 25
3 20
4 20
5 15

11
Tournament Guide

Army in a Weekend Escalating Tournament


Due to the low points values used in a The premise for this format is quite simple;
Clocks of War event, sometimes players in each round the points limit increases.
will participate in an “Army in a Weekend” Generally, the increase should be uniform
challenge the weekend before. Simply put, between each round. The example below
they are encouraged to paint their entire shows the first round starting at 1250
army over the course of a Saturday and points and increasing by 250 points over
Sunday. A daunting task for larger armies, the course of 4 games:
this is more than feasible with a 1000 point
force.
Game 1 1250 points
Players aren’t required to assemble their Game 2 1500 points
models and multibases over the weekend,
Game 3 1750 points
nor prime them. They can do this ahead of
time, but they must paint and base their Game 4 2000 points
models over the two days. This is not only
a fun challenge to participate in, but it also
serves as good advertisement for the event. Of course, you’ll probably want to increase
the time for each round as the day
progresses! You’ll have some very bored
gamers at the start of the day if they have
nearly 2 hours to complete a 1250 point
game.
On the other hand, you could take the
opposite approach, closer to a clocks of war
format, and increase the point limit while
keeping the time limit the same. If you used
the escalation scaling shown above yet
kept the time at a fixed 40 minutes, or even
35 minutes, then you’ll have some very
If players are active on social media, then fast and intense games in the last couple
they will often post regular updates on of rounds! Like Clocks of War, this could
Twitter or Facebook groups such as Kings of really test players on their ability to think
War Fanatics. Some technologically gifted under pressure.
hobbyists may even run live streaming
events where they join other hobbyists on
video chat while they paint their respective
armies.
You can encourage this by doing an Army
in a Weekend yourself and encouraging
sign-ups from other hobbyists. You could
even give out a specific “Best Army in
a Weekend” painting award! There is a
judging form at the back of this book.
Of course, with players painting their armies
the weekend before the event, this usually
means that they have little or no practice
with the army at all. This just makes it all
the more impressive if they manage to do
particularly well with an army they have
never used before!

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.

Doubles spells on each other’s units, and the


Inspiring rule doesn’t work between
In a doubles event, two players enter as a the two forces etc.
team. They each control a force allied to
• Each force has a max. duplicates rule
that of their teammate, going up against
based on its size. For example, in a
another pair of players. The Doubles format
doubles event where each player has
otherwise follows the same ranking rules as
750 points (for a team total of 1500
a standard tournament.
points) each player may only take 1 of
We recommend using the following rules each hero.
for the two forces;
When choosing your round times, add more
• Both forces on a team must be picked time than you would normally allow. The
from different army lists. additional communication time between
• The two forces are considered to be players can slow the game down. An
allied to each other, so they cannot cast additional 10-15 minutes per side for 2000
points is sufficient.

13
Tournament Guide

Schedule Game timing


The time allocated for games can be tricky.
You will need to work out the schedule for Too little time and your players can feel too
the day of your event to see when games pressured to complete their games. If chess
will start and end, as well as when the clocks are not used, they may not complete
event itself will start and end. You need to their games in the round time. This can
have the following things scheduled: cause schedule issues where round times
• Registration, where players arrive, start to overrun and your day falls behind
unpack their armies and check in with schedule.
yourself. We recommend a half hour On the other hand, having times that are
period at the start of the day. too lenient can leave many players sat
• Briefing, where you thank everyone for around twiddling their thumbs at the end
turning up, explain how the day will of each round!
proceed, who to ask for rules queries, The round time can also influence the
health and safety concerns etc. A armies that people choose to bring. A
15-minute briefing will easily cover shorter round time will mean people bring
this and allow players some extra time smaller, more elite armies while a longer
to unpack their armies if they’ve only round time will give people more time to
just arrived. breathe, resulting in bigger armies with
• Time for the games. This is highly more units.
dependent on the size of the game so We recommend using 20-25 minutes per
the time is explained in more detail player per 1000 points, plus 10 minutes of
below. “down-time” in each round. The down-time
• Breaks between each game of around is there for setup discussion, rules queries,
10-15 minutes. toilet breaks and reporting results to you.
• A longer break for lunch of at least 30- For example, in a 2000 point tournament
45 minutes, preferably an hour. we recommend allowing around 45 minutes
per player for in-game time, plus 10 minutes
• Awards ceremony. The word of down-time. This means that each round
“ceremony” is perhaps a grandiose way would last a total of 100 minutes. This
of saying “reading out who won and allows each player to use their allotted
giving them a trophy”, but schedule time and not have to worry about squeezing
around 10-15 minutes for this. in their admin work such as working out
It’s a good idea to keep the lunch break to results.
an hour. If the morning overruns, then you
can trim the lunch break down to ensure
that you start off the afternoon games on
time. If, however, you set the lunch break
at 30 minutes and the morning overruns
then you have no option but to give players
the full lunch break and have the entire day
overrun.
If the lunch break proves to be excessive
on the day, then you can always finish it
early so that the afternoon session starts
earlier and the day ends earlier. Players
are always happy to finish the day earlier,
but overrunning can cause problems with
things like family dinner, public transport
and parking.

14
Tournament Guide

Clocks Instead we recommend having a standby


player. Someone who you know locally who
It is highly recommended that your players is happy to play or not play depending on
use chess clocks at tournaments. These numbers. Offer them a free ticket, but make
ensure that your event runs on time and it clear that they’ll only be able to play if
players are not unfairly penalised by having there is an odd number of players.
a slow playing opponent. If one of the
players is particularly slow at playing, it is
only their own time that they are using up.
If there are no chess clocks then one of the
players could use an unreasonable amount
of the round time and players might not
be able to finish the game, or worse – one
player might end up having more turns
than the other.

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:

Amended Time-out Keep them around throughout the day,


If a player runs out of time, they must if you can. One of the no-shows may
immediately put their dice down and make subsequently turn out to be just running
no further dice rolls for the rest of the late and can join in after the first round.
game. If there are any unresolved combats, You may also have a player drop out halfway
then all charging units bounce back 1” as if through the day, perhaps due to a family
failing to rout the enemy unit. emergency, and need the standby player to
make the numbers even again.
During the remainder of the game, the
player may not issue any orders or roll The alternative to this is forcing a player
any dice, including for rules such as to sit out each round. If you must force a
Regeneration. player to sit out in each round, then we
recommend the following:
The timed-out player will also receive a -1
tournament point penalty. 1. Make sure it is a different player each
round.
Note: The value of this tournament point 2. Ask for a volunteer first.
penalty will need adjusting depending on
the scoring you use; you may choose to 3. Try and choose someone from the
reduce a -1 penalty to nothing if you have middle of the results table, rather than
just 3 points for a win. the top or bottom.
4. Give them the average number of
points that all other players scored for
Standby Player that round.
While an event organiser can endeavour 5. Refund them the relevant portion of
to ensure that there is an even number of the ticket cost for that game – e.g. a
players in their event, sometimes life just player missing one game in a four-game
gets in the way and one player drops out. tournament should be refunded 25% of
This causes a problem at tournaments the ticket cost.
since they rely on having an even number
of players.

15
Tournament Guide

Latecomers rounds they missed and allow them to


participate in any future rounds. You may
Unfortunately, life can get in the way of also consider not allowing them to win
getting to an event. Whether it’s by heavy prizes, since they didn’t earn the points
traffic, Britain’s famously unreliable trains for the rounds that they missed. If they do
or other reasons, you may have attendees finish high enough to win a trophy or prize,
who are late to the event. it is recommended that it is handed down
If this happens, we recommend giving the to the next player in line.
player the average points scored in the

The Tournament Pack


You should prepare a tournament • You could also include the
pack for any event that you run. following:
This is a document which provides • Which scenarios are going to be
all the pertinent information for the used
tournament. At a minimum, it should • Directions to the venue
contain: • Details of the venue, such as food
• Date & Location of the tournament and beverages available to buy
• Ticket price • Details of any prizes
• Army composition rules, including This tournament pack should be placed
points limit, new artefacts & spells online for players to download and
and any rule changes view. It is recommended that you set
• Whether or not lunch is provided up a Facebook Event, since this serves
• Game schedule, including number as a good central point for storing
of rounds, start & end time the tournament pack. It is also an
• What scoring system will be used effective method of advertising if it’s
• Details of the format if it is shared to Kings of War fan groups,
anything other than a standard such as Kings of War Fanatics.
tournament
• Any extra rules that are in effect
at the event

16
Tournament Guide

Mark Cox shares some important do’s and don’ts.


Here I’ll be running you through what down. Preparations like having a
I learned during my evolution as an ringer army to match up to the
organiser, in the hope that it may help odd-player-out, or giving the odd-
you run an event of your own. player-out a winning score and
a bye can bridge a TO through
I got involved in my regional tournament
untimely drops.
scene more than a decade ago. During
that time I attended all sorts of events • Be prepared for players forgetting
across the United States, from the required materials such as
largest iconic grand tournaments to measuring tape, books, dice, pens,
smaller social club nights. Through etc. Have spare materials that they
those experiences I got to a point where can borrow at the ready.
I felt like it was time to try running
• Make sure you have all of your
a tournament of my own. I started
own materials together when you
out with some small 1-day events and
head to the venue, there’s nothing
after a while I was offered the chance
more annoying than forgetting a
to take over and run the Lonewolf
power cord, or your laptop for
Grand Tournament in Dallas, Texas;
scoring in your rush to get to the
the oldest Grand Tournament in Texas
event.
and the largest KOW event in the
United States in 2016. • Don’t be afraid to delegate tasks.
Players are more than willing to
For any event, no matter the size, it
help step up and assist with events,
all starts with the players. You always
asking someone who finished early
need to keep them in mind when
to hand out score sheets while you
you’re making decisions about what
settle a rules dispute is completely
will happen in your events. I always
acceptable. Don’t feel that you
ask myself, what is going to challenge
have to do everything yourself.  
them? What is going to keep them
entertained? How can I make this an We have an excellent community
event that they will want to attend that plays KoW, and experienced
and want to return to? Once you have TOs are always willing to help other
the players in mind, all the remaining folks out, especially new TOs.  I can
logistics (such as size, scoring, scenarios, tell you from experience that running
rulings, etc.) will need to be lined up. a tournament is a great way to give
back to the community, and it’s a lot
Planning an event takes organization
of fun too.  There’s something deeply
and forethought. Brainstorm what is
satisfying in setting up an event for
going to happen at your event; number
lots of gamers, tracking their efforts
of players, number of rounds, the flow
and rewarding their achievements over
and timing of the rounds, how are
the course of the weekend. I greatly
you going to be collecting scores and
appreciate that Mantic is servicing the
tracking event items, what tools and
Kings of War community with this
materials you need at your venue to
resource book, because up until now,
ensure everything runs smoothly, and
Tournament Organisers had to learn
so on and so forth. 
through trial and error, or by shared
Here are some of the most common learning from other TOs.  Now, with
hiccups that can be prevented with a this book, anyone  will be poised to
little pre-planning: run a successful event without needing
years of experience to do so.
• Be prepared for last second drops.
Real life trumps tournaments, Best of luck and happy gaming!
so have a plan for what to do
if you’re suddenly one player

17
Tournament Guide

Scoring Total point-cost of


enemy units routed Bonus Points
There are many scoring systems in use
0-199 +0
across the tournament scene. Here we
provide examples of the most common 200-599 +1
scoring systems. 600-999 +2

It’s up to you to decide which categories to 1000-1399 +3


award players points in. 1400-1799 +4
1800+ +5

It is recommended to make the final +5


bonus points band a little less than the full
points available so that a player doesn’t
have to take out every last army standard
bearer on the field in order to get the +5!

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

Hobby Points where players put their armies out on


display. During an hour-long lunch break is
The actual battles are only one part of the the best bet since this gives players plenty
wargaming hobby. Painting & modelling is of time to peruse the armies. It is also a
a major aspect, and rewarding players for good opportunity to collect “Best Army”
this greatly encourages them to improve votes from players if you are judging this
their hobby skills. This in turn helps to category by vote.
promote the hobby and the game.
This type of scoring is subjective, so it’s
best to come up with a way of being as
Sportsmanship Points
objective about hobby scoring as possible. Everybody wants to have great games
with great opponents when they come
The simplest way of doing this is to give to an event but unfortunately everybody
players extra tournament points if their has heard nightmare stories about bad
entire army is painted. While not being opponents. Sore losers, cheaters, “stretchy
a hard rule, it does strongly encourage tape measures” and a general bad attitude
painted armies. Unfortunately, this does can really sour an event for players.
not encourage any kind of quality in the
paint job! To combat this, it’s a good idea to reward
players for excellent behaviour and this is
If you’re wanting to encourage higher done via Sportsmanship scoring.
quality painting, then we recommend
having the majority of hobby points decided We recommend scoring this in with three
through a tick-box exercise: Are all units in factors:
the army painted? Are there are examples • At the end of the event, players vote for
of advanced highlighting? You can also their favourite opponent. That player
have an impartial paint judge awarding receives 2 tournament points.
some of the points.
• At the same time, they also vote for
At the back of this book you will find an their second favourite opponent. That
example of a tick-box painting rubric. Up players receives 1 tournament point.
to 15 points are awarded for ticking the
relevant boxes and the remaining 5 points • Each player begins with 10 bonus
are decided by a judge. sportsmanship points. The event
organiser or a judge can deduct points
Doing the scoring this way also means that from this total if they witness examples
players can self-mark the tick-box portion of unsporting or obnoxious behaviour,
of the scoring, which is good because or if verified complaints are received
conversions and “examples of advanced about a player. With a bit of luck, this
highlighting” can be difficult for a painting shouldn’t have to be used.
judge to spot. With the players completing
these themselves, it frees up more time for If you are handing out a Best Sport award
the paint judge to do their judging portion. and there are two players with the same
Of course, a judge will still have to sign-off number of Sportsmanship points, then it’s
the score sheet to make sure that the player a good idea to award it to the otherwise
has been honest! lowest ranking player.

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

Kris Kapsner reveals how he made his event a success.


When I first approached tournament players and the relationships they can
creation, I didn’t know where to start. form with other players. With that in
What I did know was that our area mind, I organized a party at my house
didn’t have a tournament scene outside on the Saturday night between game
of the occasional small tournament at days. I provided the food for everyone
our local store. I wanted something to help keep their costs down. The
bigger, something that would excite our Saturday night party has since turned
local players as well as draw players into the aspect of the event that many
from a distance. players enjoy the most because they
get a chance to connect after a day
So, where did I start?
enjoying the tournament.
First, I started with setting my goals
I’m a firm believer that as the TO, it’s
for the event. I wanted an event that
important to have a great team behind
would be unique. Common things
you – for two reasons. One, it lightens
that help set a tournament apart
the workload so you can concentrate
from others are the quality of terrain,
on the things you’re good at. And
quality of the venue, unique scenarios,
two, it allows the event to bond your
and unique tournament rules. I wanted
gaming community together even more
all of those to help set us apart, but
because it becomes an event they are
I wanted something more as well. We
working on to make into a reality.
set our goals high for the quality of
terrain we would create and after a few Overall, at least a dozen club mates
months of searching we found a venue assisted in some way to help the Lady
that would serve drinks and food right of the Lake GT become a reality.
to our tables. For a unique scenario
My job was to keep all of this
experience, we used scenario cards.
organized, contact sponsors, design
Players would each receive scenario
the tournament pack and promote
cards that could be used just once per
the event as much as possible. In my
game for the tournament, which made
first year, I reached out to over 30
for a unique playing experience. We
sponsors. With each passing year,
also added six new spells that were
sponsorship support for the event has
themed for our tournament; even army
become easier. We decided to help a
list building could be unique to our
local food charity and formed a raffle
event as well.
for the products that were donated.
If we were to grow as large as other Over the years of the Lady of the
major tournaments, we needed to Lake GT’s existence, we’ve raised
draw players from further distances thousands of dollars for food for local
than most tournaments. It’s a greater families which our club, Lake SWATT
inconvenience and expense for players is very proud of and continues to build
if they are traveling far. So, how did on that legacy.
I overcome this challenge? I decided
When marketing your event, get the
to reduce the cost and increase the
event rules posted months ahead of
fun! I used an asset I personally own,
time. Get the information on Facebook,
a residence with a yard large enough
Twitter and hobby forums, put fliers
for anyone and everyone to camp.
in game stores and contact podcast
Basically, I opened-up my home for
hosts to ask for interviews. People will
players to stay. Eating at restaurants
only come to your event if they know
is also expensive for players. So, I
about it.
cooked breakfast for everyone staying
at my house! In the end, always remember the most
important rule: create an event you
I wanted the event to be about the
would love to attend.

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

Michael Carter shares his thoughts on the Escalation format


Leagues are a great way to encourage Scoring for games should be kept very
people to play more games of Kings simple - 3 points for a win, 2 for a
of War, and without the pressure that tie, 1 for a loss. This is intended to be
comes with competitive events like a much less competitive environment
tournaments. Leagues can also help than a normal tournament, much less
to ease new players into the game, focused on actual game scores.
or give veteran players something
different to do. Our local gaming group generally has
a hard time getting everyone together
Escalation leagues are a great way on any given game night. So, for the
to get new players into the game escalation leagues, rather than pre-
because they start small. They provide determining who is going to play who
an incentive for experienced players each round, we just let players play
to start new armies and encourage anyone else. The one restriction is you
people to get their models painted cannot play the same player twice in
without feeling overwhelmed by the a row. So as not to penalize players
idea of creating an entire tournament who can’t make it as often as others,
size army at once. only the first two league games played
each month count toward a player’s
Escalation leagues should have a set win/loss record.
schedule for both ttttthe size of games
and the point values. A starter league When first starting out, most players
may have three rounds; the first would don’t have a huge inventory of all the
be 300 points, the second 700, and the bits and bobs used during games. To
third 1000. The key for a successful help with this, I also like to allow
escalation league is to stagger the players to earn extra points by creating
games one round behind the builds. So, some of these. Things like wound
the first month is building 300 points markers, objective markers, wavering
but the games are only for fun. The tokens, turn counters and a display
second month is playing league games board can all earn players additional
with the previously built 300 points points (I generally limit them to 1 point
while building 400 more. The third for each of these, up to a maximum
month would be building the final 300 of 3 points).
points while playing 700 point games
and the final month is playing full Each player is thus able to earn up
1000 point games. to 30 points (12 for building, 18 for
playing). As a capstone, I generally
I also like to use a simple 4 point like to have a tournament (open to
scoring for building armies – 1 point anyone) where I give out certificates to
for having it assembled, 1 point for the winner of the league and give them
having it painted, 1 point for basing, a chance to show off everything.
and the final point for having the full
point value done in the time period. With the release of the Kings of War:
This way if a player falls behind Historical book, our local group is
they can make up all but 1 point. running a historical escalation league
In addition, falling behind one month – it is fun to see everyone talking
does not affect them getting a full about Vikings and Romans instead
score for the next month, as the build of Elves and Dwarfs. Crusaders and
for each is separate. Indians (the war elephants are a bit
scary) are all getting built and will
The games should always be with the soon see battle on the tabletop.
completed armies from the previous
months build. The first league we tried Leagues can be great fun, and are
to build AND play the same points much easier for the organiser to
– and it resulted in no games getting participate in as well. They encourage
played at the beginning of the month people to build and paint, and give
and everyone desperately trying to get opportunities for new players to get
in their games on the last weekend. involved at a slower pace.
Go out and run a league of your own!

25
League Guide

Experience System Later, to use a Legendary Unit, simply


include it in your army for its original
points cost. You must use the unit exactly
Throughout a league you can have units
as it appears on your roster, including any
gain experience and improve their stats
upgrades or artefacts that it originally had
and special rules. We recommend using the
when it was made legendary. You can’t
following experience system.
choose to give the unit a different upgrade
At the end of each battle you may choose or artefact after it becomes legendary.
up to N units that survived (N is listed in
Legendary Units will continue to gain
the chart below) to gain a new trait and
experience, but they can be disbanded or
become Legendary units. You should feel
replaced, and if routed may find themselves
free to choose units that did something
wiped out! If a Legendary Unit is routed,
particularly impressive, and you can even
then at the end of the game roll a D6.
pick units that have been picked before -
On a roll of 1, this unit loses all previous
the legend grows!
Legendary unit upgrades!

Battle size Legendary


Units
1000 points or less 2
1001 to 2000 points 3
2001 to 3000 points 4
3001 or greater 5

If you do not have enough surviving units


you may choose from among Routed units
too. We say that these units have regrouped
after the battle, learnt from their defeat
and will come back stronger than ever!
Each unit you pick gets to roll once on
the relevant Experience table. There are
different tables for each type of unit which
can be found on the following pages. If the
unit rolls a Trait/Special rule it already has,
then simply roll again. However, note that
some can be granted more than once, such
as Skilled.
Heroes should use the relevant table for
their Hero type. E.g. A Hero (Monster)
would use the Monster experience table.

Using Legendary Units


Each player will have a roster of up to 5
Legendary Units that they can use in any
game. Since their first Legendary Units
will not be created until the end of the first
game, a player’s Legendary Unit roster will
be empty at the very start of a league.

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

Infantry or Cavalry (including Large Inf and Cav)


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 improved
past Regeneration (3+).
3 Furious Rage This unit gains the Vicious special rule.
4 or 5 Rallying This unit gains Rallying (1), or if it already has Rallying
increases it by 1 to a maximum of Rallying (2).
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 +3 attacks. 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 Veterans This unit gains the Elite special rule.
12 Inspiring This unit gains Inspiring, or if it already has Inspiring
gains the Very Inspiring rule instead.

29
Achievement System

Achievement System and often hilarious moments. At the very


least we should be using them as another
way to claim bragging rights and prove who
We all know Kings of War has an uncanny
really is the greatest.
way of creating memorable moments on the
tabletop. We’ve all been there: You set up the So was born the Kings of War achievements
perfect charge, expertly lining up the flank system.
of your enemy, then you barrel in, fistfuls You might be familiar with the concept from
of dice clattering across the battlefield. the world of video gaming, and it works in
And guess what – no damage whatsoever! a similar way: Do something cool, tick it off
And how many times have we seen an epic the list, brag to your friends.
individual model defy staggering odds to
walk away from a bloodbath unscathed? On the following page, we’ve put together a
checklist so that you can record your most
But it’s not only the involuntary, statistically staggering achievements during a given
improbable occurrences that are worthy of event.
note. What about when a player goes on an
unstoppable winning-spree? How about a So, print it out, take it to you next
gamer so masterful with an army so perfect tournament and give it a try! We’d love to
that they win no matter the scenario put know what you think.
before them? As a TO, you could even come up with
These things happen, and when they do it’s your own list, catered to compliment
simply amazing, so it seems a shame that the theme of your event, or perhaps even
these wonders should be resigned to the award achievement-based bonus points
archives of our rapidly fading memories. to spice things up. As always, just make
No longer! sure whatever you do does not make the
game unfair, and, failing that, make sure
We thought it was long overdue that we all everyone knows what they are signing up
started keeping track of these cinematic for in advance!

30
Achievement System

KINGS OF WAR ACHIEVEMENTS


CHECKLIST
Cause 30 or more damage to a single unit, then roll a double 1 for the
nerve test.
Win a game on every single scenario in this book.
Pillage Ransack
Loot Secure
Push Scour
Dominate Occupy
Invade Scavenge
Control Eliminate

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

Using Terrain in opponent has the opportunity to create


defensive positions by forcing charges
Tournaments •
over Obstacles.
Ensure that you have pieces of terrain
Terrain is an important factor in games. that block Line of Sight for units
When creating tables, it can be difficult towards the centre of the board, such
to provide enough cover on the board to as Hills, forests or Blocking Terrain.
discourage gunlines while also not unfairly This means that players will have
hindering melee focussed armies. places in their set up area where they
can safely place their units out of sight
At a tournament, it is highly recommended
of the enemy.
that the event organiser arranges the
terrain on the boards before the event. This • Avoid placing Hills in setup areas, or
ensures that it is kept fair for the players if you must then make sure that the
and the two can’t blame each other for the opposing player has plenty of places
placement of terrain. to hide from shooting units placed on
these Hills. Hills are very powerful for
There are no hard and fast rules when it
shooting units, allowing them to ignore
comes to terrain placement, so here are
some intervening cover or screening
some basic principles when it comes to
units. If they want such a good position,
making board layouts;
they should have to come out of the
• Use a variety of terrain types. Don’t setup area to get it.
just use Difficult Terrain and Hills,
• Make sure that Hordes are able to fit
make sure you use some obstacles
through gaps between impassable
as well. Remember that Pathfinder
terrain. No-one wants their uber-killy
units are unaffected by Difficult
horde stuck in place because it can’t fit
Terrain for charging, but are hindered
through the gap!
by Obstacles. Make sure that their

32
Using Terrain
In Tournaments

Here’s a typical terrain setup.

(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

Writing Your Own • It’s much better to use existing special


rules, even if used a little strangely
Rules (e.g. using Fly for Wraiths to represent
them moving through walls rather than
coming up with a unique special rules).
Writing your own rules can be a rewarding
Always see if there’s an existing rule
experience, however there are some pitfalls
you can re-purpose rather than coming
to avoid to ensure that your rules work
up with something new.
well.
• Avoid having the perfect unit – high
speed, high defence, high nerve, high
Making your own units damage output. This is an easy thing to
It can be very tempting to write your own come up with and is not very fun for
units as the best units in the game. This your opponents to play against.
is often a mistake and can often lead to a
homebrew arms race.
Unique Special Rules
Instead, each unit should be given at least
Another temptation is to come up with
one weakness. For example, instead of
unique special rules for your units. This
giving a strong unit Defence 6+, consider
should be avoided where possible since
giving them Defence 5+ or even 4+ and
they very often cause conflicts with existing
giving them the Big Shield rule. This means
rules. Wait until you have a good handle on
that your opponent has the tactical option
designing units with existing special rules
of flanking your unit to take advantage of
before coming up with your own.
the lower defence.
Here are a few guidelines:
Try taking a similar unit and just nudging
a couple of the stats or special rules. • Look at how existing special rules are
Experienced players will tell you that worded and try to follow the same
adding a few more attacks to a unit can pattern. If there is a similar rule then
make a world of difference. There’s no need copy it and change the relevant parts.
to be excessive with your modifications.
• Try to avoid effects that spill over into
subsequent turns. Surge for example
is resolved immediately rather than
buffing the speed of a unit during its
next turn.
• Allow re-rolls of failures, avoid re-rolls
of successes. A rule which forced a unit
to re-roll successful hits for example
would conflict with Elite and the ‘can’t
re-roll a re-roll’ rule.
• Rules which grant a unit complete
General tips immunity, even if it’s just temporary,
can lead to some game breaking
• Me should be a maximum of 3+ while situations.
Ra should be a maximum of 4+ (and
• Avoid overruling no-modifiers rules,
even that should be used sparingly).
such as Breath Attack. Instead you
• De should be between 3+ and 5+ for could either apply a modifier to the
most units. Avoid using De 6+ unless damage roll for the same effect, or
there’s a very good reason for it, and reduce the number of dice when rolling
you should avoid pairing it with high to hit.
speed.

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

An Example they do have the same defensive stats as


Drakons.
Here is a hypothetical Orc Slasher unit.
If we place the Slasher Rider Horde at 240
Please note that this unit is not considered
points, a Regiment will cost 65% of that;
legal to be used in events.
156 points. Rounded off to the nearest 5,
this gives us a total of 155 points for the
Slasher Riders  Large Cavalry Regiment.
Unit Size Sp Me Ra De Att Ne Pts
Regiment(3)
Horde(6)
10 4+
10 4+
-
-
5+ 9 12/14 ?
5+ 18 15/17 ?
Playtesting
If you’re just playing your house rules
Special: Brutal, Crushing Strength (1), Fly,
Thunderous Charge (2)
amongst friends in casual games, then
playtesting is not terribly important.

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

Writing Scenarios Individuals


Be very wary of writing objectives involving
Scenarios are another area where gamers Individuals or where Individuals can score.
can come up with some fantastic home Individuals are a tough combination of
brew rules. being extremely manoeuvrable and hard to
When writing your own scenarios, ensure kill.
that you look at the existing scenarios to If Individuals are allowed to score, they
see how they’re designed. If possible, take find it extremely easy to either dodge out
an existing scenario or objective type and of charge arcs of opposing units or jump
use it to form the basis of your own rather on objectives in the last turn. Equally if
than writing a whole new set of rules from Individuals are to be targeted by the enemy
scratch. Not only have these rules been for whatever reason, then they find it very
tested and confirmed to work, but players easy to keep out of enemy line of sight due
will be more familiar with them. to their manoeuvrability.
Instead, use the definition offered in this
Kill book of Core vs Non-Core units in the
Having victory conditions based upon scenarios section. Core units should be the
simply routing enemy units unfortunately ones which can claim objectives, Non-Core
gives certain builds a strong advantage. should either be discouraged (such as only
getting half points in Dominate) or entirely
Instead we have provided a Bounty disallowed (such as not being able to claim
objective type where your army has been Objective Markers at all).
ordered to take out a key enemy unit at
all costs. Players collect extra points for
killing the unit in melee rather than with
ranged attacks.
If you wish to have some kill based
objectives, we highly recommend using
the Bounty rules and victory points system Tie Breaker
since this rewards more balanced armies. If you have an even number of objectives
When using Bounties, use an upper limit for on the board, particularly Loot Counters or
the number of them in play. If you simply Bounties, you will see a lot of draws
say that all enemy units have a Bounty Having some form of tie breaker, such as
then this gives a huge advantage to armies an extra Objective Marker in the middle of
with a limited number of drops but heavily the board, ensures that even if players are
penalises armies that have more units, such drawing elsewhere, someone can jump on
as Goblins. that tie breaker to get the win.
You should also have a tie breaker objective
when using Bounties (see below).
Get Out Of The Setup Area
You’ll notice that a lot of scenarios strongly
Combining Objective Types encourage players to take objectives that
A very simple way of writing a new scenario are outside of their setup area. This is
would be taking existing objective types deliberate to encourage balanced armies.
and combining them in a new way. For Try to avoid having scenarios that can be
example, putting Loot on the table which won with by player sitting in their setup
is worth X points if held at the end of the area. This makes for a boring game that’s
game, plus some more Objective markers devoid of tactical skill.
that are worth Y points at the end.

37
2017 Rules

2017 Rules

38
2017 Rules

Rule & Unit Changes Unit Changes


While Kings of War is a well-balanced Cursed Pharaoh – Undead
wargame, no game is perfect. We recommend This unit has a Defence of 5+, not 6+.
implementing the following rule and unit
changes to keep the game as balanced as
possible. Please reprint these changes in your Vampire Lord – Undead
tournament pack so that players are all aware This unit has a Defence of 5+, not 6+.
of them, even if they do not own this book.
These rules should be used in conjunction
Ahmunite Pharaoh – Empire
with the new and amended scenarios found of Dust
later in the book. This unit has a Defence of 5+, not 6+.

Army Composition Fiends – Nightstalkers


Nerve values reduced to the following:
In a standard 2000 point tournament, players
may only take the same Hero, Monster or War • Regiment: 12/15
Engine a maximum of three times. Elves could • Horde: 15/18
take a maximum of three Bolt Throwers in
2000 points for example. This limit includes
units with artefacts or other upgrades, so an Mind-screech – Nightstalkers
Undead player could only take a maximum of Nerve reduced to 14/17.
3 Necromancers, regardless of what options
or upgrades they take.
For other game sizes, please consult the table
below.

Point Limit Max Duplicates


0-1499 1
1500-1999 2
2000-2999 3 Herja of the Fallen – Varangur
Each additional Replace Judgement rules with: This is a
1000 points +1 ranged attack that can be used once per game.
It follows the same rules as a Heal (5) that can
be used on any friendly non-allied unit on the
If you include allies, you cannot select the
same allied unit entry of type War Engine, board, regardless of range or Line of Sight.
Hero (all types) or Monster more than once
Death Engine – Ratkin
Special Rules Defence is reduced to 4+ if the Vile Sorcery
upgrade is chosen.
Breath Attack, Fireball and
Salamanders
Lightning Bolt The following units have Vicious: Kaisenor
When targeting enemy units in cover these Lancers, Fire Drake, Clan Lord, Clan Lord on
attacks hit on a 5+ instead of 4+.
Fire Drake.
Fly Trident Realm of Neritica
While Disordered, units lose the Fly special
rule including the Nimble that it grants. If The following units have Ensnare: Placoderms,
the unit has Nimble for a different reason Placoderm Defender, Riverguard, Riverguard
(e.g. Individual) then they will remain Nimble Captain, Nokken.
while Disordered.
Orcs
Bane-Chant (Spell) The following units have Fury: Fightwagons,
This will only grant or improve Piercing if two Morax, Krudger, Krudger on Slasher, Krudger
or more hits are scored from the same casting. on Gore Chariot, Gakamak.

39
2017 Rules

Artefacts & Spells Sparkstone 10 points


This unit has a ranged attack with a range
of 18” that may only target enemy Heroes,
Monsters and War Engines. Roll a single
dice to hit, needing 4+ to hit regardless of
modifiers. If a hit is scored, the target unit
is disordered during its next turn.

Helm of the Ram 15 points


This unit gains the Thunderous Charge (1)
Special Rule, or increases the value of its
Removed Artefacts Thunderous Charge by 1.
We recommend disallowing the following
Artefacts:
Blood of the Old King 15 points
• Ensorcelled Armour
Once per game, this unit gains Elite and
• Brew of Keen-eyeness
Vicious for one turn. This must be declared
• Medallion of Life
before the unit rolls any attacks.
Here we have 10 Artefacts and 3 spells for
2017 organised play. As with the rest of the
changes in this book they are not considered Banner of the Griffin 20 points
legal by default so you and your opponent This unit gains the Rallying (1) Special
must agree to use the 2017 changes in a Rule (see Uncharted Empires supplement).
casual game, or specify in your tournament
pack if you are allowing the use of them at
an event. Dragonshard Shield 20 points
Allied units cannot take Artefacts at all. Once per game, when this unit carries out
a Halt! or Pivot! Order, it may choose to
Artefacts increase its Defence by +2 to a maximum of
6+ until the start of its next turn.
Healing Brew 5 points
Once per game, when given an order, this Hammer of
unit may remove D3 points of damage Measured Force 20 points
previously suffered.
This unit will always damage the enemy on
a 4+ in melee, regardless of modifiers.

40
2017 Rules

Lute of Insatiable Spells


Darkness 20 points
These spells may be taken by any non-
This artefact can only be used by Heroes. Living Legend unit that either has a spell or
The Hero has the Bane Chant(2) spell. has the ability to take spells (not including
Artefacts). They have a fixed number of
Zephyr Crown 20 points dice but otherwise follow the usual rules
for spells. They can be taken multiple times
This unit has Wind Blast (4) or increases in the same army and are not subject to
the value of their Wind Blast spell by 4. Magic Artefact restrictions (maximum of 1
per army, can’t be given to Monsters etc.).
Shroud of the Saint 25 points
Users with the Heal spell only. This item
increases the unit’s Heal (n) value by 2. For
example: Heal (3) becomes Heal (5).

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).

Soul Drain 30 points


6” range, rolling 6 dice to hit and may
target enemy units that are in melee. Roll
to damage as normal with Piercing (1). If
one or more points of damage are scored,
choose either the caster or a single friendly
non-allied unit within 6”. Remove one
point of damage from the chosen unit for
each point of damage dealt to the target. If
this is cast into melee, the target will not
take a Nerve test at the end of the Shoot
phase.

41
2017 Rules

Scenarios Random Scenario


To choose a random scenario, roll a D12
Scenarios are an important part of balanced and consult the table below.
and varied play in Kings of War.
To encourage players to bring well balanced
armies, we strongly recommend playing Result Scenario
a variety of scenarios at your events. To 1 Pillage
that end we have a total of twelve different
2 Loot
scenarios in this book for you to use. Some
of them are rulebook scenarios with some 3 Push
slight modifications, while others are 4 Dominate
completely new. 5 Invade
6 Control
Choosing a scenario 7 Ransack
At a tournament, the event organiser (EO) 8 Secure
should declare what scenario all players 9 Scour
are using for that round. This can either 10 Occupy
be done up front in the event pack, or kept
secret and revealed only at the start of the 11 Scavenge
round. 12 Eliminate

If an EO chooses a scenario that has a


random number of objectives (e.g. Pillage
has D3+4 Objective Markers) then the EO Alternatively, if you do not have a D12, roll
should roll once and all players use that a D6. On a 1 to 3 you will play scenarios
number of objectives. 1-6, and on a 4-6 you will play scenarios 7
to 12. Roll another D6 to find out which of
Similarly, an EO may choose to have all those you will play.
players in a league play a specific scenario
in each round or week. Alternatively, they
may allow players to choose a random Smaller or larger boards
scenario as detailed below. Kings of War is usually played on a 6’x4’
board, however sometimes you will be
playing on a different size. If playing with
fewer than 1500 points, you might use a
4’x4’ board for example.
If you are playing on a size other than
6’x4’ then you may need to adjust the
scenario. Usually this will mean reducing
the number of objectives. We have detailed
the recommended changes for a 4’x4’ board
with applicable scenarios. Please ensure
that players are aware of the changes being
used for each scenario if necessary.

42
2017 Rules

Definitions Objective Markers


These follow the same rules as Objective
Victory Points Markers from the core rulebook, except
only Scoring Units may hold Objective
Most scenarios award a certain number Markers.
of Victory Points (VPs) for completing
objectives. The player with the most VPs
at the end of the game wins. If the players Loot Counters
have an equal number of VPs then the game These follow the same rules as Loot
is a draw. Counters from the core rulebook, except
units lose the Fly and Nimble special rules
Unit Strength while carrying them and Loot Counters
may not be taken off the board.
Each unit on the board will have a unit
strength that is used in some scenarios to
determine who controls different areas of Bounty
the board. These are: Mark any units carrying a Bounty with a
token of some sort. A unit may not have
0 Individuals, War Engines more than one Bounty on it at any one time
and may not drop or transfer it. The unit is
1 Troops, Heroes (without
otherwise unaffected by carrying the token.
the Individual rule),
Monsters, any unit with If a player routs an enemy unit carrying a
a Height of 0 Bounty in melee, then the Bounty has been
2 Regiments completed and that player keeps the token
3 Hordes or Legions
until the end of the game as a reminder.
If the unit is routed by any other means,
e.g. ranged attacks, then the Bounty is lost
instead.
Centre of the Board
A number of scenarios require you to place
an Objective Marker or Loot Counter in the
centre of the board. If you are unable to do
so due to Blocking Terrain, they should be
placed along the centre line of the table as
close to the centre as possible.

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

9: Scour and 9” from the centre line. These are the


Primary Objectives.
Place Objective Markers as per Pillage.
Starting from their third turn, the players
Victory Points
Victory Points are awarded at the end of
may choose one Objective Marker that
the game as follows:
they hold at the start of their turn before
any movement takes place. That Objective • 1 Victory Point for each Secondary
Marker is removed from play. Objective you hold.
There must be at least 3 Objective Markers • 2 Victory Points if you hold the Primary
on the board at all times. If there are only Objective on your opponent’s half of
3 on the board then the players may not the board.
remove any more.
The Primary Objective on your half of the
Objective Markers removed from play do board is not worth anything to you.
not grant any Victory Points at the end of
the game.
11: Scavenge
Victory Points Place one Objective Marker in the centre of
Victory Points are awarded at the end of the table. Then each player places one more
the game as follows: Objective Marker on the centre line, rolling
• 1 Victory Point for each Objective off to see who places theirs first.
Marker you hold. At the start of each players turn, if they
hold one of the Objective Markers they may
choose one of their non-wavering units
holding the objective to scavenge a Loot
counter. The unit receives a Loot counter
and follows the normal rules for carrying
Loot. In this scenario, units may not carry
10: Occupy more than one Loot counter.
After choosing sides, place one Objective If a unit routs an enemy unit that is carrying
Marker in the centre of the board. Then Loot in melee, they may elect to destroy the
the players each place an Objective Marker Loot and remove it from the table rather
completely within 6” of the centre line, than picking it up.
starting with the player who chose sides.
These three Objective Markers are the Victory Points
Secondary Objectives. Victory Points are awarded at the end of
Next, the players place another Objective the game as follows:
Marker on their opponents half of the • 1 Victory Point for each Loot Token
board at least 6” from any board edge you hold.

46
2017 Rules

12: Eliminate • 2 Victory Points for each Bounty that


you have completed.
Each player has 3 Bounty tokens they must
Lost Bounty, i.e. those where the unit was
place on their three most expensive non-
routed outside of melee, are worth nothing.
Individual units.
If there are multiple potential units with Lower Or Higher Point Value
the same cost, then the opposing player Games
decides which of those units they are Use three Bounty tokens if playing with
placed on before any units are set up. For around 2000 points per player. If playing
example, Dave’s most expensive units cost with 1500 points or under, use two Bounty
300 points, 250 points and two units at tokens instead. For each additional 1000
200 points each. The 300 and 250 point points over 2000, use an additional Bounty.
units get a Bounty token and his opponent,
Annie, decides which of the two 200 point
units the remaining token goes on.
Additionally, place an Objective Marker in
the exact centre of the board.

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

Hobby Judge Section


This is for the hobby judge to complete. The judge will award up to an additional 5 points for your
army based on the overall aesthetic and “wow” factor. Here are some ideas for things that could
earn you additional points:

• 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.

Judges score (0-5) Total Points including judges points:


Sign to confirm checklist

48
Permission granted to photocopy for personal use.

You might also like