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    Kudos from Brazil (once again)!
    I always look forward to the Universal Head’s bat reps of WOK. Such beautifully painted minis and gorgeous terrain! As for comments and advice, I think I might be able to offer some. Take it with a grain of salt, of course.

    Most experience I have is as a Nasier player, having played against all armies multiple times but Hadross. I do believe that the motivations system is quite interesting and one of the distinguishing features of WOK. It is rather tough to crack but it is manageable as long as you consider a few key points:

    1) build an army list that is conducive to completing your chosen motivation (objective) not the other way around while

    2) carefully considering the possible motivations your opponent may choose that might counter yours.

    3) ALWAYS bring ranged units (Bloodchild and Rathors for Nasier) in a battle-sized game. (This will often cause ‘free’ losses to the defending turtling player’s stalemate).

    4) NEVER rush in with your leader. Save its use for moments after you have whittled down the opposing forces and can (mathematically) ‘guarantee’ your leader’s survival, regardless of your motivation.

    5) select high-priority targets for those sacrificial charges (even if only to just gain board control by engaging key minis such as enemy specialists and leaders)

    6) remember that models will surely die. Therefore create multiple threats by the end of the round so as to make your opponent choose which battle to risk first, should they win the initiative. This will give you a sense of “sacrifice-not-in-vain”. The worst you can do is die for nothing.

    With that said, nothing is really set in stone as the dice will always decide the outcomes – that is why we play wargames and not chess anyway.

    Now as Nasier-specific ideas, consider some synergies such as taking Pelegarths Brutes and Longhorns to break formations and force one-on-one engagements of your Ashmen. Bait enemy activations by advancing/sacrificing Ashmen to create openings or exit routes for your specialists, etc.

    There is so much more to discuss but I would like to know what the community here is interested in before I blabber on.

    I would love to hear your thoughts on the ideas I offer here. As always, thank you for the inspiring content. And please keep those batreps coming!

    CK Lai

    Thanks for the tips!

    I’d say #1 and #2 are a bit tricky to pull off because the rules say you’re supposed to build an army first, then randomly draw a Motivation. Of course, if all you’re playing is a friendly game, you can do what you suggested. Just don’t get too hooked on it if you’re playing in a tournament, though 😉

    #3 : The other thing about ranged units (magic or will) is that they bypass the defender’s defense, so they are really good vs. the units that take 2 hits to cause 1 damage. The downside to magic is Backlash.

    Universal Head

    Motivations kind of annoy me. While they’re a clever mechanic on the surface, I think they’re very dry thematically, and conveniently absolve the publisher (and players too, of course) of coming up with interesting scenarios. And as I’ve said many times, the fiddliness of them irritates me, the way a lot of them add counters to figures.

    Love that tip about creating multiple threats, it really opens up the gameplay for me. I got too fixated on worrying about who goes first when units approach each other, when of course it’s not like your opponent is going to go first everywhere if they win initiative.

    I really have to study the units more, to remember things like getting into position for those one-on-one Ashmen fights.

    Keep the ideas coming! I wish I had more time to study the game but so many games vie for my time, so it}s great to get tips from more experienced players.


    Hello again, fellow strategists!

    Well, I played a coupled more WoK games since my last post here and have a few insights about the game to share.

    1) Army List composition= Always, ALWAYS, bring ranged units.
    I got demolished by a ranged-heavy Shael Han list. There were 5 in all in a battle-sized game (2x Shield of Taelfon, 1 Fulung Devourer, 1 Winterhawk, and 1 Deathbloom). All of this was pitted against my melee-only (mostly ashmen-composed) army.

    2) Choose an all-purpose MAIN list.
    Since you can’t really control your motivations (in a competitive scenario you cannot repeat any and you have to play 5 games with the same list, while only swapping the options list between games), be sure to have a wide range of choices built in the main list, not the options list. That is, always main list ranged models and leave melee models in the options list.

    3) Positioning is key and with malice, most effective!
    After dice rolls, the most important aspect of the game is to control who can engage who. Therefore, take full advantage of board-manipulating skills to position high priority models within range of your threats. Units that appear to be melee are great! Take the Wrath or Pelegarth Brutes, for instance. They are great at seemingly sneak an attack given they can choose a model behind the most likely threat right in front of them. Surprise combined attacks on unsuspecting victims taste sweetest, specially if they happen to be the (often) assisting leader.

    Now about the points you guys made earlier.
    #1 CK Lai did point out that magic or will attacks can be effective vs defenses, but not so strong against high resilience models as they still require multiple hits to damage them. It is easier to hit but ranged attacks tend to have very few dice each (1 or 2). So I generally tend to target resilience 1 models until I have thinned the herd a bit.
    #2 The Universal Head would be most pleased with the skirmish scenarios created by other mini games such as Infinity by Corvus Belli. Their campaign mode adds value to key surviving models who can level up between games and offers great variations on motivations such as crossing and exiting the board with loot or an artifact. Therefore, creative players may find the inspiration to adapt them to WoK…

    How about your most recent games? Any news from you? Let us keep the conversation going. I’m loving reflecting on games and possibilities in this thread. Keep it up.

    Over and out.

    Universal Head

    Thanks for these posts Zolontar, very interesting for those of us (ie. me) who don’t have time to play enough to get to know our units and develop decent strategies!

    Ranged units are so rare in WoK, I may have to put painting my Shael Han to the front of the queue!

    Unfortunately I haven’t had time to play again after my last defeat, but I’m going to introduce a friend of mine to tabletop games via WoK, so as soon as we’ve had a chance to play some skirmish-sized games I’ll definitely post my newest observations here.

    CK Lai

    Oh well. If anyone is interested, I’ve had 2 games so far this year and the batreps can be found here:

    Thanks for the insights Zolontar. 2 and 3 are very good tips.

    Universal Head

    Nice litle reports CK, and I like the new site. You have some painting to do! 😉


    Nice site there CK Lai…and very good choices of games that you like/play. Like them all 😉

    Alkemy is the only on that I do not really know…what do you like about it?

    CK Lai

    @UH: thanks! I might move over to WordPress later on. I much prefer the layouts available there compared to Blogger. But then, one is paid and the other isn’t, so… let’s see.

    Painting: actually, those AREN’T my minis… but you’re right, I have lots of painting to do!

    : Thanks! About Alkemy: the Blitz mode is only 180 points, and runs to an average of 6-8 minis per side on a 2 x 2 table. Gameplay is scenario driven. You can “save” your model’s Action Points for later use, or even to defend against an attack by making a counter attack. Lastly each player uses “tactic cards” in an attack. Different attack modes give different bonuses/penalties, so there’s an element of bluff and counter bluff there. “If I use this, I’ll get this bonus, but if he counters with that, he’ll negate my bonus, so should I use this other one instead?” And the minis are pretty good for an almost-dead game 🙂


    @CK Lai thank you for the inspiration to write down my first batrep. I just posted it here on the forum in the hopes others will be encouraged to take the time as well.

    At this point with WoK, I think I can do well enough with the synergies of most of my units as Nasier. The trouble is learning what counters what. Case in point being my last game was a grueling experience for the Shael Han player mostly due to not entirely knowing that certain units lose their special ability when pitted against suboptimal defense charts. For example, using Legionnaires melee attacks against units without parries is far from ideal. My opponent should have used the inspire off of the D Legion Guard to blast them with magic instead as there was no chance of backlash. Also, pitting the Fulung Devourer against a single target is a waste of his abilities. His enlightenment aura and Spear of Light would have wreaked havoc on my side of the push.
    So, the lesson I’ve learned from this last game is to allow your opponent some lee way and get away with achieving some of their motivation, IF that allows you to do the same, elsewhere. The game will always require you to kill some stuff regardless of the motivation you are after.

    I wonder how the new units will impact my current understanding of the game flow. Any thoughts on the new units yet?

    Keep the games coming!

    Zolantar signing out.


    @CK Lai Thanks…sounds interesting..was tempted by their KS…but did not back that time…maybe I will correct that someday. Like the look of the Khaliman Republic 🙂

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