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* FishPeople: Naiads that ride on sea serpents.
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* MechanicalMonster: The Dwarfs Steel Behemoth which is a giant robot shaped like a giant ram with a howdah armed with a flame thrower.
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!!This tabletop-game provides examples of:
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added image. also, Dungeon Saga

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/aa_kings_of_war_cover.jpg]]
[[caption-width-right:350:The fantasy mass battle game]]


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* GaidenGame: ''TabletopGame/{{Dungeon Saga}}''
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* CharacterAlignment: Armies are divided into Good, Neutral and Evil, and cannot take allies from armies of the opposite alignment -- so no Goblin/Elf combinations, for instance. Neutral armies, however, can ally with anyone they want.

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* CharacterAlignment: InUniverse. Armies are divided into Good, Neutral and Evil, and cannot take allies from armies of the opposite alignment -- so no Goblin/Elf combinations, for instance. Neutral armies, however, can ally with anyone they want.

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* CharacterAlignment: Armies are divided into Good, Neutral and Evil, and cannot take allies from armies of the opposite alignment - so, no Goblin/Elf combinations.
* {{Determinator}}: Anything with Headstrong (granting 50% chance to resist wavering) or Stoic Resolve (restore one point of damage upon rolling Steady on a Nerve check). Dwarves and Basileans are particularly notable for this, since each of them has one of the above rules across the board. Occasionally you also get something with a -/X Nerve value, meaning total immunity to wavering, but most of those are Undead.

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* CharacterAlignment: Armies are divided into Good, Neutral and Evil, and cannot take allies from armies of the opposite alignment - so, -- so no Goblin/Elf combinations.
combinations, for instance. Neutral armies, however, can ally with anyone they want.
* {{Determinator}}: Anything with Headstrong (granting 50% chance to resist wavering) or Stoic Resolve (restore one point of damage upon rolling Steady on a Nerve check). Dwarves Dwarfs and Basileans are particularly notable for this, since each of them has one of the above rules across the board. Occasionally you also get something with a -/X Nerve value, meaning total immunity to wavering, but most of those are Undead.



* ElementalEmbodiment: The Forces of Nature can call on [[BlowYouAway the]] [[DishingOutDirt four]] [[MakingASplash classical]] [[PlayingWithFire elements]] to rise in their service, the Dwarfs can use Earth Elementals and the Brotherhood can use Water Elementals.



* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - their Orcs, in particular, are virtually identical, right down to the boar-riding. The recently announced "Uncharted Empires" expansion will have a few more lists for Warhammer-alike armies, especially with the cancellation of WHFB - a playtest list for the very Skaven-like "Ratkin" was released to accompany the announcement, along with beta tests for the Not!Lizardmen, Not!Chaos, Not!Bretonnia, Not!Khemri and Not!Beastmen.

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* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - -- their Orcs, in particular, are virtually identical, right down to the boar-riding. The recently announced "Uncharted Empires" expansion will have a few more lists for Warhammer-alike armies, especially with the cancellation of WHFB - a playtest list for the very Skaven-like "Ratkin" was released to accompany the announcement, along with beta tests for the Not!Lizardmen, Not!Chaos, Not!Bretonnia, Not!Khemri and Not!Beastmen.



* FullBoarAction: Gores which are big enough to carry Orcs into battle.

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* FullBoarAction: Gores which are big enough to carry Orcs into battle. Ogres also use them to pull chariots.



* {{Golem}}: Obsidian Golems are used by the Abyssal Dwarfs as shock troopers and siege units.



** OurDwarvesAreAllTheSame: They come in two flavors: the traditional Dwarves with cannons and badger cavalry, and Abyssal Dwarves who are an army of {{Mad Scientist}}s who bolster their numbers with thralled monsters and mutated dwarves.
** OurElvesAreBetter: The typical Tolkienesque Elves, and their dark counter parts the Twilight Kin. Standard Elves get the Elite rule, giving them rerolls to hit; Twilight Kin get Vicious instead, which provides a similar reroll to damage.

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** OurDwarvesAreAllTheSame: They come in two flavors: the traditional Dwarves Dwarfs with cannons and badger cavalry, and Abyssal Dwarves Dwarfs who are an army of {{Mad Scientist}}s who bolster their numbers with thralled monsters and mutated dwarves.
Dwarf/Abyssal Halfbreeds.
** OurElvesAreBetter: The typical Tolkienesque Elves, and their dark counter parts the Twilight Kin. Standard Elves get the Elite rule, giving them rerolls to hit; Twilight Kin get Vicious instead, which provides a similar reroll re-roll to damage.damage.
** OurGoblinsAreDifferent: Goblins are related to the Orcs and on the whole are evil like them, but actually have the capacity to be neutral or even good (although such individuals are extremely rare and [[TooGoodForThisSinfulEarth likely to be set upon by their evil brethren]]) whereas the Orcs are AlwaysChaoticEvil. They are also rather cowardly. An offshoot called Red Goblins serve the Ogres of the setting and are less cowardly, mostly because they are more afraid of the consequences for disobeying orders than whatever the enemy might be able to do them.
** OurOgresAreHungrier: [[StereotypeFlip Pretty atypical by most standards, actually]]. The Ogres are athletic and muscular-looking in contrast to the half-naked sumo wrestlers they are portrayed as in other media. They also make war as a way of life more so than for fun, being an entire race of [[PrivateMilitaryContractors professional mercenaries]] who will work for anyone who pays them.
** OurOrcsAreDifferent: Warhammer-type Orcs, but without the silly accents.



* StoneWall: As you would expect, dwarves tend to have low Speed stats but good Defence - even their most fragile combat units tend to have a Defence equal to a main-line elven unit, and 5+ and 6+ Defence scores are not uncommon. They also get Headstrong across the board, making them resistant to wavering. They're not ''as'' slow as ''Warhammer'' Dwarfs, at least, since they have a higher base Move value and access to cavalry.

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* StoneWall: As you would expect, dwarves Dwarfs tend to have low Speed stats but good Defence - -- even their most fragile combat units tend to have a Defence equal to a main-line elven unit, and 5+ and 6+ Defence scores are not uncommon. They also get Headstrong across the board, making them resistant to wavering. They're not ''as'' slow as ''Warhammer'' Dwarfs, at least, since they have a higher base Move value and access to cavalry.
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** The Night-stalkers are a mix of nightmares brought to life, EldritchAbominations from outside reality and undead spirits twisted by magic.

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** The Night-stalkers are a mix of nightmares brought to life, EldritchAbominations {{Eldritch Abomination}}s from outside reality and undead spirits twisted by magic.

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** The underwater-themed Trident Realms can bring a giant harpoon launcher.



** Less so in the final release of the expansion, where many of the Warhammer-inspired armies are fleshed out to be more unique. The Beastmen-equivalents, the Herd, are revealed to be ''much'' nicer than their counterparts for a start. Apart from an altered origin story this trope is still very much in play for the Ratkin, though.



* GaiasVengeance: Forces of Nature, the water-dwelling Naiads and the Herd all have this as their MO, although the Naiads seem angriest about it.



** The Night-stalkers are a mix of nightmares brought to life, EldritchAbominations from outside reality and undead spirits twisted by magic.



* WhenTreesAttack: Elves have access to several tree-based units.

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* WhenTreesAttack: Elves and Forces of Nature have access to several tree-based units.

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* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - their Orcs, in particular, are virtually identical, right down to the boar-riding. The recently announced "Uncharted Empires" expansion will have a few more lists for Warhammer-alike armies, especially with the cancellation of WHFB - a playtest list for the very Skaven-like "Ratkin" was released to accompany the announcement, along with news of reptile-men and beastmen armies coming.

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* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - their Orcs, in particular, are virtually identical, right down to the boar-riding. The recently announced "Uncharted Empires" expansion will have a few more lists for Warhammer-alike armies, especially with the cancellation of WHFB - a playtest list for the very Skaven-like "Ratkin" was released to accompany the announcement, along with news of reptile-men beta tests for the Not!Lizardmen, Not!Chaos, Not!Bretonnia, Not!Khemri and beastmen armies coming.Not!Beastmen.



* GlassCannon: Most ranged units only have a Defence of 3+-4+, but can dish out damage from a safe distance, especially units like human Arquebusiers with Piercing 2. More than a few armies also have units with Crushing Strength or, in second edition, Thunderous Charge, but low-moderate Defence values and only average Nerve - human Pole-Arms Blocks, for example. Then there are Troop units, which consist of either five cavalry or ten infantry; usually they get more attacks per point than the big Regiment (twice as large), Horde (four times) or Legion (six times) units, but at the same time they have really, really bad Nerve values.

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* GlassCannon: Most ranged units only have a Defence of 3+-4+, but can dish out damage from a safe distance, especially units like human Arquebusiers with Piercing 2. More than a few armies also have units with Crushing Strength or, in second edition, Strength, Thunderous Charge, Charge or a huge number of attacks, but low-moderate Defence values and only average Nerve - human Pole-Arms Blocks, for example. example, or Abyssal Succubi. Then there are Troop units, which consist of either five cavalry or ten infantry; usually they get more attacks per point than the big Regiment (twice as large), Horde (four times) or Legion (six times) units, but at the same time they have really, really bad Nerve values.values.
* HornyDevils: Succubi are an Abyssal unit. They're fragile, but Ensnare and Stealthy make them hard to hit.



* MightyGlacier: Forest Shamblers and multiple Undead units have Shambling, which prevents moving At the Double, and both the Forest Shamblers and some of the Undead units have Crushing Strength scores and no shortage of attacks. Both their armies have a workaround; Forest Shamblers come with Vanguard, meaning they can move before the game begins, and a whole bunch of undead hero units in second edition have Surge, a spell that moves Shambling units.
* ThePaladin: Basilea's [[PlanetOfHats Hat]] is this, and a High Paladin is one of their hero units.

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* TheLegionsOfHell: The Forces of the Abyss army.
* MightyGlacier: Forest Shamblers Shamblers, Elementals and multiple Undead units have Shambling, which prevents moving At the Double, and both but the Forest Shamblers first two and some of the Undead units third have Crushing Strength scores and no shortage of attacks. Both their armies have a workaround; Forest Shamblers come Strength. The speed limitations can be worked around with Vanguard, meaning they can move before the game begins, and a whole bunch of undead hero units in second edition have Surge, a spell that moves Shambling units.
Surge spell.
* ThePaladin: Basilea's [[PlanetOfHats Hat]] is this, and a High Paladin is one of their hero units. The Brotherhood get into this too.
* ThePhoenix: The main Basilean monster unit, Phoenixes have both a fire-breath attack and the ability to heal your troops.


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** OurWerewolvesAreDifferent: Undead have Werewolves, the Herd favour the very similar Lycans. They're pretty quick.
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* KnightInShiningArmour: Basilea and the Brotherhood rely heavily on these.
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* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - their Orcs, in particular, are virtually identical, right down to the boar-riding.

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* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - their Orcs, in particular, are virtually identical, right down to the boar-riding. The recently announced "Uncharted Empires" expansion will have a few more lists for Warhammer-alike armies, especially with the cancellation of WHFB - a playtest list for the very Skaven-like "Ratkin" was released to accompany the announcement, along with news of reptile-men and beastmen armies coming.

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* CharacterAlignment: Armies are divided into Good, Neutral and Evil.

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* {{BFG}}: The so-called Goblin War Trombone is a blunderbuss so large it takes up an entire 50mm base.
* CharacterAlignment: Armies are divided into Good, Neutral and Evil.Evil, and cannot take allies from armies of the opposite alignment - so, no Goblin/Elf combinations.



* GlassCannon: Most ranged units only have a Defence of 3+-4+, but can dish out damage from a safe distance, especially units like human Arquebusiers with Piercing 2. More than a few armies also have units with Crushing Strength or, in second edition, Thunderous Charge, but low-moderate Defence values and only average Nerve - human Pole-Arms Blocks, for example.
* HorseOfADifferentColor: The Dwarfs have badger cavalry.
** The Basilean Sisterhood ride on panthers.

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* GlassCannon: Most ranged units only have a Defence of 3+-4+, but can dish out damage from a safe distance, especially units like human Arquebusiers with Piercing 2. More than a few armies also have units with Crushing Strength or, in second edition, Thunderous Charge, but low-moderate Defence values and only average Nerve - human Pole-Arms Blocks, for example.
example. Then there are Troop units, which consist of either five cavalry or ten infantry; usually they get more attacks per point than the big Regiment (twice as large), Horde (four times) or Legion (six times) units, but at the same time they have really, really bad Nerve values.
* HorseOfADifferentColor: The Dwarfs have badger cavalry.
** The
cavalry, the Basilean Sisterhood ride on panthers.panthers, Orcs favour boars, and Goblins wouldn't be seen dead without their Fleabags.
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** The Basilean Sisterhood ride on panthers.

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* AnimateDead: How the Heal spell is flavoured when applied to the Undead; no ReviveKillsZombie here!



* CharacterAlignment: Armies are divided into Good, Neutral and Evil.
* {{Determinator}}: Anything with Headstrong (granting 50% chance to resist wavering) or Stoic Resolve (restore one point of damage upon rolling Steady on a Nerve check). Dwarves and Basileans are particularly notable for this, since each of them has one of the above rules across the board. Occasionally you also get something with a -/X Nerve value, meaning total immunity to wavering, but most of those are Undead.



* FantasyGunControl: Averted, much like its chief inspiration, ''Warhammer''. Arquebuses are common among several factions, and while they're not very mobile since they have Reload, their Piercing 2 means that even the heaviest unit has reason to fear them.



* OurAngelsAreDifferent: The Basilea humans can field Elohi, angelic beings armed with flaming swords.
* OurElvesAreBetter: The typical Tolkienesque Elves, and their dark counter parts the Twilight Kin.
* OurDwarvesAreAllTheSame: They come in two flavors: the traditional Dwarves with cannons and badger cavalry, and Abyssal Dwarves who are an army of {{Mad Scientist}}s who bolster their numbers with thralled monsters and mutated dwarves.
* StoneWall: As you would expect, dwarves tend to have low Speed stats but good Defence - even their most fragile combat units tend to have a Defence equal to a main-line elven unit, and 5+ and 6+ Defence scores are not uncommon.
* UndergroundCity: The Twilight Kin dwell in an underground city beneath the great desert.

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* ThePaladin: Basilea's [[PlanetOfHats Hat]] is this, and a High Paladin is one of their hero units.
* OurMonstersAreDifferent:
**
OurAngelsAreDifferent: The Basilea humans can field Elohi, angelic beings armed with flaming swords.
* OurElvesAreBetter: The typical Tolkienesque Elves, and their dark counter parts the Twilight Kin.
*
** OurDwarvesAreAllTheSame: They come in two flavors: the traditional Dwarves with cannons and badger cavalry, and Abyssal Dwarves who are an army of {{Mad Scientist}}s who bolster their numbers with thralled monsters and mutated dwarves.
** OurElvesAreBetter: The typical Tolkienesque Elves, and their dark counter parts the Twilight Kin. Standard Elves get the Elite rule, giving them rerolls to hit; Twilight Kin get Vicious instead, which provides a similar reroll to damage.
* StoneWall: As you would expect, dwarves tend to have low Speed stats but good Defence - even their most fragile combat units tend to have a Defence equal to a main-line elven unit, and 5+ and 6+ Defence scores are not uncommon.
uncommon. They also get Headstrong across the board, making them resistant to wavering. They're not ''as'' slow as ''Warhammer'' Dwarfs, at least, since they have a higher base Move value and access to cavalry.
* UndergroundCity: The Twilight Kin dwell in an underground city beneath the great desert.desert.
* WhenTreesAttack: Elves have access to several tree-based units.
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The game was first announced in early 2010 as a closed beta.[10] The 2010 edition of the game was released in September 2010 with the Mhorgoth's Revenge starter set. The rules were finally published as a download from Mantic's website in December 2010. An updated version the rulebook is due for release in the summer of 2015 and features a cleaned up set of rules, new units in every army and extensive public playtesting to make the armies and game as balanced as possible.

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The game was first announced in early 2010 as a closed beta.[10] The 2010 edition of the game was released in September 2010 with the Mhorgoth's Revenge starter set. The rules were finally published as a download from Mantic's website in December 2010. An updated version the rulebook is due for release in the summer of 2015 and features a cleaned up set of rules, new units in every army and extensive public playtesting to make the armies and game as balanced as possible.
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Initially released as a range of miniatures without a set of companion rules, Mantic Games announced in July 2010 that a set of rules was under development.

The game was first announced in early 2010 as a closed beta.[10] The 2010 edition of the game was released in September 2010 with the Mhorgoth's Revenge starter set. The rules were finally published as a download from Mantic's website in December 2010. An updated version the rulebook is due for release in the summer of 2015 and features a cleaned up set of rules, new units in every army and extensive public playtesting to make the armies and game as balanced as possible.
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* EvilCounterpart: Abyssal Dwarves for regular Dwarves, Twilight Kin for Elves.


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* FragileSpeedster: Elves, as you would expect, have high Speed values but only cavalry, heroes and [[WhenTreesAttack Forest Shamblers/Tree Herders]] have a Defence score better than 4+.


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* GlassCannon: Most ranged units only have a Defence of 3+-4+, but can dish out damage from a safe distance, especially units like human Arquebusiers with Piercing 2. More than a few armies also have units with Crushing Strength or, in second edition, Thunderous Charge, but low-moderate Defence values and only average Nerve - human Pole-Arms Blocks, for example.


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* MightyGlacier: Forest Shamblers and multiple Undead units have Shambling, which prevents moving At the Double, and both the Forest Shamblers and some of the Undead units have Crushing Strength scores and no shortage of attacks. Both their armies have a workaround; Forest Shamblers come with Vanguard, meaning they can move before the game begins, and a whole bunch of undead hero units in second edition have Surge, a spell that moves Shambling units.


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* StoneWall: As you would expect, dwarves tend to have low Speed stats but good Defence - even their most fragile combat units tend to have a Defence equal to a main-line elven unit, and 5+ and 6+ Defence scores are not uncommon.
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* HorseOfADifferentColor: The Dwarfs have badger cavalry.

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* {{Expy}}: More than a few of the factions are expies of ''TabletopGame/{{Warhammer}}'' armies - their Orcs, in particular, are virtually identical, right down to the boar-riding.



* OurDwarvesAreAllTheSame: They come in two flavors the traditional Dwarves with cannons and badger cavalry. And Abyssal Dwarves who are an army of MadScientist's who bolster their numbers with thralled monsters and mutated dwarves.

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* OurDwarvesAreAllTheSame: They come in two flavors flavors: the traditional Dwarves with cannons and badger cavalry. And cavalry, and Abyssal Dwarves who are an army of MadScientist's {{Mad Scientist}}s who bolster their numbers with thralled monsters and mutated dwarves.
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* FullBoarAction: Gores which are big enough to carry Orcs into battle.
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* BattleThralls: The Abyssal Dwarfs have slave orcs and demonic gargoyles to bolster their numbers.
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* EndlessWinter: A demon named Winter once covered the world in ice for 100 years, till all the surviving races rallied together and drove her out. However the side effect of all the excess ice melting caused a massive flood which broke the largest human faction causing them to be broken to several smaller factions.

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* EndlessWinter: A demon named Winter once covered the world in ice for 100 years, till all the surviving races rallied together and drove her out. However the side effect after effects of all the excess ice melting caused created a massive flood which broke the largest human faction causing them to be broken to several smaller factions.
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* EndlessWinter: A demon named Winter once covered the world in ice for 100 years, till all the surviving races rallied together and drove her out. However the side effect of all the excess ice melting caused a massive flood which broke the largest human faction causing them to be broken to several smaller factions.
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* OurDwarvesAreAllTheSame: They come in two flavors the traditional Dwarves with cannons and badger cavalry. And Abyssal Dwarves who are an army of MadScientist's who bolster their numbers with thralled monsters and mutated dwarves.

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* OurDwarvesAreAllTheSame: They come in two flavors the traditional Dwarves with cannons and badger cavalry. And Abyssal Dwarves who are an army of MadScientist's who bolster their numbers with thralled monsters and mutated dwarves.dwarves.
* UndergroundCity: The Twilight Kin dwell in an underground city beneath the great desert.
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* OurElvesAreBetter: The typical Tolkienesque Elves, and their dark counter parts the Twilight Kin.
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* OurAngelsAreDifferent: The Basilea humans can field Elohi, angelic beings armed with flaming swords.

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* AmazonBrigade: The Human Basilean Sisterhood, who are either on foot are ride as panther lancers.
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It draws many inspirations from ''LordOfTheRings'' and ''TabletopGame/{{Warhammer}} Fantasy'' miniatures. Albeit made with [[CrackIsCheaper cheaper materials]].

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It draws many inspirations from ''LordOfTheRings'' and ''TabletopGame/{{Warhammer}} Fantasy'' miniatures. Albeit made with [[CrackIsCheaper cheaper materials]].materials]].

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* OurDwarvesAreAllTheSame: They come in two flavors the traditional Dwarves with cannons and badger cavalry. And Abyssal Dwarves who are an army of MadScientist's who bolster their numbers with thralled monsters and mutated dwarves.
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Kings of War is a fantasy war game developed by Mantic Games.

It draws many inspirations from ''LordOfTheRings'' and ''TabletopGame/{{Warhammer}} Fantasy'' miniatures. Albeit made with [[CrackIsCheaper cheaper materials]].

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