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After My First Three Games
Yesterday, on Sunday we played our first games of KOW 4th edition. I played in two games with my proxy Ogres and Not Sylvan Kin (or simply Elves). There was also Undead, Orcs, Dwarves and Northern Alliance (I was disappointment to see that Tribesmen are still DE 5+). The Northern Alliance army was originally a Varangur army, but in 4th Varangur (like the Sylvan Kin) were drained of all their flavour and are now just garbage.
I can safely say the game is still – definitely – Kings of War. It feels like KOW and plays like KOW. That much is certain. Everything seems to run smoother. I really like the new shooting changes, that indirectly place the emphasis on combat. Shooting is still important, but as a tool of hindrance rather than one of death dealing.
I still have mixed feeling about combat. There are new rules that make combat deadlier or quicker. One rule, that is very controversial for me, is the wrap-around rule. This allows a unit that is in combat – say to the front with an enemy unit – to move to the flank with a Reform order, opening up space for another unit to engage or charge into combat. That is actually great, and allows for more tactical depth. My problem with it is that if you move to the flank or rear you can attack with double or treble the attacks – I find this stupid. I disagree because it is not an impact attack like a charge, but troops moving with the swirl of combat. It makes combat very deadly, but removes from the skill of maneuvering…and as I said is just stupid. You should not get the bonus attacks in this case. The maneuver is the advantage. Doubling and trebling attacks should only occur with a charge.
I will definitely be house-ruling this and I will not play with my competitive friends if they insist using the rule as is. They can practice their game with someone else. You might think I am an asshole for saying this, but I simply do not enjoy the game with this mechanic in play. It really bothers me.
The new Withdraw order I also find cool as a concept, but I did not find it very useful, unless you use it early in the combat. This is because if you fail the Nerve Test you rout…and that simply means the unit is removed from play. I would have preferred something different, like the withdrawing unit (if you fail the Nerve Test) still withdraws, but is devastated until the unit’s next turn. I understand the reasoning behind the choice of the rule, but because I like ‘pushback’ in historical games – I am not a big fan of Withdraw as it is currently. It does have a place in the game though.
I like the commands, but we found some to be very useful and others not so much. I am a bit worried about power creep, as the new books come out – unless they are well play-tested.
Other than that, all I have mentioned in my first post still stands for me. Mantic, if you read this, bring back Kindred Warriors for the Elves and Sylvan Kin!, and make the Varangur great again. I think, Mantic really need to get their armies back up to form. I think they jumped the shark were the armies are involved, and they should have prepared better for 4th. With the campaign books coming out twice a year, some armies are going to take a few years to get better and more balanced. Competitive players are going to have a field day breaking stuff and Mantic have their work cut out for them!
Regards,
NR
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This reply was modified 1 week, 6 days ago by
nightrunner.





























