The Lionstone Battles - Kings of War Rules, Warhammer fluff
Posted: Mon Jul 24, 2017 10:40 am
My first battle in years took place yesterday using Kings of War starter rules, 500 points with no limits on the force organization (so we could learn the rules) versus Orcs. I have to say I quite like the rules, and fielding the Host of Lionstone (even in such a small force) after all this time felt rather good. Anyways, onwards!
The summer had been peaceful, if cold. No raiders had violated the shores of Chrace and even the monsters from the Annulii had been fewer in number. Cariel considered himself fortunate that his service had fallen on such a good year. When he had been assigned the small troop of young archers he had had his doubts of their readiness, but their aim had proven true in training and without serious threats on the horizon, their inexperience was less of a problem. "Even if they are green as the leaves" he thought to himself. Then, an owl. Cariel picked up his bow and jumped up, moving silently to alert his wards. And owl's call was the agreed upon warning signal that something was approaching.
When the older Hawkeye reached the lookouts, he was shocked by what he saw. Surrounded by his bodyguards, his Prince stood there, flanked by his great pet lion, talking with the obviously smitten archer. Lord Deral Lionbane was known for his interest in the hunt, but still, seeing him out like this was a surprise. "Hail, Cariel. All's well I trust?" the taller elf asked, patting the archer on the shoulder. "Yes my lord. There's been nothing to report, the woods are quiet." Deral was about to respond when a second owl call pierced the air, then another. The lookouts on the other end of the camp had seen something, and soon everyone heard it. A ruckus that could only be caused by greenskins.
My army:
Deral Lionbane (Elf King)
- Sabretooth Pussycat
White Lions (Palace Guard Troop)
Archers (Kindred Archers Troop)
Lion Knights (Stormwind Cavalry Troop)
My opponent's:
Warboss (Krudger)
- Goblin Stabby Sneak
- Goblin Zappy Sneak
Ork Boyz (Ax Regiment)
Ork Boyz (Ax Regiment)
Arrer Boyz (Skulk Troop)
I was outnumbered, but never outclassed!
High Elf Turn 1
We couldn't find the scenery (we were playing at his place, and since he recently moved the scenery is packed somewhere), so deployment was pretty straight-forward and I won the first turn. I decided to advance along his flank, since it was unlikely that I was going to win any head-on fights against his larger units. The White Lions moved towards the center to challenge the center unit of Boyz and hopefully lure one unit to expose its flank to the Lion Knights. Archers were out of range, so they couldn't shoot.
Orc Turn 1
Very little happened, the center unit of Boyz moved slightly forward, as did the Arrer Boyz, right into range with my archers. Young and untested they may be, but they are far better at shooting than their green counterparts!
High Elf Turn 2
(I really need to base and finish these guys)
I did my first big mistake of the game and marched straight forward to the Boyz' flank. I'm not sure what I was thinking, probably the lack of practice. The White Lions and my Elf King moved closer to support, but especially the White Lions were too far to do anything particularly useful for at least one turn more, unless I wanted to risk being charged.
The shooting phase was fairly uneventful, with the Archers managing one wound on the tough Orcs Boyz on the flank. They passed their Nerve test easily.
Orc Turn 2
The Orcs shuffles around to face the Lion Knights in order to charge them next turn with the Warboss moving in to support. The Arrer Boyz shuffled slightly forward and the Boyz in the center of the line pivoted and moved to threaten the White Lions. At this point I realized just how poorly I had played the game so far. To add insult to injury, the Arrer Boyz managed to cause a wound on my Archers, causing them to Waver. No shooting from them next turn! The Orc Warboss tried to summon a lightning bolt to hit the Knights, but snake eyes saved them from any damage.
High Elf Turn 3
My Knights pivoted to face the charge coming their way (turns out I wasn't a complete idiot, the orc boyz ended up being 9" away. Two more inches to the right and I would have been fine!). The White Lions hoofed it out of the charge range of the other unit of Boyz, exposing themselves to the Warboss, but I was confident that my opponent wouldn't go for them.
Shooting phase was less than thrilling due to the young archers having wavered (and Cariel undoubtedly cursing and tryign to get his troop under control). My Elf King also commanded his Sabretooth Pussycat to charge at the boyz, hoping that it would manage a bunch of wounds on the unit and hopefully at least waver them. Alas it was not to be, and the great feline only managed a further three. My opponent easily made his Nerve test without even needing the reroll.
Orc Turn 3
(Doesn't look good)
The Boyz charged the knights and the center boyz moved forward to once again threaten the White Lions, this time ready to charge them in the rear.
The Arrer Boyz once again caused some wounds on my Archers who once again wavered. The Warboss' Lighting Bolt was once again ineffective, though this time it was aimed at Deral.
First combat of Kings of War! The orcs' attacks were honestly frightening, since with Crushing Strength my Knights were dangerously vulnerable. But the flower of elven chivalry overcame, taking only three wounds and passing their Nerve test! They would be disrupted, so no Thunderous Charge next turn, but as a result it was far better than I had hopes (or even deserved).
(Live, fight, die for Lionstone!)
High Elf turn 4
Charge! Ready to take the fight to the enemy, my proud elves charged their respective enemies, Deral charging the Warboss and the Knights charging the Orc Boys. The White Lions charged the Warboss, not quite managing to get out of the Boyz' charge arc. I hoped for a quick Rout of the Warboss, so they could overrun into the other Boyz and out of the charge range. Shooting was nonexistant, so straight to combat we went!
First off the White Lions wailed on the Warboss. 8 attacks needing 3's to hit, rerolling ones, and 4's to wound ended up as...one wound. Less than stellar show from the elites. Still, I had my elf king with his five attacks, and he managed to cause two more. With three wounds there was a chance that he would Rout, but no, the bugger held fast. And now my White Lions were going to be butchered by a rear charge next turn.
All was not lost though, since my Lion Knights showed their mettle! Even without the Thunderous Charge and thus needing 5's to wound, they hacked the green menace apart, causing 4 wounds. A pair of 10+ rolls later the greenskins broke and ran, allowing the Knights to pivot to face the Warboss. Maybe all was not lost!
Orc turn 4
(Ouch)
The turn was quick and brutal. The Boyz predicably charged the White Lions and the Warboss charged my Elf King. Things looked up for a moment as the Arrer Boyz missed everything for the first time, allowing my Archers to pull themselves together and re-enter the fight! The White Lions were wiped out by a big bucket of dice, and I didn't manage to roll double 1's to hold. But now the orcs were open for a counter charge! The Warboss swung hard and fast and caused three wounds. No doubt shaken by the loss of his bodyguard, my Elf King was wavered. No supporting charges next turn, but at least he lived.
High Elf turn 5
The Lion Knights, seeing that their lord was in danger, charged the Warboss. With luck, they would Rout him and overrun into the Boyz. I figured that I had taken enough risks in this game, one more wouldn't hurt.
The Archers on the hill fired at the Arrer Boyz, causing two wounds. It was a delightful change of pace not having to roll against Defense 5+. Most satisfyingly though, that meant that the Arrer Boyz wouldn't be able to shoot! Revenge!
In combat, the Lion Knights swung mightily indeed, and caused five wounds. Even with his 14 Rout value, the Warboss couldn't stand against such ferocity, and was cut down! The Knights then overran straight into the Boyz, routing them as well!
(Revenge!)
It was then that my opponent bowed out, having only the Arrer Boyz left, which my Archers could keep suppressed fairly reliably until my Knights and King could make their way to them. All in all the game was pleasantly quick and fun, the rules being very intuitive and easy to learn/remember. The Host of Lionstone made its triumphant return to the field of battle!
The summer had been peaceful, if cold. No raiders had violated the shores of Chrace and even the monsters from the Annulii had been fewer in number. Cariel considered himself fortunate that his service had fallen on such a good year. When he had been assigned the small troop of young archers he had had his doubts of their readiness, but their aim had proven true in training and without serious threats on the horizon, their inexperience was less of a problem. "Even if they are green as the leaves" he thought to himself. Then, an owl. Cariel picked up his bow and jumped up, moving silently to alert his wards. And owl's call was the agreed upon warning signal that something was approaching.
When the older Hawkeye reached the lookouts, he was shocked by what he saw. Surrounded by his bodyguards, his Prince stood there, flanked by his great pet lion, talking with the obviously smitten archer. Lord Deral Lionbane was known for his interest in the hunt, but still, seeing him out like this was a surprise. "Hail, Cariel. All's well I trust?" the taller elf asked, patting the archer on the shoulder. "Yes my lord. There's been nothing to report, the woods are quiet." Deral was about to respond when a second owl call pierced the air, then another. The lookouts on the other end of the camp had seen something, and soon everyone heard it. A ruckus that could only be caused by greenskins.
My army:
Deral Lionbane (Elf King)
- Sabretooth Pussycat
White Lions (Palace Guard Troop)
Archers (Kindred Archers Troop)
Lion Knights (Stormwind Cavalry Troop)
My opponent's:
Warboss (Krudger)
- Goblin Stabby Sneak
- Goblin Zappy Sneak
Ork Boyz (Ax Regiment)
Ork Boyz (Ax Regiment)
Arrer Boyz (Skulk Troop)
I was outnumbered, but never outclassed!
High Elf Turn 1
We couldn't find the scenery (we were playing at his place, and since he recently moved the scenery is packed somewhere), so deployment was pretty straight-forward and I won the first turn. I decided to advance along his flank, since it was unlikely that I was going to win any head-on fights against his larger units. The White Lions moved towards the center to challenge the center unit of Boyz and hopefully lure one unit to expose its flank to the Lion Knights. Archers were out of range, so they couldn't shoot.
Orc Turn 1
Very little happened, the center unit of Boyz moved slightly forward, as did the Arrer Boyz, right into range with my archers. Young and untested they may be, but they are far better at shooting than their green counterparts!
High Elf Turn 2
(I really need to base and finish these guys)
I did my first big mistake of the game and marched straight forward to the Boyz' flank. I'm not sure what I was thinking, probably the lack of practice. The White Lions and my Elf King moved closer to support, but especially the White Lions were too far to do anything particularly useful for at least one turn more, unless I wanted to risk being charged.
The shooting phase was fairly uneventful, with the Archers managing one wound on the tough Orcs Boyz on the flank. They passed their Nerve test easily.
Orc Turn 2
The Orcs shuffles around to face the Lion Knights in order to charge them next turn with the Warboss moving in to support. The Arrer Boyz shuffled slightly forward and the Boyz in the center of the line pivoted and moved to threaten the White Lions. At this point I realized just how poorly I had played the game so far. To add insult to injury, the Arrer Boyz managed to cause a wound on my Archers, causing them to Waver. No shooting from them next turn! The Orc Warboss tried to summon a lightning bolt to hit the Knights, but snake eyes saved them from any damage.
High Elf Turn 3
My Knights pivoted to face the charge coming their way (turns out I wasn't a complete idiot, the orc boyz ended up being 9" away. Two more inches to the right and I would have been fine!). The White Lions hoofed it out of the charge range of the other unit of Boyz, exposing themselves to the Warboss, but I was confident that my opponent wouldn't go for them.
Shooting phase was less than thrilling due to the young archers having wavered (and Cariel undoubtedly cursing and tryign to get his troop under control). My Elf King also commanded his Sabretooth Pussycat to charge at the boyz, hoping that it would manage a bunch of wounds on the unit and hopefully at least waver them. Alas it was not to be, and the great feline only managed a further three. My opponent easily made his Nerve test without even needing the reroll.
Orc Turn 3
(Doesn't look good)
The Boyz charged the knights and the center boyz moved forward to once again threaten the White Lions, this time ready to charge them in the rear.
The Arrer Boyz once again caused some wounds on my Archers who once again wavered. The Warboss' Lighting Bolt was once again ineffective, though this time it was aimed at Deral.
First combat of Kings of War! The orcs' attacks were honestly frightening, since with Crushing Strength my Knights were dangerously vulnerable. But the flower of elven chivalry overcame, taking only three wounds and passing their Nerve test! They would be disrupted, so no Thunderous Charge next turn, but as a result it was far better than I had hopes (or even deserved).
(Live, fight, die for Lionstone!)
High Elf turn 4
Charge! Ready to take the fight to the enemy, my proud elves charged their respective enemies, Deral charging the Warboss and the Knights charging the Orc Boys. The White Lions charged the Warboss, not quite managing to get out of the Boyz' charge arc. I hoped for a quick Rout of the Warboss, so they could overrun into the other Boyz and out of the charge range. Shooting was nonexistant, so straight to combat we went!
First off the White Lions wailed on the Warboss. 8 attacks needing 3's to hit, rerolling ones, and 4's to wound ended up as...one wound. Less than stellar show from the elites. Still, I had my elf king with his five attacks, and he managed to cause two more. With three wounds there was a chance that he would Rout, but no, the bugger held fast. And now my White Lions were going to be butchered by a rear charge next turn.
All was not lost though, since my Lion Knights showed their mettle! Even without the Thunderous Charge and thus needing 5's to wound, they hacked the green menace apart, causing 4 wounds. A pair of 10+ rolls later the greenskins broke and ran, allowing the Knights to pivot to face the Warboss. Maybe all was not lost!
Orc turn 4
(Ouch)
The turn was quick and brutal. The Boyz predicably charged the White Lions and the Warboss charged my Elf King. Things looked up for a moment as the Arrer Boyz missed everything for the first time, allowing my Archers to pull themselves together and re-enter the fight! The White Lions were wiped out by a big bucket of dice, and I didn't manage to roll double 1's to hold. But now the orcs were open for a counter charge! The Warboss swung hard and fast and caused three wounds. No doubt shaken by the loss of his bodyguard, my Elf King was wavered. No supporting charges next turn, but at least he lived.
High Elf turn 5
The Lion Knights, seeing that their lord was in danger, charged the Warboss. With luck, they would Rout him and overrun into the Boyz. I figured that I had taken enough risks in this game, one more wouldn't hurt.
The Archers on the hill fired at the Arrer Boyz, causing two wounds. It was a delightful change of pace not having to roll against Defense 5+. Most satisfyingly though, that meant that the Arrer Boyz wouldn't be able to shoot! Revenge!
In combat, the Lion Knights swung mightily indeed, and caused five wounds. Even with his 14 Rout value, the Warboss couldn't stand against such ferocity, and was cut down! The Knights then overran straight into the Boyz, routing them as well!
(Revenge!)
It was then that my opponent bowed out, having only the Arrer Boyz left, which my Archers could keep suppressed fairly reliably until my Knights and King could make their way to them. All in all the game was pleasantly quick and fun, the rules being very intuitive and easy to learn/remember. The Host of Lionstone made its triumphant return to the field of battle!