Thuloid Speaks: Kings of War Hardback Review

Greetings, O House! I return in due season to perorate on the virtues and vices of Mantic Games’ new Kings of War hardbound book. My last post (ages ago, it seems) addressed the
basic structure of the rules in broad form, and I have no intentions of doing that all over again. Instead, I plan to tackle a few main areas of interest: physical
characteristics of the book, fluff, and the eleven army lists that come in this volume. This is going to be a long post. In the future I plan to go over the lists in more individual detail, and to do a review of Uncharted Empires, the softbound supplement that adds an additional nine army lists to the game.kow2

A few notes before we start. There is a free rules PDF on the Mantic website. Those rules are accurate and nearly complete, missing only the list of Magical Artefacts (is the spelling “artefact” an unfortunate accessory to life in the UK, or an oddity peculiar to Mantic?) and the section on Scenarios. Also available for free on the Mantic website are slightly abbreviated (approx. 70% complete) lists for the rulebook armies, as well as the full list for the Twilight Kin (more on them later). Likewise, there is a rules-complete softbound edition of the rulebook for sale, denuded of fluff and much artwork. I’m reviewing the hardbound book, which retails for $40 US (you may well find it for less).

So, the book. To begin with, it’s a nice size, smaller than GW big rule books or even codexes. That might seem like a small thing, but I find this book much handier to carry around and flip through than those monsters. It’s 10.5″ x 8″ and comes in just over 200 pages. The binding is decent quality, stitched so that the pages lie flat when opened. There are a few typos and misprints, but not many–at this point, the errata for the book is relatively short. There’s plenty of art in it–photographs of models, concept sketches, some paintings and odd doodles. Mantic is slowly building up their fantasy world through these pieces–nothing yet of John Blanche-level genius, the spark that will inspire countless players, but some lesser gems.  I’m particularly fond of some of the small sketches, marginalia really, that remind me of some of the simple illustrations in early D&D books. The cover illustration is excellent. All in all, a fine looking book.

fluff3Now we shall consider the fluff. This is not an easy thing to assess straightforwardly, as it must serve multiple purposes. Mantic’s fantasy setting, the creatively named Mantica, is both relatively new and intentionally generic. It must accommodate armies made up of the standard fantasy races– elves, dwarfs, orcs and so on– while also making room for whatever more unique model lines  Mantic may decide to produce. At the same time, Mantica can’t lack for storytelling hooks to help players develop interesting army themes, create campaigns and become attached to major personalities. One should not expect anything as built up as GW’s Old World, or as original as the Iron Kingdoms–if there is to be real creativity, it will mostly have to come from the players (just as well). The approach, then, is mixed–some founding mythology (a bit about an elf, a mirror, a cataclysm and some divine beings, reading between Silmarillion-lite and Greek myth), some specific names, locations and stories, and a lot of generalities to be filled in. It isn’t high art, but competently written with a little humor and enough detail to give players a starting point.Mantica-map

The fluff isn’t confined to one section of the book. The initial background section (“A World at War”) includes a brief history of the world of Mantica and then a tour through its various lands and peoples, with a map. Said map is attractive enough, a bit Old World-y, roughly corresponding to Europe, North Africa and Western Asia, but the names need attention. Primovantor, a fallen empire analogous to classical Rome, sounds stately enough. Basilea (Greek for kingdom) evokes the Byzantine Empire as a hyper-religious successor state to Primovantor. Ophidia has a nicely foreign, slightly sinister ring. But other names–Elvenholme, Infant Sea (infancy?)–are terribly dull, and some are worse than that. What to make of Difetth, Deiw and Croguedd Pass, impossible for mortal mouths unaccustomed to cavorting in the dark with slithering violations of reason? (SinSynn would do fine). I have heard rumors that the map could see some slight revision in the future, and I hope them true.Fluff2

In addition to that background section, each army list is preceded by a few pages of fluff, and unit entries are followed by a short (paragraph length) description. Occasionally this is very vague indeed, especially when it comes to large monsters–the goal almost certainly to encourage use of a wide range of models by not specifying too clearly what sort of beast a hero rides to battle. Some fun little information boxes also lie scattered through the book’s fluff sections, detailing specific heroes, cultural attributes or other notable features of Mantica.  With the release of Mantic’s Dungeon Saga (perhaps a future review), some of these legends and famous individuals are being fleshed out more. While Mantica will always be fairly standard medieval fantasy (intentionally), it is slowly acquiring its own flavor.

Now on to my favorite part: the armies. Differences from race to race and unit to unit are not necessarily huge–most armies have some kind of elite heavy infantry  with very similar stats, most heavy cavalry are similar, etc. A few special rules, a point of speed or a pip worse defense and lower overall cost add up to significant effects on how a unit should be used, and what each army list lacks ends up as important as what it is able to bring to battle. A brief rundown of Mantica’s rulebook armies:


Basilea is, as mentioned, a high fantasy version of the Byzantine Empire whose armies are supported by nearly divine beings such as angels and phoenixes (phoenices? That sounds awful). Ordinary human soldiers with swords, spears and crossbows show up, as do mobs of religious fanatics, but the distinctive flavor of Basilean armies come in the elite Paladin Foot Guard and Paladin Knights, the blazing fast and aggressive (frequently panther-mounted) Sisterhood, and the bright and terrible Elohi, the aforementioned angels. Basileans have no shortage of useful heroes: priests, wizards, paladins on dragons…

I have mixed feelings about the model line. The Paladins are nice, and I think with the right paint scheme the Sisterhood could look alright. The Elohi are good, perhaps apart from the heads which aren’t my favorites–but what fool can’t manage a simple head swap? The standard men-at-arms sprues are not good– mushy and oddly proportioned. I hear Mantic is having them redone. I’ve seen pictures of Basilean armies that substituted a number of historical minis and pushed the Byzantine angle quite hard, giving some lovely results.



Mantic Dwarfs should be familiar to anyone who’s played a Dwarf army before, though they have both more mobility and more flexibility than their GW cousins. Dwarfs are generally slow (not as slow as in Warhammer) and very tough, with a variety of heavy infantry and powerful shooting. The expected heavy artillery (four different types) are available,  and more mechanical weaponry in the Steel Behemoth (a tank) and the smaller Battle Drillers. Mantic Dwarfs command units of Earth Elementals, plodding on their own but surprisingly nimble and deadly when aided by a Stone Priest (yes, Dwarfs have spell casters). Berserker Brock Riders are Dwarf cavalry, frenzied warriors atop giant badgers. Dwarf Kings and Berserker Lords are also capable of riding into battle on various savage beasts.

As to the models, I’m lukewarm on their rank and file, but high on the characters, war machines and Berserker models (including the Brock Riders), and I love the new Greater Earth Elemental. Many companies manufacture attractive 28mm Dwarf models, but their proportions and sizes are different enough that mixing must be done carefully. Mantic rank and file Dwarfs are large, particularly the heads.


Elves are edragon kindred lordlves–ancient, proud, noble. They are an elite army–swift, expensive troops with tremendous skill in both shooting and melee, so that their combat outcomes are extremely reliable. Elves have a little of everything: blocks of spearmen and archers, deadly heavy cavalry and the fastest light cavalry skirmishers in the game.  In addition to bolt throwers, Elves can bring Dragon Breath flamethrower teams. The list as a whole has a dragon theme–Elf Lords on Dragons and units of flying Drakon Riders are staples. Elf armies may also field nature spirits of varying sorts, walking trees and the great Tree Herders. The latter stand out in the aggressive Elf list for their defensive resilience. Elven Mages are particularly effective.

I’ve spoken about the Mantic Elf models before. I like them. A new one is their Elf Lord on Dragon–the dragon is a fine piece of work, an excellent large model (the picture is from this blog, which has a great step by step on the model). The lord himself I’m unsure of–he’s a bit oversized. I may well adapt another figure to sit on that dragon. The old Drakon Riders are comically bad, but now gone from the Mantic webstore. I suspect they’re being replaced. Mantic makes some decent Forest Shamblers as well. Look to other companies at present for the smaller and larger sized forest spirits.

Kingdoms of Men

The Kingdoms of Men is a catch-all human list, awesome in its diversity. It could fit most historical armies from bronze age to the 16th century without trouble. No fewer than eight kinds of melee infantry appear, as well as missile troops, cavalry, chariots, artillery and a few more exotic entries–the Beast of War (anything from an elephant to a giant), and the option for a general to ride a Winged Beast (Hippogryph, Manticore or the like). Mantica is covered with small human kingdoms, only a handful of which are ever likely to be split off into distinct army lists. This covers the rest.

Human Warrior

I am the shield that guards the realms of men…

As far as models for the Kingdoms of Men go, Mantic doesn’t make any and really has no plan to. Take your pick of other manufacturers– the Perry Brothers make some of my favorites in 28mm. Pictures in the rulebook are drawn from a wide variety of manufacturers.

Forces of Nature

Nature armies combine both wild creatures and druid-led elemental forces. Some of the forest spirits are held in common with the Elf list, but the rest is very different. Watery Naiads (yes, fishmen!) serve as light infantry, missile troops and shock cavalry (all with tremendous regeneration but poor armor). Centaurs provide medium and light cavalry and Salamanders (think GW Saurus) heavy infantry. A wide assortment of monsters can be constructed for specific roles from the Beast of Nature and Greater Elemental unit entries. Sylph Talonriders are a rarity in the game–flying missile cavalry. Forces of Nature lists can be customized in such very different directions that they are hard to characterize apart from their common ability to ignore most negative terrain effects.

Mantic’s new hard plastic Naiad and Salamander sprues are, in my view, lovely. I have mentioned the Greater Earth Elemental and Forest Shamblers as well. Beyond these (very nice) models, much of the Nature list needs to be sourced from other companies.


Mantic Ogres are nomadic steppe tribes, like GW Ogres served by large numbers of weak goblins. Those goblins provide all-important masses of bodies (and in mounted scouts, raw speed) for the Ogre hordes. The Ogres themselves fight mainly on foot (some ride chariots to battle), capable of dealing tremendous damage but often a little lacking in defense and staying power. Their missile troops are extraordinarily powerful, doing tremendous damage at range and then striking as hard in melee as many armies’ heavy infantry.  Unusual units are the Mammoth, Giants, and the curious Red Goblin Blaster–cheap, certain to die (it can only attack by detonating), potentially devastating to a player’s own lines, but capable of destruction on an unmatched scale.

Ogre-BravesPersonally, I’m a fan of Mantic’s Ogre miniatures. They don’t match well with GW–a player needs to either use one or the other. Mantic Ogres aren’t as large, and are certainly slimmer, but their aesthetic is a bit Warcraft-ish with a touch of tribal savagery. For Red Goblins I’d at this point not recommend Mantic’s Goblins–more on that in a bit.


Underworld critters of the usual evil sort. Technically, these are dark beings from within a great geographical feature called the Abyss, a chasm that spans the planes of existence. Abyssal armies are mostly infantry, with a little cavalry and some decent medium to short range shooting. They range from an armored demonic elite to enormous, unthinking hordes of bound mortals, flying troops of gargoyles and the enormous, mighty Molochs. Flying heroes are common among the Abyssals, and many of their units regenerate wounds efficiently–they must be knocked out quickly or not at all.Forces-of-the-Abyss-Succubi

The Abyssal models are quite new–hard plastic infantry, some metal larger infantry, and a resin monster that looks fairly impressive. I have little firsthand experience with these multi-piece models, though I like the single-piece plastics (very similar look) in the Dungeon Saga set.



Abyssal Dwarfs

The Abyssal Dwarfs are twisted and evil, dominating territory around the Abyss from their two great cities at either end of the chasm. Blocks of warriors supported by Obsidian Golems and terrifying artillery batteries sound very similar to the Dwarf list, but there are some considerable differences between ordinary Dwarfs and their Abyssal cousins. In general, the Abyssal list is more aggressive and less able to take a punch. Aside from the war machines, no long or medium range shooting is available–only (highly effective) short range gunners. Abyssal Dwarfs Halfbreeds are a kind of centaurish cavalry, and they come in an extra large form as well: the powerful Grotesques. Small troops of Gargoyles fly out to screen and harass, and the Abyssal Dwarfs supplement their numbers with Orc slaves. These Orcs fight as both infantry and cavalry, and though their morale is poor they are capable in battle.

Some of Mantic’s Abyssal Dwarf infantry are Dwarf models with additional bits. Resin, resin-plastic, hard plastic, and metal all figure in, with several models composed of mixtures among these media. Of the current figures, I like best the Gargoyles, the Obsidian Golems, and the new Supreme Iron-Caster on Great Winged Halfbreed, a monster that shares most of its body with the dragon pictured above (rider and the beast’s head are additional metal parts).


Goblin armies are a fascinating thing. Their soldiery deploy in great numbers, but lack individual skill. Sheer volume of attacks can inflict some damage, however, and the Goblins are so numerous that armies relying on small numbers of elite troops risk envelopment. Goblins bolster their ranks with extremely speedy cavalry (both missile and melee) and chariots, and Trolls and packs of vicious wild Mawbeasts to add melee punch. They have a few monsters at their disposal and some cheap andMincer efficient war machines as well. No player should take Goblin War-Trombones lightly. Goblin heroes are as numerous as the rest of their army. Goblins are not a weak list!

As for models, a player obviously has a lot of Goblin options at her disposal. I’m perfectly content with Mantic’s Trolls (some don’t like the spindly legs, but they amuse me) and like the war machines and characters, as well as the Mawbeasts. Nearly nobody is happy with the hard plastic Goblin infantry sprues–like the Basilean men-at-arms, these were tooled badly, and are also in line to be redone.


Kings of War Orcs are strong and numerous, with poor nerve . The list is not subtle. Infantry come in the creatively named Ax, Greatax and Morax; simple Ax are very dangerous. Gore Riders, Gore Chariots and Fight Wagons offer speed and power. Skulks are the rare Orcs who use bows. They and Orclings provide nice screens for the glass hammer infantry regiments. Giants, Trolls and War Drums all are valuable, but Orc heroes, called Krudgers, stand out. On foot, mounted or on a large monster, these cheap killers keep Orcs in the fight. A note: Goblins often field Orc allies, and vice versa. This makes sense for reasons of fluff, army composition (they are naturally complementary), and because many old Warhammer players own both.

Unlike the plastic Goblins, Mantic Orcs are passable. They are smaller than GW (what isn’t) and so probably shouldn’t mix with those models. The line is nearly complete.


Kings of War Undead are a wild grab-bag. Most units are slow in themselves, but can be impelled to swift movement through necromantic magic, though vampires and Werewolves neither need nor benefit from this. Skeletons, Ghouls and Zombies provide cheap infantry of abysmal to mediocre quality. Revenants and Revenant Cavalry are solid if unspectacular–better armed than simple Skeletons. Soul Reavers are vampires, and fight to deadly effect on foot or mounted.  Wraiths flit around the battlefield at impossible speed while Mummies, massive Zombie Trolls and Wights offer brute strength.  Undead have a little artillery in the Balefire Catapult. The heroes are as diverse as the troops–Necromancers, Vampires on Undead Dragons, Cursed Pharaohs and other more exotic sorts all appear.

Well before the collapse of Warhammer Fantasy, Mantic’s Undead figures were finding their way into Vampire Counts players’ collections. In my opinion, this is Mantic’s best line of figures. I’m not so high on the Mummies (they’re ok, to me a little strangely proportioned), and the current Wights are being phased out in favor of (eventual) larger models, but other than that the models are quite good.

Enough for now! In my next post I’ll give an overview of the lists, fluff and models in the new Uncharted Empires book.

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  • Cedric Ballbusch

    I’ve never really been sure what to make of Mantic. I understand the business model of making GW analogue figures, which made a lot more sense 6+ years ago. But, they are also at moments fiercely divergent and possessed of their own style.

    As far as names go, part oft he problem, I think, is that fantasy names are more oft written then read (Elvish, the Nietzsche of names?). Thus, authors end up ignoring pronunciation in favor of words that look cool written down.

    I find it is a better idea to take a real world language, perform a vowel shift or two, and then use it as a basis for a fantasy language. Most players will never notice, but that way the place names sound consistent. Plus, then you can give towns proper names like Red Stick, Pig’s Eye, or Swamp.

    There is an argument for just having everyone speak English as well, but a whiff of the exotic is nice.

    • Thuloid

      I think Mantic figures are becoming more distinct in style, and their newer ones really are much better than most older sculpts. Those men-at-arms and goblin sprues were, from what I understand, a technical problem–a Chinese company did the tooling and really didn’t understand what Mantic was going for.

      With Kings of War they’re not playing second fiddle to GW anymore, so i’ll be curious how that shapes the approach. Now the problem is the opposite–getting people with a lot of GW figures to buy Mantic for their Kings of War army. My next piece I’ll review a supplement that includes one army list I’m not at all sure how to source figures for–anywhere. It looks like fun, but unusual to say the least. With Dreadball, Mars Attacks!, or the current Walking Dead kickstarter (yes, another), obviously there’s no direct competition. Generally speaking, I like those figures. The Mars Attacks! minis are delightful.

      Tolkien got away with what he did precisely because he was such an accomplished linguist. Lack of real-world linguistic knowledge is often a problem in fantasy. Easily covered for, but first a writer must recognize the deficiency (or just have an excellent ear).

      I enjoy back-translating names (people and places) as far as possible. I remember a high school classmate whose last name was White Horse, obviously Native American. His sister’s last name was Yellow Bird. Great names. So I suppose you have two routes–as you say, use (at most slightly altered) English words which stand in for whatever language people in fantasy world presumably speak, or create names that sound roughly like they’re from another human language and so can sit in some kind of consistent relation to one another.

      • I think the English-only approach works well if the story is taking place in a fairly homogenous culture. But using words that sound like real-world languages is very useful for creating imagery in the audience’s mind.

        Oh hey, I once wrote a post about language in fantasy, years ago.

        • Thuloid

          With every passing film it gets weirder that of all Star Wars characters, only Luke has an English name. I bet the other kids on Tatooine made fun of him a lot.

          That was an interesting post. Of course, all names are geographically and historically conditioned. “Lochaber axe” is egregious because it contains a proper noun, but “sword” is only more generic than “spatha” or “xiphos” because it’s heard far more often. The more your reader knows about historical linguistics, the more the tie to Earth and its real history is inescapable. Unless, that is, you want to write your story in an entirely new language.

          • Right, and that was the paradox at the heart of fantasy I was identifying in the post. There is a sort of cognitive dissonance in all fiction, but in fantasy I think it’s a little closer to the fore.

            When the reader examines their thoughts too deeply, they come to realise that the words they’re reading can’t possibly mean what they seem to mean, they only represent something totally different. Or, alternatively, the story itself is 100% nonsense, in the Wittgensteinian sense. It doesn’t pertain to anything. The language the author and reader share is a meta-language for describing languages and objects that are fictitious.

            I wrote that post in the heart of my second year of PhD, and it shows I think where I was headed with my eventual abandonment of analytic philosophy. Some things, fantasy fiction for example (and maybe even all fiction), are dissolved by conceptual analysis and exposed as paradoxes. I think fiction and fantasy are invaluable to our lived human experience, and shouldn’t be exposed to such analysis. It misunderstands their value and trivialises them, as though they’re subject to logic! I eventually chose beauty over truth when it came to value, and am happy with that, even though it meant I couldn’t be a philosopher. I didn’t want to be if that was the price.

          • Thuloid

            We’ve talked about this some. I had my fill of analytic philosophy as well–to me, it basically ignored the best part of Wittgenstein and took a detour into the Land Where Everything is Boring (and Somewhat Trivial).

            LW had a reasonable sensibility about fiction, eventually–the man liked pulp detective stories, if I remember correctly. I think he’s helpful here. Fantasy has all sorts of resemblances to other species of fiction, history, philosophical concepts, etc. Obviously their point is not to refer to the world correctly, or in a 100% consistent way. But then, that’s never what fiction is for. Its logic is necessarily different–kind of the point.

            I’m not going to grant the kind of philosophy you walked away from the name “truth”. It has its uses. They’re limited.

      • Cedric Ballbusch

        I find translating Chinese names, particularly single-character ones endlessly amusing, doubly so since sur- and- given names are not meant to be read together.

        A third option is to just use a lesser known language Slovene, Basque, etc. Few readers/players would ever detect it.

        It will be very interesting to see what Mantic does now that it owns what is, undoubtedly, the biggest fantasy battle game on the market.

        • Thuloid

          I’ve read about Native Americans whose names get rejected repeatedly by facebook. A woman named Parmelee Kills the Enemy had particular trouble. I’d think you wouldn’t want to piss off someone named that.

          But I’m reminded of the line from Pulp Fiction: “Butch. What’s it mean?” “I’m an American, honey. Our names don’t mean shit.”

  • And now for my real comment. Reading about the factions just gives me all these images of entire armies ranked on the tabletop, each one painted to be one consistent work of art in a way that’s impossible to achieve with skirmish games or fake-skirmish games like 40k and Warmahordes. I’m imagining Dwarfs in dark blocks with oily bronze helmets, looking like they actually came from underground with mud clods and smears of dirt and dust. Or Forces of Nature looking all swirly and feral.

    It’s a pity I just can’t foresee a time in my life when I’ll build an army for a game of this scale. Maybe one day; but it’s not looking likely any time soon.

    • Thuloid

      That’s much of what draws me in as well. The era of multibasing is only making it more appealing. Also more affordable.

      • Yes, multi-basing is great. I really like the historical wargaming abstraction of not actually removing models. It means extra spectacle and way less fiddliness.

        • Thuloid

          Yeah, and the level of spectacle some of the Kings of War crowd are achieving is, well, spectacular. But I’ve always loved dioramas.

  • The Warlock

    How big are unit regiments generally? I managed to see some gobbos vs lizardmen last Sunday while playing a bit of Malifaux and the blocks were 40ish miniatures a regiment. Since WHFB was summarily executed by the GW commissariat I’ve been looking KoW over on a ‘what-if’ basis. If there’s a Bretonnian equivalent I’ll probably buy the rules on a whim and try to convince my little brother to take out his Brets.

    While not a fan of the flat-top broad-nose look of the dwarfs, I do like the idea of the bulwarkers and what James said about muddy dwarfs out of the mines and looking to kick some arse. Another question: Banners- how many can one have and can each regiment have them? Colour me very intrigued.

    • Thuloid

      You might want to take a look at this post if you didn’t–covered a little of that:

      Infantry come in blocks of 10, 20 and 40, with standardized footprints. Goblins have the option to take a block of 60 on a few of their units. The potential for multibasing really can change model numbers. The footprint is what matters–so, for 40 goblins, 200mm by 80mm. The rule is you must have at least 21 goblins on that 200x80mm base to count as a Horde of 40. That’s to give flexibility in diorama-type basing. The “recommended” number is more like 2/3 to 3/4 the standard.

      Banners, musicians, etc. are strictly aesthetic in units. Go ahead and put them in. The units function the same regardless. The exception would be army standards, which are individual characters–these give Inspiring, which means re-rolling Rout results. Pretty important to have that.

      Brets could be played at least two ways. Run them as Kingdoms of Men, or better yet, as the Bretonnian lookalike army in Uncharted Empires (my next post), called The Brotherhood. All you’d expect from Brets, plus Water Elementals and some weird monsters.

      To keep the Bretonnian look, I would put all cavalry Regiments (that’s 10 figures for Cav) and Hordes (20 for Cav) in a lance formation on the unit base. Again, unit footprint doesn’t change, but you’d use fewer models. Honestly, 10 or 20 cav ranked up tightly Warhammer style looks too crowded to me. 7 or 8 in a wedge on a 10 figure unit base is perfect.

      • The Warlock

        Ok, so it looks and feels a bit like WHFB. 6-10/ 11-20/ 21-40/ 41-60 is the unit’s min number of dudes on a base/base unit size then? Water elementals, well, elementals in general are things I’ve always liked in fantasy worlds save maybe final fantasy 12, when they’re horribly tough to kill and turn hostile when even a harmless spell is cast.

        I’m keen, so I might get the rules to have and then try and twist an arm or two. Also, how does back-translating names work, out of curiosity?

        • Thuloid

          As to names, I’ll give you an example. It’s a combination of etymology and translation. I live in Lancaster, Pennsylvania. Obviously Lancaster was named after the town in England. The -caster part is through Old English from the Latin castrum, which is a military camp or fort. Lan- comes from the River Lune. I find varying derivations for that, but to pick one, a Celtic word meaning ‘clean’. So my city is the Camp by the Clean River.

          Pennsylvania is named after William Penn. -Sylvania means woods. But we can go further back, since William Penn is a personal name. Penn is likely an old word meaning hill. William (we don’t really need this, but oh well) is from a couple Germanic words, one meaning will or desire, the other helm or protection.

          So Lancaster, Pennsylvania might be something like the Camp by the Clean River in Forest Hills. Not terribly interesting, but gives you an idea how people actually name things.

        • Thuloid

          Yes, for infantry. Cavalry are 5/10/20 (not many units can do 20), Large Infantry 3/6/12 (12 is very rare), Large Cavalry 3/6.

          It plays a little like a very smoothed-out WHFB, though the movement rules allow some quite different tactics–e.g., your own units can move, but not charge, through each other as long as they completely clear.

  • MerryVulture

    Am I late? Is there still time to chime in? I am so looking forward to the rest of this series. I would like a less far flung future option for my (theoretical) gaming. I reckon it is likely this or SAGA, and would like to make an at least partially informed choice.

    Great write up, by the way.

    • Thuloid

      Not late at all. Thanks! I enjoy both games, but they scratch slightly different itches. I hope to have the next round of this series out soon.

  • Burke Williams

    my name is Rodges Williams i work in the US army couple of months ago i was send to Pakistan to fight a war so before thinking of going there i was afraid if would come back to my happy family so i tried all my best to stay all to avail, i heard how war is in pakistan, many army go there but them never return the fear in me is that am i going to die? one day i was going through the internet then i saw a testimony from my fellow US army i was amazed then i saw the email of this great man named Dr Ehoho who i contacted and i told him my problem he said to me i should not be afraid he is with me so he told me what to do then i did them all and he cast a spell on me, he said to me no bullet will enter your body anymore i was surprised when he said that i have confidence when we went to pakistan in the war feed the most interesting thing is that i was shot but no bullet enter me many of my friends was dead but i came back alive. all thanks to you Dr Ehoho for this great protection i am can cantact him via email:[email protected] he is there to solve any problem you have….

    • Cool, an honest-to-goodness witch doctor. He can protect you from bullets Thuloid! Neat.

      • The Warlock

        Dude be a spam bot. 13 comments on a WTF selection of blogs and he has a wife -and- a husband. The former can’t get pregnant and the latter has a sperm count that goes up and down.