New Kings Of War Units & A Worldwide Campaign Is Set!
November 21, 2014 by brennon
The Kings of War Kickstarter from Mantic Games has got to the point now with their stretch goals that they're getting you set for the worldwide campaign! More on that a little later after we chat about new units!
As well as the Necromancer, Dwarf Warsmith and Long Rifles being on the cards there are also designs to make a whole bunch of different units for the various factions. See what you think of some of their ideas and give them some feedback. Mantic want to know what you think...
Dwarfs
- Fliers
- Eagles & Giant Ravens
- Stone Golems
- Dwarf Runepriest/Sorcerer
- Long Rifles
Forces of Nature
- Wild Elves
- War Hawks/Eagles
- Witches
- Elemental Caller
- Shrine of Elements
Forces of the Abyss
- Evil Humans
- Beastmen
- Abyssal War-Engine
- Darkspawn
- Imps
...and plenty more if you want to think up some different ideas. As well as all the new units they've also looked into the big worldwide campaign.
"The Necromancer Lord Mortibris has ascended using the wisdom of Valandor, torn from the pages of his own Tome. The terrible power unleashed has sundered the very fabric of the world, creating a new outlet for the powers of the Abyss, spewing out the creatures of darkness to besmirch the world above. The good peoples of the world must unite in the face of this new threat, or face extinction."
Wrath of the Abyss will be a full on campaign book giving you a full on story to fight through that will decide the fate of all of Mantica. Tying itself into the way that Dungeon Saga will play out the heroes didn't manage to stop Mortibris from summoning the Demon Lord Ba'al and so his forces are coming from the Abyss to destroy all in their way.
When the campaign is launched it will involve an online app that allows you to input your results and decide the fate of all of Mantica.
What do you think?
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Still not a fan of that style of helmet. Personal preference of course.
I’m still not a fan of the Mantic Dwarves full stop (apart from the heroes) but I’m interested to see what other units they can come up with.
BoW Ben
I agree, but do understand that they were some of the first plastics they made. So I tend to blame it on inexperience. The new stuff better be of higher quality in all aspects now that they have done more.
Elves
– Chariots
there are other armies who have chariots and i dont see this as being a “wow” unit for the Elves as they already have cavalry and large cavalry units, so i wouldnt add this unit.
– Mounted archers (both light and heavy suggested)
i dont think this unit should be added due to low “wow” factor, but if it was to be included, this is why. light bowmen cavalry would match their lore and balance wise because elves arent known for heavy armored units and most mounted bowmen units in the game have “4+” DE due to the mounted bowmen forgoes a shield for a bow.
– war hawks/eagles
ild add this unit as a monster unit due to a lot of “wow” factor for anyone who is jumping into KoW as well as jumping into miniature gaming for the first time and to give a bit more variety in the monster selection for the Elves so that if you want to have a monster themed Elven army you could go with “war hawks” to make a powerful Elven high army or make a more Sylvan Kin army with the Tree Herders.
– cat cavalry
the Basileans already have gur panther cavalry and a hero on a lion and as stated earlier the Elves already have a normal cavalry unit and a unique drakon large cavalry unit as a “wow” factor unit. in short i wouldnt add this unit
– avatar/war god
i wouldnt add this unit to the Elves. ild save this unit for the Twilight Kin as having a “Avater/War God” as it may have more of a “wow” factor with them, because they are better than their Elven kin at summoning monster units to aid their side. “Stone idles, imbued with the power of the Wicked Ones.”
– blade-dancers like TK have
this unit wouldnt be a bad addition as it fits their lore really well as stated in the lore of the Eastern Kin of the Elves.
Dwarfs
– fliers (break out of the dwarfs-are-slow-with-guns stereotype) – giant ravens and eagles suggested to fit the mountain theme rather than machines
fliers dont really fit their lore in Mantica at all as they dwell under mountains in great underground halls. what use would Dwarves have with fliers if they dwell inside the mountains? i wouldnt add this unit at all.
– miners/tunnelling unit
this unit wouldnt be a bad addition as it matches Manticas Dwarven lore.
– stone golem/giant thing “Iron Ancestor”? “Hall Guardian”?
this would be a great addition to the Dwarven army as it would give more variety in their Monster unit selection. it matches their lore due to Manticas Dwarves are really good engineers and could build a giant “Iron Ancestor or Hall Guardian”. you could also attribute it to Dwarven lore if you add the Dwarven Rune Priest as they could imbue magic runes on a stone or iron giant monster.
– Stone Efreets (large inf)
i wouldnt add this unit. Dwarven infantry are already very stout and resilient. theres no need for a Dwarven large infantry when the average DE in their army is “5+” with 12/18 units having (5+) DE or better.
– dwarf sorcerer/rune priest/earth/fire priests
a Dwarven “Rune Priest or Warsmith Priest” would be a great addition to the Dwarven army because it would explain why the Dwarven smiths weave magic into their weapons. on the tabletop they could give a bonus to rerolling a die when rolling to hit because the weapons they crafted are imbued with magic that makes them hit their mark every time or the “Rune Priest or Warsmith Priest” reads something from their tomb of magic runes that gives a bonus to units around them for either rolling to hit or wound.
– Attack Balloon
i wouldnt add this unit for the same reason as “Dwarven Fliers” were suggested. it doesnt fit their lore nor would they be able to use them in the great Dwarven halls under their mountains.
– Wrym Guard (Large cav)
I wouldnt add this unit simply because it doesnt fit their lore. Dwarves are supposed to be a stout, resilient, and slow moving army. you cant give them too many cavalry units. they already have Beserker Brock Riders.
– Wrym Hero
again i wouldnt add this unit to the Dwarves simply because, it doesnt match their lore and the Dwarves already have acces to a Beserker lord who can be mounted on a Brock.
– Shieldlord (with bearers)
it wouldnt be a bad addition to the Dwarven army list. it would add more variety to their Hero selection.
– Alchemist (inspiring and can heal efreets)
not quite sure how Dwarves are known for alchemy, however, i dont think this unit should be added due to Dwarves have very resilient units and giving units to cast healing magic may throw off the balance of the army. if you want Dwarven healing units add magic artifacts to them.
– Ranger Lord
sure, why not add this unit? it fits their lore, but it may not have as much “wow” factor as some of the other suggestions because theres already Dwarven Ranger unit as well as a named Ranger Hero.
– stone throwers/mortars/bolt throwers
stone throwers and mortars would be an alright addition to the Dwarven warmachine selection, however why would Dwarven Warsmiths engineer a large Bolt Thrower when their cannons and organ guns do the the trick already?
– 2-man portable ranged weapons
i wouldnt add this unit simply because it doesnt really fit the usualy size of range units in the KoW game.
– heavy cavalry
if a heavy armored cavalry unit were to be added to Dwarves, they need to be balanced via thier SP stat.
– mastiff pack (with kennel master)
i wouldnt mind seeing this unit on the table becuase it matches their lore and adds comic relief to the game, as well as a little bit of “commical wow” factor.
– allow earth and fire elementals from nature (to go with the matching priests above)
i would find a way to weave this into the “Rune Priest or Warsmith Priest” above if they were added to the Dwarven army list.
– Jezzails/Siege Snipers
i think it would be an alright addition to the Dwarven army list as long their DE was (5+) and their points were balanced with their armor stat as they are more heavily armored missile troops. they would add a bit of “wow” factor to the Dwarven army.
KoM
– armoured pike units
seeing Mantic make plastic model kits for these would be an awesome “wow” factor to see on the tabletop, however they would have to balanced out point wise because of how much more resilient a unit with the “pike phalanx” special rule would be; which would most likely transfer to more damage output via longer survivability.
– larger units of horse archers
if this unit was added to the KoM army list i would only increase their size to regiment cavalry and match their stat line with that size.
Ogres
– Artillery
i wouldnt add this unit because it isnt in their Ogers lore. their Ogre Shooters are described as being “artillery support” themselves. adding the unit may throw off how the ogre army is themed to be played which is to get close and personal if you look at their army as a whole.
– More range in the goblin units available
adding red goblin sharpsticks units would be a good addition.
– Ogre heavy cavalry
definitely adding an Ogre heavy Large Cavalry unit that may ride say, large yachs with tusks, would have alot of “wow” factor for the Ogre army. it would also give the Ogre army a bit more variety in cavalry units. whatever they would ride into battle i think it would definitely add to the already attractive theme of big hulking muslce bound army of northern tribesmen.
– Ogre pike blocks
i wouldnt add this unit. i dont see why this would benefit the Ogre army at all in unit selection or performance. if you made an Ogre Pike Block their DE would be reduced to (4+) due to lack of shield and to keep consistency with other units that take spears or two handed weapons.
– Ogre Hordes!
it would definitely add “wow” factor to the Ogre army. seeing large groups of Ogre warriors would be frightening. if added, however, the points and stat would have to be balanced accordingly to their size.
– Giants
adding this unit to the Ogre army would add to the variety of Monster units the Ogres have access to themselves. it also kind of matches their lore because they come from the, Mammoth Steppe, “that are home to many large and shaggy beasts.”
Goblins
– Chariots
adding this unit would add some variety to an already large unit selection and i think they should be added as Large Cavalry units
– bat/ vulture / winged mawbeast riders…
i dont think this unit should be added due to it has no place in Mantica’s Goblin lore.
– mounts for a wiz like giant bat/spider
if you’re going to add a mount to the Goblin Wiz just give him a fleebag mount like the rest of the mounted units in the Goblin army.
– lizard/dinosaur mounts (and/or packs with herders)
DON’T give the Goblins and lizard mounts or packs of lizards as units. these lizards need to be saved for the future repitle/lizard army.
– net launcher (to slow units down)
i dont think this unit should be added because it may present some balance issues for the army. the unit may be a primary take to compensate for their weakness an slow down other armys so the can charge first a majority of the time. their cheap point cost over all their units is whats supposed to help compensate for their weakness most of the time.
– King
this would definitely add some “wow” factor for the Goblin army. if added i think it should add a bonus to the Goblin “Utterly Spineless” special rule so that as long as units are within a certain rang of the “King” they ignore the Utterly Spineless special rule.
– hob goblins
this unit would again add to the variety of the large unit selection for the Goblins and have a bit of “wow” factor simply because the unit would be a hardy tough unit in an army of squishy goblins.
– cavalry hordes (larger mawbeast packs)
i dont think this unit should be added due to the mawbeast units are already cheap points wise and good speed bumps. adding the Horde level to that unit may cause some balance issues.
– armoured goblins (great De but still rubbish hitting back!) = tarpit…
i dont think this unit would be a good addition simply because Goblins have many tarpit units already because they’re so cheap. Goblin units may be easy to put wounds on but there are so many of them. thats the whole point of their army.
– scouts
this might be a good unit to add to the Goblins. if they were added they should be given Vanguard special rule. Goblin “Scouts” kind fits their lore because some goblins become bold enough to take charge and goblins prefer to backstab their enemies instead of facing them head on.
Orcs
– Bigger sniff units
if Sniffs were given bigger unit sizes they should only go to Regiment size and a stat line to go with that size.
– artillery/mortar
i dont think any kind of black powder artillery piece should be added to the Orcs. a catapult or “orcish” trebuchet would fit their lore a bit more.
– lesser-winged-slasher riders (large cav)
this doesnt really fit their lore because Slashers or Winged Slasher are only tamed by only the great Orc Krudgers.
– Orc spears
ild add this unit to the Orc army list. it would add a unit to their list of melee oriented units with a unit with the Phalanx special which will fill another role in their melee attack and damage output. if it were to be added i would give it the Greatax stat lines but drop them down to Crushing Strength (1), add the Phalanx special rule, let them carry shield to retain DE(5+), but increase the points accordingly.
– Shamen with breath weapon rather than zap
definitely adding an Orc Shamen would help the Orc army fill in the support Hero unit role and give the Orc army as a whole more variety in Hero units.
– Orc war drum “monster” which grants melee bonus to nearby units
this unit would have crazy amounts of “wow” factor. this would be a great support unit to add to the Orc army!
– tribal//savage orcs
the Orcs are already savage and operate on a tribal level. i dont think this unit should be added simply because the whole Orc army is a savage army of brutal beast built for one purpose, war.
– half-orcs
i dont think the unit should be added simply because it doesnt match the lore very well.
Undead
– Chariots
i dont think this unit should be added because i dont think it would bring any kind of “wow” factor and Undead already have cavalry units that fill that role as “line breakers”.
– lesser vampire hero
adding a lesser vampire hero would add some more variety in the Hero unit section of the Undead and will let players better theme their army towards vampires.
– vampire guard on foot
adding this unit will help players better theme their Undead army towards vampires and will add a bit more “wow” factor to the Undead.
– zombie dragon (could be a mount option)
this will definitely add “wow” factor to the Undead army, because who doesnt want a ZOMBIE DRAGON.
– A werewolf character
again adding this unit will just another bit of “wow” factor and unique flavor to KoW.
– undead giant dog/rat packs
i dont think this unit should be added because zombies and ghouls already fit what this unit would do for the Undead as a “speed bumb/ meat shield” unit. on a side note, a unit of rat packs would fit better with a future “rat men” army.
– skeleton bolt throwers
add this unit would add some more variety to the only choice in War Engines the Undead can take. adding an Undead “Bolt Thrower” War Engine would also fit lore because all the undead are resurrected from many dead armies.
– ghoul/ghast hero
ghouls are really mindless beast nor human or undead according to Mantica lore. so why make a Hero unit of one?
– undead wolf packs
this unit would maybe add some “wow” factor and fit with the werewolves. i would suggest them to fit a skirmish role.
– vampire thralls
no comment
– zombie trolls
no commnet
Twilight Kin
– war altar
adding this unit would definitely fit the lore of the Twilight Kin due to their affinity towards the summoning abyssals. i think it would definitely add some “wow” factor torwards the Twilight Kin. if added I think the unit should either increase units’ NE around it within reason or it should boost attacks of Twilight Kin units around it within reason. something like that.
– chariots
I dont think this unit would add much “wow” factor to the already awesome selection of TK units.
– darkspawn (unit that comes with zap or can swap for breath)
adding this would definitely fit the TKs lore of summoning abyssals.
– slaves
adding a unit like would definitely fit the TKs lore.
– blade dancers on flying mounts “banshees”
no comment.
Basileans
– Trebuchet
adding this unit would definitely fir the basileans lore as their technology and society as a whole choose to not move forward and stay stuck in time. theyre not known for using blackpowder weapons. this unit would also add to their cery limited and low damage output bolt thrower/balista unit.
– sisterhood character
i think adding would add a bit more “wow” factor towards the Basilean army for those who want to them their army around the sisterhood.
Forces of Nature
– “Wild” elves
this would fit both Elven lore as well as FoN lore as the Sylvan Kin are attach to nature more than any elves. adding this unit would definitely add some “wow” factor to the FoN. many fantasy players want to play a “druid/wood elf” and this would make KoW and the FoN army more attractive to fantasy miniature wargame players.
– war hawks/eagles
again adding this unit would fit FoN lore as they call on forest spirits, forest creatures, and large animals in combat. this unit would add more “wow” factor to this army.
– witches
adding this would fit the FoN lore and add some more unit selection to their army list as well add some “wow” factor as well.
– caller of the elementals (inspiring minor hero – effectively an ASB)
no comment
– shrine of the elements zapping war engine
no comment
– sylvan kin champion
this would definitely add “wow” factor and variety to the FoN Hero selction. it also match their lore perfectly because Sylvam Kin are the Elves that are most attached to nature.
Forces of the Abyss
– Evil humans
ADD THIS UNIT! fantasy miniature wargame players are dying for this unit. thye want to play an evil human army or an army that can take evil humans. this unit would definitely add “wow” factor to this army as well as KoW. if added this unit need to have 2 variants. there needs to be a hravy armored version and an average armored version of the unit!
– beastmen
again ADD THIS UNIT! fantasy wargame players who like evil factions are dying for a unit like this. adding this unit will add “wow” factor to this army, to KoW, as well as making another unit that people can use alternate non Mantic models.
-Abyssal war-engines
if the abyssals are given a war engine they should only be given a artillery unit thats a cross between a war engine and an abyssal. so much so thay its an abyssal half breed with a war engine.
– ancient gargoyle character
theres already a unit that fits this discription. theres no need to add another.
– darkspawn (unit that comes with zap or can swap for breath)
isnt that what the lower abysal magi are for? so why add another?
– sorcerer
this would be a good unit to add to the Abyssals army list as a not super expensive magic caster for them. I think players would greater enjoy having a unit like this to theme their Abyssal army towards dark evil magic with lower abyssal magi and an Abyssal “Sorcerer”.
– imps
this may be a good comic relief unit and that about it.
Abyssal Dwarfs
– beastmen (or beast dwarfs!)
i dont see a need for this uni when Abyssal Dwarves have Half Breeds already.
– giant halfbreeds (Large Cav or monsters)
this unit would fit Abyssal Dwarven lore if it were added. i kust hink it wouldbneed to be balanced within their faction if it were to be added.
– 2-man rocket teams
I dont see a need for this unit when Abyssal Dwarves already have missile troops and 3 artillery War Machines.
– xbows and rifles like dwarfs (the models are already there…)
I dont think these units need to be so as to maintain the diffent playstyles between the Dwarves and the Abyssal Dwarves
– halfbreed chariots
I dont think this unit would fit Abyssal Dwarven lore. if youre a halfbreed why whould you pull a chariot instead of rolling into battle with a unit of other halfbreeds with large battle axes? I think this unit should be added.
I like your second idea for KOM mounted archers being in bigger units.
However (regarding your idea of Pikemen models) KOM don’t have any minis for them at all because of so much opportunity for diversity. IMHO the range is better off having no models at all. Armoured Pikemen rules would be sweet though! Bit more diversity. 😀