Mantic Games published new details about Kings of War Vanguard:
A Kings of War skirmish game is something that people have been asking for and talking about for a while. The problem was, we didn’t just want to set it in an abandoned city (or similar), as that’s something that’s been covered in numerous other games.
Instead we wanted something that would compliment our existing Kings of War range and also provide a starting point for those looking to start their own Kings of War army. So during a long drive to Belgium last year for Crisis, we began discussing an idea centred round the scouting parties sent out ahead of the main force.
We particularly liked this idea as they’re likely to be some of the most skilled warriors, along with a few supporting troops, rather than the more typical rank and flank. As a result, the warband would contain a grizzled sergeant or veteran captain, alongside specialists like magic users and saboteurs. Their mission would be to scout ahead of the main force in order to capture tactical locations, disrupt supply lines or even take prisoners, etc.
The more we discussed the idea of the scouting parties, the more obvious it became that we could generate some fun scenarios based around this core concept, e.g. objectives might be beacons that need to be lit or you might need to assassinate a key enemy ahead of the main battle.
NAME – if they’re a named character, this will be their name, e.g. Grekle Cacklemaster, or if they’re a standard miniature it’ll be the name of the unit.Link: Mantic Games
RACE/TYPE – first up you can see what Race the model is. The model’s Race is also a keyword that may interact with other rules, e.g. a unit could receive a bonus when attacking a Race they particularly despise. Next, models will be one (or more) of the following Types: Grunt, Warrior, Support, Command, Spellcaster, and Large. Type is important when building a Warband and, once again, the Type is a keyword that may interact with other rules.
POINTS – this is how many points it costs to add the model to your warband.
STATS – this is where you can find all the stats for the model.
Speed (SP)
This value shows the distance the model can move in inches.
Ranged (Ra)
This is the target number the model needs to roll to hit a target when using a Ranged attack, typically as part of a Shoot or Cast action.
Melee (Me)
This is the target number the model needs to roll to hit an opponent when making a Melee attack.
Armour (Ar)
This is the target number a model needs to roll to avoid taking damage and suffering wounds.
Nerve (Ne)
This is the target number for any Nerve tests the model needs to take. This will come into play if the Warband is broken or if something unnerving happens.
Wounds (Wn)
This shows the number of wounds the model can suffer before it is removed from play as a casualty. The larger the number, the more resilient (or stupid!) the model is.
Height (H)
The height of a model affects how it interacts with other models and terrain for line of sight and visibility of targets.
5. SPECIAL RULES – here you can see any special rules the model has. Some of these will be similar to those seen in Kings of War, while others will be completely new.
6. POWER DICE – this indicates how many Power Dice the model generates. The Power Dice work a little like the Command Dice in Deadzone and we’ll have a closer look at Power Dice in a future blog.
7. RANGED & MELEE – this shows how many D8s the model rolls during combat. That’s right, we’ll be using D8s for Vanguard, rather than standard D6s. Even better we’ve got exploding D8s during combat to help create some crazy cinematic moments.
8. EQUIPMENT – equipment will play a large part in Vanguard, as warbands uncover and buy new items during a campaign. Some models will come equipped with weapons/items as standard and they’ll be listed here.
9. SPELLS – spellcasters will have their spells listed here. We’ll be expanding the number of spells available, compared to Kings of War. Also, you may notice it says (short) after the spell name. Just like Deadzone, models will be able to perform two short actions or one long action. Some spells will be long actions, while others will be short. What’s more you’ll be able to boost spells to make them more powerful. As spellcasters gain experience in a campaign, they will also get the chance to learn new spells from an advanced spellbook or faction-specific magic.
10. SPECIAL ABILITIES and RULES – if the model has any special abilities they’ll be listed here. Special Abilities use the Power Dice mentioned earlier.
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