This was originally posted on Oct 5, 2015 on the old website. This will probably be one of the last posts to be saved for posterity. My opinions haven’t changed much since then. Treefort Games, alas, is no longer around, but Discover Games has nicely filled the void.
Last Saturday, Oct 3, was good day of wargaming at Treefort Games.
For Kings of War, each side deployed 4,000-point armies, which, as you can see filled up the tabletop. Each player ran about 1,000 points. I got to field a good number of Hundred Years’ War figures.
The orc players deployed a number of miniatures not really seen since Warhammer Fantasy Battles fell out of favor with the local wargamers several years ago.
Indeed, I don’t see why anybody would want to play Warhammer (or Age of Sigmar) after they’ve tried Kings of War. (Oldhammer/3rd Edition Warhammer, sure–I do see the appeal–but recent editions, heck no).
The game moved fast: 2 hours, 45 minutes.
We rolled lots of dice in that time. You still get to roll handfuls of dices–a carry over from Warhammer. Yet overall the game turns are shorter–you only roll “to hit” and “to wound.” You keep track of casualties with counters or dice instead of removing individual figures.
The longest game turn lasted about 30 minutes, and that’s when several pitched battles happened at same time.
(Meanwhile, at the next table over, a Warhammer 40k battle between 2 players with a 1/4 as many figures raged for almost 5 hours)
And we got to field lots of figures that would have a die-hard Warhammer player squeal: “That’s an illegal army!”
Best of all, we had fun.
The alliance of elves, men, and dwarves lost after putting up a good fight. When I play again I’ll try some different tactics.
But for me, Warhammer is dead.
(Well, aside from an interest in Oldhammer, Warhammer has been dead for awhile now. It’s just great to have what seems to be a decent set of fantasy wargame rules to play. I’ll do a complete review of Kings of War at later date once I’ve gotten a few more games under my belt).
Afterwards I got to lead some fascists storming the outskirts of Madrid in the Spanish Civil War.
I don’t have much to say about the Triumph of the Will rules–but they seemed to be simple enough for Mike over at Mikeopolis to explain to my opponent and I. He ran the game almost like an RPG. The players would describe what they wanted to do on their turn, and he’d tell us how to do it.
Each unit had its own distinct “personality,” shall I say, that determined its effectiveness in battle. My legionnaires were overall crack troops and could call down in artillery strikes. My Carlists were decent at hand-to-hand combat. I also had a unit of militia-grade Fascists that were good at dying to the last man.
My Nationalist/Fascist forces did pretty well in the first part of the game. The legionnaires took a few buildings, pushing the Republican forces back, and bringing down artillery strikes against any enemy foolish enough to break cover. Meanwhile our Carlist allies protected our left flank from Republican reinforcements.
And then the Republican tanks showed up. Two of them. They were too far away for my artillery to harm.
The game ended with sort of a draw. The Republicans defended Madrid but didn’t take out my artillery piece. I kept my artillery piece safe, but didn’t take Madrid.
The rules themselves seemed to capture the “spirit” of the period fairly well–the confusion, militia-types running around, loose alliances forming and the dissolving.
I’ll have to take a closer look at a later date, but I would like to play again.