US Kings of War InterNational Campaign Day

So what is the US Kings of War InterNational Campaign Day?  It is basically a chance for a bunch of people (originally in the US, but now internationally) to all play a bunch of Kings of War at the same time.

In 2016, we had 140 players in over 30 locations spread across 5 countries, and this year we want it to be even bigger!  The event will be held on January 14th, and once again we will be participating in it at the Hobby Shop in Miamisburg.

This year they have broken the event down into three regions - Australia, UK and US.  Each region has four games that affect the rest.  You aren't restricted to just your region if you want to go all out though - you could go for 12 games over 24 hours if you chose.

Each location will have a location leader, who is responsible for getting results in on time and notifying their own site of the bonuses that may apply from the results for the next game.  The schedule is set, so no slacking!

The official schedule is set for CST - so everything is one hour later here in Ohio (so it starts at 1 pm and ends at 9 pm).


  • 1:00 - 2:00 pm Game 1C: 1000 points - 1 hour (4x4 table)
    • 30 minute break (Results due in first 15 minutes)
  • 2:30 - 4:00 pm Game 2C: 1500 points - 1.5 hours
    • 30 minute break (Results due in first 15 minutes)
  • 4:30 - 6:30 pm Game 3C: 2000 points - 2 hours
    • 30 minute break (Results due in first 15 minutes)
Unfortunately, The Hobby Shop will NOT be able to stay open late, so we won't be able to squeeze in the last game for our region.

For those of you who want to put a little more "flavor" into your Kings of War armies, we have something special for you.  :)
When playing a game in the January 14th International Campaign Day event, you'll add a custom Living Legend to your army. This hero will be known as your Commander.
Each of you participating in the campaign day will be creating your own leader to bring greatness to your force!
Here are the rules for creating your Commander:
Commander
  • A custom Living Legend hero will lead each player's forces as the Commander. This unique character may be used in every game played in addition to the regular force chosen by the player and does not need to be unlocked. 
  • This Living Legend should be named.
  • Rules for creating this hero are as follows:
    • Choose a normal hero (not a current Living Legend) allowed by your main force. 
    • A unique artifact may be created by choosing up to two artifacts allowed in the main rule book. The rules for those two artifacts are combined into a single artifact which is given a new name for the Living Legend. The cost of the one or two artifacts chosen are added to the cost of the hero. This does not restrict the use of those artifacts by other units in the main army force. 
    • Any upgrades normally allowed by the basic hero chosen may also be chosen by this Living Legend. 
    • The Living Legend is given a stat line improvement of 1 point to any stat of their choosing. The maximum Defense is 6+. The maximum Range or Melee stat is 2+. If Nerve is chosen, both the Waiver and Route values are raised by 1. This adjustment has no point value when calculating the value of this character. 
    • The maximum total point value allowed for this Living Legend is 200 points.
  • Scenario 1C
    • Game Size: 1,000 points + Commander
    • Scenario: Recon (played on a 4’x4’ table)
    • Recon – Divide the table into 4 equal 12” sections running parallel to the deployment zones. Controlling your deployment zone is worth 1 point. Controlling the 12” section between your deployment zone and the centerline is worth 2 points. Controlling the 12” section on the other side of the center line is worth 3 points. Controlling the opponent’s deployment zone is worth 4 points. To control a section, the player must have the majority of a unit in the zone. A unit may only control one zone. If both players have units in the zone, then the section is contested unless one player has 100+ points worth of units more than their opponent, in which case the section is controlled by the player with 100+ more points in the zone. Individuals and War Engines are not counted for controlling sections.
    • Next Game Bonuses
      • Location: Can require opponent to reroll 1 nerve test in the next game that isn’t already inspired.
      • Region: One unit can be given the “nimble” special rule for the next game
      • Overall: Gains an additional 6 inches given to their deployment area in the next scenario.
  • Scenario 2C
    • Game Size: 1,500 points + Commander 
    • Scenario: Tag
    • Tag – After deployment each player places a token on three units to nominate those units as being “it”. When an “it” unit charges an enemy unit, they choose to “Tag” the unit or attack normally. If they choose to Tag a unit, they cause no damage, but instead transfer their token to the unit they charged. That unit is now “it”. A unit that is tagged “it” may not tag the unit back that originally tagged it. The only way for a unit to remove the “it” token is to tag an enemy unit. If a unit is destroyed while carrying the “it” token, the token is destroyed along with the unit. At the end of the game, the army with the least tokens held by their units wins the game.
    • Next Game Bonuses
      • Location: Commander gains the Vicious special rule, if already has it, the Elite special rule, if already possessing both of those, then player’s choice of special rule (including augmenting Brutal, or CS, etc.) 
      • Region: Any enemy unit that wishes to charge the commander of the winning side must take a test as if they had the “Yellow Bellied” special rule, this applies only to units hoping to engage the Commander of the army and only in regards to that charge.
      • Overall: Players may choose one unit to have one of the bonuses listed for the Commander from either of the Locational or Regional bonuses.
  • Scenario 3C
    • Game Size: 2000 points + Commander
    • Scenario: Reverse Loot
    • Reverse Loot- Place 2 + D3 Loot Tokens on the board (deployed on the center line as per loot). The objective is to get as many tokens on your opponent's side of the board as possible and keep tokens off of your side of the board. At the end of the game add up the number of tokens on each side of the board (regardless of which units might controls them), whoever has less tokens on their side of the board is the winner. (i.e. if there are 3 tokens on your side, and 2 on you opponent's: your opponent wins).

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