A new miniature tabletop game.
The website explains "Wrath of Kings is a miniatures war game, where players take command of the armies of on of the five kingdoms of Arikania! Scalable from 10 to 50 models per side, now you can vie for the throne of the Ancient King!
"With a unique one roll resolution system and an active chain of command, you'll feel like you're actually in charge of an army without being bogged down in tedious tracking. Combat is fast, fluid, furious and tactical - your decisions will matter on the battlefield!"
There are five initial factions:
House Teknes
The armies of Teknes are some of the most well rounded troops. They are able to move from a defensive posture to attack in the blink of an eye. Both the Union Workers and Defender Linemen punish their enemies for attacking them. Their specialists and characters often employ lightning and magical wards to bolster their own defensive lines. No army attacks Teknes battle lines without expecting heavy casualties.
House Shael Han
The Shael Han fighting style is a mystery to all of their enemies and for good reason. The Legionaries are some of the weakest troops on the field by themselves, however whenever they are close by a specialist they become a force to reckon with. The Wrath led by their Big Sister are experts in engaging more than one enemy at a time. The true strength of any Shael Han army are their specialists, vulnerable by themselves but extremely powerful when working together they can cause a symphony of destruction on any battlefield.
House Nasier
Nasier love nothing more than to see their enemies wither in their path. The Nasier Ashmen charge is legendary and few enemies have ever lived to tell the tale. They’re often supported by the Pelagarth who revel in combat and despite their lack of armor, cause more casualties then they take. The specialists of Nasier prefer to use flames to punish their enemies. One of the most aggressive armies, their zeal for reinstating the Efrenti presence leads them to wrought destruction throughout the continent.
House Hadross
As the most defensive army in the game, Hadross units become stronger both offensively and defensively as the game progresses. With each Deepmen lost, enemy models receive Resonate markers, which makes them easier to kill. Meanwhile the slower yet deadlier Sevridan keep enemy units from fleeing the battlefield. The Hadross specialists enhance the battlefield adding water elements to increase movement.
House Goritsi
Combining the fastest movement in the game with some of the strongest attacks Goritsi prefer hit and run tactics to conventional warfare. Players can employ the blazing speed of the Skorza to flank their enemies while their lethal Zeti hold the line. The terrible Blood Engine consumes the flesh of his enemies to heal his wounds. If you prefer high mobility armies and attacking first, Goritsi is the army for you.
The models are in plastic, with weapons in polystyrene so that they keep nice straight edges on spear shafts, handles, and large sword blades etc.
- Gameplay seemed very cool
- Miniatures were gorgeous
- Female characters were depicted as overly sexualized.
- Theme of sexualization did not fly when playing with children.
- Factions Waring
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Can a game's theme go too far?
- there's no subject that I would want banned from conversation because I think that even highly controversial ones allow us to grow as humans allow us to discover new points of view and even challenge our own and that can be very valuable but I think there's a little bit of a difference when we take that subject matter and we put it into our entertainment and then we ask people at least by extension to reenact certain kinds of behavior
- for me that kind of theme in that kind of game is too offensive it's it's not something I would want to play it's something I would want to discourage other people from playing and I certainly wouldn't want to see someone making a profit off of it
- for me it's less the theme though this certainly can matter and more how the game respects the theme
- so that helps create that buffer so that even if the subject matter is quite serious I I'm not offended by it
- it becomes even more of a fictional setting when you when the components that you're using become even more and more abstracted
- I I think if the components looked more realistic then that might start to push the barrier on what would offend me and and what wouldn't
- so when I'm sitting down to a table to play with other people I I want other people to be enjoying their experience and there are hundreds of games out there so I'm I am probably going to avoid a game that I think has a theme that's going to make someone else at the table uncomfortable
- I really like this question it's very thought-provoking and which ironically is how I like my themes thought-provoking
- if the theme put you in that specific era time or place where there was so much negativity or so many bad things happens that it's inescapable example being Holocaust
References (from this video)
- innovative use of standard dice for varied outcomes
- allows for granular changes in unit performance without custom dice
Mechanics (from transcript analysis)
- custom dice alternative — Uses a d10 with a lookup table on unit cards to determine outcomes, allowing for varied results based on the unit.
Video topics + discussion points
Quotes (from this video)
- the rules are are how you play the game it's not the lore it's not the art it's not even like the models or the terrain it's the rules that Drive the experience of the game play
- I want to tell you about some things some mechanics and stuff like that that I don't personally like to see in wargaming Miniatures design
- I believe that companies want to use custom dice for their games because then it's just another thing that you have to buy from them
- War doesn't happen in an orderly fashion
- you as the player have a certain amount of agency over your own force and that's important to making them feel like your own force
- analysis paralysis when when trying to build a new list if you just give them the list up front right so that they don't have to worry about well how many of these should I take and did I take enough of those and do I have enough points and all that kind of stuff it just allows them to then focus on learning the game