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Thursday, June 13, 2019

Wrath of Kings: Building The Forces of Teknes and Goritsi

Lucky me, I got to have an extended weekend this week!  Of course it was because of a stomach bug that had me running for about 48 hours straight but I was able to get some more of my Wrath of Kings minis based before all that fun happened.

For Teknes I added in more of what I had already fielded; more pigs, defender linemen, warsmiths, and a union boss. Nope... scratch that last one.  Apparently I forgot to base the union boss to bring with me.


Plus I added a type 2 specialist, the C.A.G.E.  Type 2 specialist are beefier versions of the specialists with more special powers as well.


In this case, the C.A.G.E., a technomatic suit of power armor with a nasty punch.  Not that the Teknes force seemed like it needed heavier hitters after the first game but it's kind of cool looking so I want to see how it does.

Meanwhile, for Goritsi I added a new unit, the Zeti war dancers with their leader, the dancing master.  These vampires literally dance across the field, slaying their opponents as they leap over their heads. 


What makes them even more dangerous is the dancing master.  While in her sphere of influence, the war dancers can adjust their attack rolls up or down by one.  Considering how many times the Goritsi were off by one in the last game, I think this could make a huge difference.

And speaking of huge, there is also their type 2 specialist, the blood engine.  This massive beast can do massive damage and even regenerate damage itself as it eats the models that it kills.


Oh, and there is another shield breaker as well; good damage potential and I love the model so it only makes sense.

Now that I've got these extra troops, I plan on another game of Wrath of Kings to see how they add to the game.  In fact I've already got the two forces figured out.  For the Teknes...


...the force will be lead by a union boss, supported by two defender linemen controllers.  For troops, there are eight pigs and two warsmiths, with each of the warsmiths being supported by three linemen.  This give the army a solid group of shock troops (the pigs) with two solid supporting linemen units built around the warsmiths who can buff those around them.  For specialists, the galvanic defender and zaalak both are making a comeback (though neither was especially effective in the first game) with the walking tank that is the C.A.G.E. added for the heavy hitting choice.

Meanwhile for Goritsi...


...the dancing master will lead the force with two Skorza alphas acting as her seconds.  Five of the skirmishers will perform lightning strikes against the enemy with six war dancers clearing up what is left... plus there are two mercs because I forgot to grab my six skirmisher.  The specialists are a stark contrast to the rest of the quick moving units, two of the imposing shield breakers to hammer on the Teknes defenses and the massive blood engine to feast on the corpses.

This increases both of the armies and changed the size of the game from a patrol to a skirmish.  This size game also pushes beyond the contents of the starter army boxes but only just; fielding the entire army box leaves you short by two option choices, each of which is either one rank of specialist or three ranks of infantry.  This is also supposed to represent the standard game size which means I have just enough in all four of my armies to play on this level though some of the armies have to field a set list to fill all the spots.

All in all, I must admit that I might have gotten a little carried building up my armies considering WoK is a game that is no longer supported but I really like all the minis that I've picked up.  They are stylistically very similar to Rackham Confrontation minis but have been are much easier on the wallet.  I'm sure I'll wind up getting more to fill out the ranks even more but before I get to that, I plan on seeing how these forces stack up to each other now.  Until next time...

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