The Tiniest Kings Of War Pt.3 – To Battle!

Rules? Downloaded.

Armies? Built and painted.

Terrain? Flexible battlemat built and with the old standby of books placed underneath to create valleys and hills, so yeah, check.

And thus – TO BATTLE!

I gave the youngling the choice and he picked Orcs, I think more influenced by colour choice than anything else… well, I hope so at least, he has a slightly unnerving predilection for the “Baddies” in most films. We’d had a couple of practice games so the basics of the rules were relatively familiar – plus he had his mum on his side as the power behind the throne!

Initial set up dispositions – Orcs at the bottom (south) end of the table, Dwarves at the top (north)

We shook hands and rolled for fits turn – which the Orcs won.

The Orcs charge headlong across the table, mum in an advisory role pointing out areas cover and suggesting firing the Skulk archer detachment at the Dwarven cannon, rattling the crew enough to prevent them from firing this turn.
Dwarves hold fast and return fire, the Ironwatch crossbow regiment routing the Skulk archers
Turn 2 and the Orc charge hits the Dwarven lines! Trolls demolish the cannon and the Orc cavalry pulls a deft flanking manoeuvre that annihilates their Dwarven counterparts… that Orc “advisor” has some explaining to do.. 😉
Ferocious in the defence, the Dwarves castle up on the hill and defend with everything they’ve got! Throwing mastiffs and crossbows damage the trolls and force the Orc Gore Rider cavalry to waver, while a regiment of Ironclad infantry catch an Orc Ax infantry regiment in the rear and wipe them out! However, in an EPIC clash in the centre of the lines, the Dwarf Lord falls to the Orc Krudger!
Victorious in his duel, the Orc Krudger gathers his remaining forces to hunt down and destroy the surviving Dwarves
The Krudger and the Ax regiment smash into the surviving Dwarf regiment
As darkness falls on the battlefield, the remaining Dwarf regiment is forced to waver, before being routed and destroyed in the final turn!

The dice were against me, that’s all I’m saying! In all fairness, although I did roll abysmally, I also made stupid mistakes and completely underestimated my enemy commander (and his “advisor”) – leaving units open to flanking manoeuvres, not concentrating forces properly and while I wasn’t able to capitalise on my enemy’s mistakes, they sure went to town on mine!

Overall verdict on KoW as a system though? Fun! I wasn’t sure how I would feel about the lack of casualty removal in this system, but by Turn 2 I was used to it. It really does suit 6mm scale as well. Easily learned, and although there are a couple of rules that were less than clear in the rulebook, it’s largely very intuitive and I do like how much it rewards tactical positioning, flanking and so forth. Charging your opponent’s rear, for example gives you DOUBLE the normal attacks.. all of a sudden, mobility is worth something serious on the battlefield!

I know you’re all hungering for something non-granny grating related, but it was fun bringing this project to a conclusion (if any wargaming project can ever be said to be truly done) -and as the COVID Restrictions start to lift in dear old Blighty we’ve got something BIG planed once again, so stay tuned as we get everything prepared to Throw Down In Style!

Stay safe and sane out there… we’re nearly there folks!

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