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

Saturday, 1 May 2021

Kingdoms of Men: Final Models

 With the arrival of League of Infamy and the extra Drakon riders I'd ordered I've been able to finally complete my Kingdoms of Men / Ostrogoth army. 

The three Drakons have been converted with the same Gripping Beast Goth models I've used in the rest of the army as riders and then painted up with Army Painter metallic's. I went with red, white, & blue for the Drakons to help tell them apart on the battlefield and I still have one more to paint up to use in the League of Infamy game.


The General on Winged Beast they are representing are good low cost flying units which are reasonably tanky but should mostly be looking for a flank charge. Being only 190 points each you can easily find space for them in any list.



As this is the end of this project I thought I'd get the models out on the table and photo them all together. It's always nice to get a group shot of a completed army, this one had initially started as an all mounted force but has grown to include a fair amount of infantry as well.





As well as the Generals on Winged Beast I've also added an extra Troop of Mounted Scouts to bring my up to 3 full Regiments and an extra mounted Wizard, this used up all the Goth / Dark Age cavalry models I had.



Saturday, 25 July 2020

Ostrogoth: Almost Done

After an enforced posting break caused by my PC going pop I'm back with the last of the Ostrogoth's that I currently have the models for. Over the last 2 weeks I've completed the last regiments of cavalry and the several of the characters.


On the cavalry front I now have 4 Regiments of Knights, 6 Troops of Sergeants, and 5 Troops of Mounted Scouts along with 2 Wizards and 3 Mounted Heroes. 


I still need to paint up the Generals on Winged Beasts but the models I plan to use for them are currently still in production so they aren't expected out until November.


This means that I have completed around 3000 points worth and I have some flying beasts I can proxy in for the Generals in the meantime.





For the mounted wizards I've used two Gripping Beast models to represent a court wizard and a hedge wizard. I also had a Gripping Beast priest on foot to use as a wizard in Vanguard if I ever need to field one.


The KoM wizards are pretty flexible and come with a good range of spells to choose from, probably Lightning Bolt and Bane Chant are the most commonly taken.


I also painted up a knight with banner to represent The Captain. He is the unique KoM hero who comes with some nice stats and rules for the price. The most interesting rule is Master Tactician which allows you to redeploy D3 units after setup is completed but before Scout moves. In an army that has the potential to field Knight Hordes the chance to move one or more units across the table after your opponent has committed looks like a real boon.



I've also painted up the spare infantry I had left over from the kits with enough models to make a nice little Vanguard force.


Sunday, 5 July 2020

KoW Vanguard: Capture the Giant

For our second game of Vanguard we played the ever unpredictable Capture the Giant. This sees both sides trying to score Victory Points by causing the most wounds on the Giant that round with bonus VP's available for killing key enemy models. The Giant moves 9-16" at the start of each turn in a random direction attacking everything along it's path.


We both setup facing the Giant with the knowledge that the only safe place to be was outside it's movement range but then you'd not be able to cause any damage, the second safest place was to be in contact with the Giant as he could then do a maximum of 1 damage rather than the 5 powerful attacks he made if he ran over your model.


During the first turn we both tried to get into contact with the Giant and my Werewolf was fast enough to also be able to attack and score some wounds, the  Kingdoms of Men could make contact but not attack. This meant the Undead had a 3-0 lead at the end of turn 1.


At the start of the second turn the Giant moved directly onto my two Soul Reaver infantry causing two wounds to each and knocking them down, not a great start. The KoM also triple charged my Werewolf and killed him off, so I'd lost my most powerful attacker and the 2nd & 3rd most powerful where heavily damaged. The rest of the second turn saw the combatants close together in the centre of the table apart from one lone Revenant who managed to put a wound onto the Giant so I lead 6-1 at the end of turn 2.


The Giant in turn 3 then helped out the Undead massively by moving back in the only direction that would do maximum carnage to the KoM and ending up back in the middle of the table. As you can see from the before (above) and after (below) pictures he cleaned up multiple KoM units for me including the Knight and Ogre Warrior, both of whom are serious damage dealers.


The KoM managed to put plenty of wounds on the Giant so by the end of the turn the scores where 6-4 to the Undead.


Once again the Giant helped out the Undead by running over the KoM leader and also knocking down the Wizard and one of the Warriors. This allowed the Undead to kill the knocked down Warrior and the remaining Soul Reaver killed off a KoM long bowmen with the other bowman falling to the skeleton archers.


The Wizard also was killed by a Revenant and suddenly things looked grim for the Men who had passed their break-point. The return of the Giant back over the remains of the KoM force left them with no options to cause a wound so we ended the game at that point.


Only the leader from the KoM survived with the rest of the force no doubt destined to be raised by a Necromancer and forced into battle against their old comrades.
Capture the Giant can be a deeply 'unfair' scenario sometimes if it happens to run over a bunched up group of your models, so perhaps the KoM will be luckier next time.



I've also completed the 2nd Regiment of infantry for the Ostrogoths which takes them up to a full Horde's worth if required.



I also have some spares so I can make up some men for a Vanguard force if required.


Saturday, 27 June 2020

KoW Vanguard: Return to the Fray

With the relaxation of the current lock-down rules Mr T and I where able to take advantage of being in a 'Support Bubble' to meet up for our first game in a long time.
We'd decided to move onto Kings of War: Vanguard as our next game and Mr T had managed to complete the bases on his Kingdoms of Men units in time for the game.


This was Mr T's first try at Vanguard so much of the evening was spent with me giving a meandering explanation of the rules and then we threw some models down and had a quick play to get used to the combat mechanics.


This was a somewhat historic moment being the first time Mr T had fielded a fully self-painted army with ten miniature works of art gracing the field of combat.


Now he now only needs to paint another 150 odd models to convert the strong start into a full Kings of War army, I wouldn't expect to see a post on that being completed for a very long time...


It also gave me a chance to break out the Undead again and for Mr T to learn the best way to kill the Undead is to knock them down and have someone move in to finish them off.


All in all it was great to get some dice in hand and push some models around in good company and having all painted armies always improves the spectacle.


Talking of painting I've also completed another Regiment of Sergeants to add to the Ostrogoth army.




So the army is coming along nicely and I already have around 2000 points worth.


I also took delivery of some more mud-brick scenery from Chris at Fogou models, the plan for these is to make semi-fortified wall sections to use with the rest of the buildings I got on the Kickstarter.


Saturday, 20 June 2020

Ostrogoth: Infantry Option 2

This week we have another infantry option for the Ostrogoths and this time it is the melee troops.


So far I have completed a Regiments worth split into 2 Troops but I will be bringing them up to Horde strength once I complete the other Regiment. The models are again Gripping Beast plastics and I went with the Saxon Thegns box. As with the other boxes you get a good amount of models for your cash and lots of build options.



The Kingdoms of Men have plenty of infantry options so you can either go for a cheap token holder / carrier or something more expensive and more durable. I went with mostly spear armed troops for the unit to add some flexibility into what they could represent but also historically speaking most common infantry of this period fought with spears. Most likely they will be fielded as the ultra cheap Shield Wall or the more durable Foot Guard, though the option to field a Phalanx unit against an army fielding lots of fliers or cavalry is nice to have.


I also went with nine models per base which gives a nice full look to the unit and with the models on the rear Troop being slightly raised above the ones in front a bit of added depth.


As the box comes with 44 models in it I will also have some spares to make up some men to use in KoW: Vanguard should they be required.



I have also completed a second regiment of Knights ready to join the fray so could now field a Horde, if I was able to play.


The aim is to complete four Regiments of Knights so I've reached half-way on these ones but with still a fair amount of cavalry left to paint with the extra Knights and Sergeants still to complete.


A Horde of Knights packs a real punch with 32 attacks hitting on a 3+, of course it has a massive frontage as well. But now that you measure the charge range from anywhere on a units front edge it also has a much large threat range.