$5 dollar entry. Registration start at 11 ships fly at 12. If you are attending and have a playmat you can allow us to use for the tournament that would be greatly appreciated. Prize support depends on turn out. Hope to see everyone there!
A little late, but better late than never. This week for Wrath of Kings we are talking Hadross. Hadross is one of the most unique races in a miniature game I have seen in a while. They are a underwater race that believes in Deep Voices. Once normal humans, the Hadross grow up as all children do, but sometime around puberty they begin to hear voices. The Voice of the Deep changes them into sea creatures. Lets talk about the types of units in this army.
First we have Deepman Guardians They are the generic infantry. All units in this army come with a unique Swim ability. Normal units are unable to move into water, but since Deepmen come from the sea they are at home in it. The Guardians are the workhorse units of the Hadross. Many abilities trigger off of units being affected with Resonate. Resonate is an indoctrination of sorts for the Hadross. They look to convert others to their religion. This provides many attack and defensive bonuses for various Hadross units. An example being this model gains Defensive Expertise when engaged with a model who already has Resonate. Units can remove Resonate with an interact action, but most tend to ignore it as this leaves that unit vulnerable during it’s activation to be attacked and just receive the condition again. Deepman Kaxes lead the Guardians into battle. They provide the ability to attack and attack again if the models inspired by it are killed. It also provides a training that allows models who are not engaged to move 3 inches toward an enemy with the Resonate condition. Torvosh the Bannerman is the Rank 2 leader of the Guardians. He comes with a high defense of only being hit on an 8+ with 2 Resilience. He also has a special ability that makes all enemies within 6 inches gain resonate. It also has the Survivor ability. This allows him to redirect hits to friendly models near him causing him to take no damage in battle. His inspire allows all units activated by him to roll an additional attack die if the target has resonate. His training is a defensive power that says if a model with resonate attacks this model. Make a will check. On 1 or more successes remove 1 hit from the attack results. This makes an already hard to kill army even more impossible to hit.
Next we have Sevridan Gutters or I would like to call them the Jellyfish people. They are rank 2 infantry for the Hadross and well deserved. They are hard to hit with an 8+ and have 2 resilience before modifiers, but the downside is they are slow movers. They only move 6 with no sprint. The up side is that when they engage a model an enemy can not disengage. A nice powerhouse for the Hadross Faction. Especially if your opponent choses a movement based objective. Sevridan Gutter Friar lead the Gutters into battle. His inspire is based on enemies with resonate being killed. After the kill units near by must make a will check or take a damage. If you take this model as a leader it provides Strong Will as it’s training. Ooroth Trencher, of the Sysor Deep is the rank 2 leader of the Gutters. He provides a unique aura that makes enemies lose attack die. He also has an ability to redirect attacks to other models. His inspire allows all models he activates to do a Will attack against all enemies in contact with Resonate. His training allows all his units to redirect attacks on a failed Will check.
Third of infantry are the Carcharian Frenzies or rather Awesome Shark guys. Why are they awesome you say? Cuz who doesn’t wont to command an army of sharks to attack your enemies. Slow movement, low defense, and 2 hit points are what we are working with but with some unique abilities to infantry. They have feeding frenzy which is a healing melee attack on an infantry unit. At the beginning of activation on a will check you can get 7 movement. When this model passes it’s Will Check it gives engaged enemies Resonate. Frenzy Chargers lead this unit with an inspire that allows even more Resonate to be passed around. If you take this unit’s training models ignore disengaging from enemies with resonate. Gar the Gladiator is the rank 2 leaders of this infantry. He loves enemy leaders and Characters. If he lands a killing blow on one you lose an additional MORALE. That can be huge in many Wrath of Kings Games. He also gains Offensive Expertise 2 if engaged with 3 or more units. His inspire adds to the carnage by allowing units engaged with Resonate models to get Precision +1 per model with resonate. This can turn a 7 die roll into a possible critical. As far as training he continues the assault on Leaders and Specialist by providing Offensive Expertise +1 to all models when attacking these units.
Now we take a look at the specialist. First we have Deep Caller. This unit is basically the Resonate King of any army. He likes to run into groups of enemies and make them get resonate on failed will checks. He also makes their movement harder if they do gain resonate. However he is not much of a fighter with being hit on a 7+ and low attack die. Next we have the Calith Reaver. He is a unique little specialist that fixes some of your movement issues. He may be hit on a 6+ but you have to get around the army he carries with him. This unit has a special ability called Hitching a Ride. Models size 3 or smaller in contact with him are placed next to him at the end of his movement. Our first Rank 2 Specialist is Talimoth Ororidrum, The Oracle of Ulloth. That’s a mouth full. This specialist is an AOE will attack unit that can also focus on 2 resilience units. It has an attack that reduces resilience to 1 with an offensive expertise 1. He also makes the willpower of every unit in his aura lower. This makes them more susceptible to his will attack. Especially low level infantry. Next up we have Ephramaki, the Deepcaller Lord. As a lord of the sea he obviously has a Hydro Blast. This attack puts 1 dice against every unit in a line between him and his target 8 inches away. This can be huge if units are in a line formation. He also is a devastator. He has an ability called Crushing Waves. He does a will check 3. On one or more successes ALL ENEMIES with resonate suffer damage equal to the results. That is crazy good. He also has abilities to add resonate to other units within 6 inches. Ilva, the Syren of Kaldeth Strait is the last named specialist of the Hadross. This is a very interesting unit. First of all it has a bounce attack based on Will. It can target up to 4 units in an activation regardless of line of site. Also it can pull enemy models closer as vampires do. What makes this unit really unique is it can extend the range of a Leader’s command range. If it is within a command range, this unit allows that leader to command units in a 6 inch radius from it. Allowing for a possible 11 inch command range for one Leader. That can be a huge tide turner in any battle. Finally we must UNLEASH THE KRAKEN! Our final Hadross unit is Orsund Cavalier. Just like any giant beast of the deep, this unit has a nice 4 dice sundering attack. It also has an 8inch pull attack that also stops defenders with blocks. With high defense and High resilience this unit can be an assassin on the battlefield.
Hadross is a very defensive army. You will sit for many turns just trying to hit it’s units. I think with an army like this you welcome your enemy choosing a movement objective. There are so many things to control movement in this army that keeping them from their objective should be a breeze. Also you do not mind the harder to reach murder enemy leader objective because many of your specialist and leaders are designed to bash enemy leaders with brute strength. Overall this is a very unique army and shouldn’t be taken lightly. So far I have faced this army twice and lose half of my army without putting a dent in their lines. Be weary of what lies below the sea.
Today I wanted to spotlight a little known miniatures game called Krosmasters. Have you ever played Final Fantasy Tactics? This game is very similar. Krosmasters is a tactical miniatures game set in a wacky universe. The story line is actually very dark. The idea behind the game is that demons have captured all these different characters and thrown them into an arena to watch them fight to the death for enjoyment. The game is played on an arena map, comes with fully painted miniatures, and takes only about 20-30 mins to get a game in once you are familiar with all of the rules. Similar to HeroClix, the miniatures are all pre-painted and are now collectable. Unlike HeroClix the models all come with a code that can be put into your online account which allows you access to your model in the online version of the game. So when you purchase a model you can take it online and test it to see how it works before you bring it to the board game scene. I think this alone makes it a very unique game. The first 2 seasons models can be bought in sets of models that were designed work well together. Going forward they are going to stick with the collectible approach. Even as a collectable game the miniature sets are not very large. A box and a half gets you every miniature in the set with duplicates of key models. So let’s talk a little about how the game works and plays.
First how do you win the game? This is an arena combat game with miniatures. Each miniature is worth a point value. Each player brings 12pts of miniatures to a game. Each player starts with 6 GG which represent your victory points. When a model is killed you take GG from your opponent equal to that models point value. Points are also lost when doubles are rolled on the tension dice. (we will discuss that later in gameplay). The first person to take all of their opponents GGs wins.
Lets take a look at a character card.
Every character has a point value in the very top right corner.(The burst with 3) They also have an initiative value in the top left. (The lightning bolt 2) Many of the character stats are straight forward. MP = Movement points per activation. HP= Health Points. AP=Action points per turn. Below the base stats are your attacks/abilities. Ever model can do 3 generic actions not listed on the bar. They are a basic melee attack for 3 action points doing base 1 dmg, pick up a coin for 1 action point, or purchase an item for 1 action point. Each attack/ability has an icon showing the range of the attack, the action points it takes to do that attack, and the damage/damage type of the attack. So for example this character has 2 attack powers. The first is a melee attack requiring you to be adjacent. It cost 3 action points to perform. The base damage of the attack is 1. If a model already was hit by an attack in the round by this model it would do a base of 3 damage if the action is performed. The second attack is a ranged attack. The Icon on the attack with the X says that you do not need line of site to the model to hit the model targeted by this attack within 2-3. Essentially allowing you to attack through other models on the board. It cost 5 action points. Base damage is 1. And if this attack deals any damage you steal HP from your opponent healing yourself on hit. On any attack you roll 1 dice to see if you deal an additional damage. The number of dice you roll can be modified by Powers seen at the bottom of cards. For example a character with Critical rolls 2 attack dice all the time instead of the normal one. This raises the chance of his attacks doing an extra damage. The same goes on defense. You get a chance to absorb damage by rolling a shield icon on a dice. Below the attacks their is a bit of story fluff behind the character and then you get the list of this characters special powers. Crafter means that when this model buys a demonic reward for the first time in a turn it does not have to spend an action point to do so. Also the cost of the more expensive rewards are reduced for this model. Granite=Not modified, Jade(Normally 6)= 5, Gold(Normally 12)=10, and Ruby=15. The agility (air) ability allows this model to roll an additional dice on attack and defense when the attack has the purple air attribute. This power is in addition to any critical or armor abilities added to this model from items. So now that we have talked about items a bit lets get familiar with that part of the game.
When setting up the game board their are spots for gold coins to be placed. There are also gray spots on the board with the demonic icon. When a figure stands on top of a demonic icon they are able to purchase upgrades like the ones above. They have usually 3 categories to buy from. The lowest are worth 3 coins the middle ones are worth 6 and the most powerful are worth 10 coins. At the start of the game 2 from each category are viewable and separated into 2 stacks. You can chose to buy the one on display or a blind tile from the top. When you purchase a tile you place it on any character you chose, but it is only usable if you reveal it. Some are one shot items, others can be equipment providing new attacks to your model, or even armor to make your base stats better. There is a limit of one armor and one weapon per model, but no limit to one shot items. As you can see collecting coins can give you a great advantage over your opponent.
To start a game you set up the game map. This involves placing 3d terrain on the appropriate spots on the board, setting up the demonic tiles to be purchased, setting starting GG and the Wild GG. Once that is done you determine initiative by adding up the lighting point value of all your models. The highest chooses what side of the map they want to set up on and if they wish to deploy first or second. Deployment is marked on the board by little footprint markers. Figures may start on any of those marks on the board within 2 rows of their game edge. The first demonic tile of each color is revealed. Once models are deployed and first player is established it is time to begin the game. The first player activates all of his models in highest to lowest initiative order. After the first turn is played a new aspect of the game is introduced. Starting with the player that goes second you begin performing what is called a tension roll between turns. you roll 2 dice. If the dice are doubles both players lose a GG. If the dice are different nothing happens. After the roll you get to chose if you would like to place the abilities of the dice on your figures for the turn or turn them in for gold coins. If you turn in both dice for coins you get 3 coins. If you just turn in one however you only get 1 coin. This step speeds up game play and once coins are removed completely from the game board it allows you a way to still collect coins between rounds. At the start of the second turn the second set of demonic rewards are displayed and then the game continues back and forth until one player has lose all of their GGs. The game is really that simple. In one short paragraph we have explained the entire rule book. There are many more things to learn and discover about the game. Models have all sorts of keywords that you will learn about as well as attack templates that are different for almost every model. As models are release new keywords are added every season.
So let’s talk final verdict. Personally I love the ability to go online and verify the rules of how a model activates and plays. Sometimes key words and powers can be confusing in this game. How many times have we all played a rule wrong in a game for weeks before realizing we were doing something wrong? I also love the ability to buy sets of models that are made to work together. Now I do have to say I dislike that they are taking this game to a completely collectable format, but I can see why they would do it to market the product. If I know sets are going to be released then why would I buy the individual models at all? Overall this game is a quick tactical game that for me hits on all cylinders. I have to give this game a 4/5. Only because of the collectable nature of the game going forward.
This weekend we will be running a Krosmasters free play day on Saturday the 19th. Models will be given out as participation and prizes. No Entry Fee. Come on out and try out the game. Go 4 Games is also hosting the Regional Championship September the 25th-27th. I hope I see you all there. They will be giving out over $700 in prizes and demoing the new game Krosmasters Quest on Friday.