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Kom 19 2 (Kings of War 2E, Clash of Kings 2019) [2000pts]

[Main Force] - Max 3 dupe H/M/WE (Kingdoms of Men) [2000pts]


Rules: Alignment (Kingdoms of Men): Neutral

Formations [385pts]

Imlar Coursers [385pts]


Selections: Mounted Sergeants - Regiment [160pts], Mounted Sergeants - Troop [105pts], Mounted Sergeants - Troop [105pts]
Categories: F ,C ,T ,R
Rules: Formation: Imlar Coursers, Nimble, Thunderous Charge (n)
Cav: Mounted Sergeants - Regiment (Imlar Coursers), Mounted Sergeants - Troop (Imlar Coursers)

Cav Sp Me Ra De Att Nerve Special Ht Ref

Mounted Sergeants - Regiment (Imlar Coursers) 10 4+ - 4+ 14 13/15 Nimble, TC (1) 2 KoW p135

Mounted Sergeants - Troop (Imlar Coursers) 10 4+ - 4+ 7 10/12 Nimble, TC (1) 2 KoW p135

Infantry [260pts]

Arquebusiers - Horde [260pts]


Selections: Jar of the Four Winds [35pts]
Categories: I ,H /L
Rules: Jar of the Four Winds, Piercing (n), Reload!
Inf: Arquebusiers - Horde

Inf Sp Me Ra De Att Nerve Special Ht Ref

Arquebusiers - Horde 5 5+ 5+ 3+ 20 20/22 Piercing (2), Reload!, Rifles (Range 24") 1 KoW p134

Cavalry [420pts]

Knights - Regiment [225pts]


Selections: Crepognon's Scrying Gem of Zellak [30pts]
Categories: C ,R
Rules: Crepognon's Scrying Gem of Zellak, Headstrong, Thunderous Charge (n)
Cav: Knights - Regiment

Cav Sp Me Ra De Att Nerve Special Ht Ref

Knights - Regiment 8 3+ - 5+ 16 14/16 Headstrong, TC (2) 2 KoW p135

Knights - Regiment [195pts]


Categories: C ,R
Rules: Headstrong, Thunderous Charge (n)
Cav: Knights - Regiment

Cav Sp Me Ra De Att Nerve Special Ht Ref

Knights - Regiment 8 3+ - 5+ 16 14/16 Headstrong, TC (2) 2 KoW p135

Large Cavalry [350pts]


Charioteers - Horde [175pts]
Categories: L C ,H /L
Rules: Thunderous Charge (n)
LrgCav: Charioteers - Horde

LrgCav Sp Me Ra De Att Nerve Special Ht Ref

Charioteers - Horde 9 4+ 5+ 4+ 16 15/17 Base: (50x100mm), Bows (Range 24"), TC (2) 3 KoW p135

Charioteers - Horde [175pts]


Categories: L C ,H /L
Rules: Thunderous Charge (n)
LrgCav: Charioteers - Horde

LrgCav Sp Me Ra De Att Nerve Special Ht Ref

Charioteers - Horde 9 4+ 5+ 4+ 16 15/17 Base: (50x100mm), Bows (Range 24"), TC (2) 3 KoW p135

Heroes [350pts]

Army Standard Bearer [65pts]


Selections: Mounted [15pts]
Categories: H ,I ,H /M /W E
Rules: Individual, Very Inspiring
Hero (Cav): Army Standard Bearer - Mounted

Hero (Cav) Sp Me Ra De Att Nerve Special Ht Ref

Army Standard Bearer - Mounted 9 5+ - 4+ 1 9/11 Individual, Very Inspiring 2 KoW p137

The Captain [1] [170pts]


Selections: Mounted [20pts]
Categories: H ,L L ,H /M /W E
Rules: Crushing Strength (n), Individual, Master Tactician, Rallying! (n), Very Inspiring
Hero (Cav): The Captain [1]

Hero (Cav) Sp Me Ra De Att Nerve Special Ht Ref

The Captain CS (1), Individual, Master Tactician, Rallying! (2), Very KoW
8 3+ - 5+ 5 12/14 2
[1] Inspiring p137

Wizard [115pts]
Selections: Blood Boil [30pts], Inspiring Talisman [H] [20pts], Mounted [15pts], Replace Fireball (6) with Lightning Bolt (3)
Categories: H ,I ,H /M /W E
Rules: Blood Boil, Individual, Inspiring, Inspiring Talisman [H], Lightning Bolt (n)
Hero (Cav): Wizard - Mounted (Replace Fireball (6) with Lightning Bolt (3))

Hero (Cav) Sp Me Ra De Att Nerve Special Ht Ref

Wizard - Mounted (Replace Fireball (6) with Lightning Individual, Lightning KoW
9 4+ - 4+ 1 10/12 2
Bolt (3)) Bolt (3) p137

Monsters [235pts]
Colossal Giant [235pts]
Categories: M ,H /M /W E
Rules: Brutal, Crushing Strength (n), Strider, Vicious
Mon: Colossal Giant

Mon Sp Me Ra De Att Nerve Special Ht Ref

Colossal Base: (75x75mm), Brutal, CS (4), Strider, Vicious (vs CoK19


7 4+ - 5+ D6+10 -/20 4
Giant Infantry only) p46

Force Rules
Alignment (Kingdoms of Men): Neutral

Selection Rules
Blood Boil: [CoK]: 12" range, Piercing (1). When rolling to hit, roll a number of dice equal to the amount of damage on the target unit. [FAQ]: When
targeting enemy units in cover OR with the Stealthy special rule (this includes units in cover WITH the Stealthy special rule), these attacks hit on 5+
instead of 4+. (CoK19 p31)
Brutal: When testing the Nerve of an enemy unit in melee combat with one OR MORE of your units with this rule, add 1 to the total. (KoW p72)
Crepognon's Scrying Gem of Zellak: When starting to deploy their units, your opponent must deploy D3+1 units instead of a single one. (KoW p80)
Crushing Strength (n): All melee hits inflicted by this unit have a +(n) modifier when rolling to damage. (KoW p72)
Formation: Imlar Coursers: Formation must contain:
2x Mounted Sergeants - Troops
1x Mounted sergeants - Regiment
Each unit in this formation gains +1 Speed. (CoK19 p46)
Headstrong: If this unit is Wavering at the start of a turn, roll a D6. [CoK]: On a 3+ it is Disordered instead. (KoW p73)
Individual: May pivot to face any direction for free before being given a move order or shooting. This unit never blocks line of sight or offers cover
against ranged attacks. Confers the Nimble special rule. Enemies shooting at Individuals suffer an additional -1 to hit modifier. This unit aligns flush
with enemy chargers. This unit does not double/triple attacks except against War Engines. If an Individual is Routed and charger Regroups D6"
forward, it can contact an enemy unit, and may attack again immediately. Hindered applies to this Regroup if the original charge was as well. [CoK]:
Enemies don't double/triple attacks against this unit, unless it is an Individual War Engine. (KoW p71)
Inspiring: If this unit, or any friendly but non-allied unit within 6" is Routed, the opponent must re-roll that Nerve test, and the second result stands. For
Inspiring (Specific Unit) the unit will only inspire itself and that unit. (KoW p73)
Inspiring Talisman [H]: Limited to Heroes. Confers the Inspiring special rule. (KoW p80)
Jar of the Four Winds: This unit's 'normal' ranged attacks gain 12" to their maximum range. (KoW p81)
Lightning Bolt (n): Spell with (n) attacks, 24" range, Piercing (1), hits on 4+. [CoK]: When targeting enemy units in cover OR with the Stealthy special
rule (this includes units in cover WITH the Stealthy special rule), these attacks hit on 5+ instead of 4+. (KoW p83)
Master Tactician: You can redeploy D3 of your own units after deployment is finished, but before Vanguard moves are made. Cannot be used on
Allied Units.
Nimble: This unit is allowed one extra pivot of up to 90 degrees for every type of move order except a Halt (important for the Reload! special rule).
This unit does not suffer the -1 to hit modifier for moving and shooting. [CoK]: When Disordered in melee by a unit with Phalanx or Ensnare, this unit
loses Nimble until the end of its following turn. (KoW p74)
Piercing (n): All ranged hits inflicted by this unit have a +(n) modifier when rolling to damage. (KoW p74)
Rallying! (n): Friendly, non-allied units within 6" of this unit have +(n) to their Waver and Rout Nerve values. This is cumulative, with a maximum of +2.
Only the Rout Nerve value of Fearless units (cannot Waver) is affected by Rallying! (UE p5)
Reload!: This unit can only shoot if it received a Halt order on the same turn. (KoW p74)
Strider: This unit never suffers the penalty for Hindered charges. (KoW p75)
Thunderous Charge (n): All melee hits inflicted by this unit have a +(n) modifier when rolling to damage. This is in addition to the unit's Crushing
Strength (if any), [CoK]: However, this unit loses this bonus when Disordered and reduces this bonus by 1 (to a minimum of zero) when Hindered.
(KoW p75)
Very Inspiring: If this unit, or any friendly but non-allied unit within 9" is Routed, the opponent must re-roll that Nerve test, and the second result
stands. For Inspiring (Specific Unit) the unit will only inspire itself and that unit. Any rule which affects Inspiring also affects this rule. (KoW p75)
Vicious: Whenever this unit rolls to damage, it can re-roll all dice that score a natural, unmodified 1. (KoW p75)

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