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Monthly Archive September 2021

KoW Armada: RAMming for Dummies

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada. The latter resulted in few strategy related articles, one of which you found yourself reading right now.

Kings of War: Armada is a game of fantastical sea warfare. Set in a rich world of Pannithor, the Armada clashes wonderfully crafted and strongly themed factions against each other. As much as miniatures go, KoW Armada offers a selection of beautiful miniature ships from across four factions, with more being released every few months. Although colliding prow first into enemy ships is forbidden by the rules, some ships are designed to Ram. This usually ends up with both ships getting crushed to ribbons, which led to a lot of misconceptions about Ramming in general. Most common being “Ramming is a weak faction mechanics”. Today I will topple the topic and prime you for successful Ramming. Hold on to the decking and All Ahead Full!


Ramming for Dummies

Allow me to start by saying this: Ramming is a very strong and rewarding mechanics.

That being said let’s focus on what makes a Faction oriented mechanics good. For starters a Faction game mechanics should be synergic with faction strengths (and weaknesses). It should allow for leveraging the common rules to faction’s advantage. A Faction game mechanics can be a strong independent rule, or a synergic one in which case the more synergy the stronger rules combo becomes.

For instance Baseilan ships have the best Structure Points to Points Cost ratio in the game. They have upgrades like Aegis Shield which reduces damage taken and Blessed Hull which allows them to Repair more efficiently. Basileans also have Slopes with Helping Hand increasing Repair efficiency even more. There is a theme to these rules which translates into a strong Faction Mechanics. Worth noting is the fact that it takes more than a single rule to achieve this synergy. Like, Elohi’s Halo of Light is useless in a vacuum, but kicks in when combined with other pieces of the puzzle.

Back to Ramming, RAM(n) allows to deliberately Collide with enemy ships and auto fail the Evade test. It also adds (n) damage to the total dealt to enemy ship in case of a successful collision.
In a vacuum the rule is very swingy. Unless (and sometimes regardless if) you Ram a much smaller target, there is a chance of taking more damage than dealt to enemy ship.
On a wider scale RAM(n) goes along the common Orc main theme: High damage output and expendable ships.
Orc ships are all about C weapons, which have best damage output, but the shortest range from among all shooting weapons. This means you need to get close and inevitably take some damage before you can unleash your C volleys in a devastating salvo. Orc ships, on average, are also cheap and have a second best Structure Points to Points Cost ratio in the game.
Still the main Faction mechanics for Orcs is Boarding Actions. On average, Orcs have more Crew Strength than other factions. They also have access to upgrades that further boost Crew Strength (Morax, War Drum of Spite, Rabble Rousing etc.). Going all ahead full to get close and use all the C weapons means Orcs are also close enough to Board and they even come with cheaper Boarding Hooks and a rule allowing them to try to Grapple enemy ships moving at Full Speed! And as I already pointed out – Orcs are great at Boarding Actions.

So the most efficient strategy should follow the most efficient mechanics:
– Go at Full Speed towards enemy to get close as soon as possible to start dealing damage, plus be harder to hit.

– Use C weapons once you’re in range. Best if moving between enemy ships to be able to fire both sides for more damage output.

– Initiate Boarding Actions to protect your ships from being shot at during enemy activation, plus further increase damage output.

Where does that leave RAM(n)?
RAM(n) is just a tool. It is not a main faction strength, but rather another synergic mechanics in a wide arsenal of increasing damage output. It is more of a situational tool, rather than go to strategy.
To be successful at Ramming you must master “when” and “where”.

Proper Ramming:
* Your ship is low on Structure Points and will probably get sunk in the next enemy Activation. Might as well deal a lot of damage in a blaze of glory, especially if it also carries a Crystal Keel of Retribution.
* Large, dangerous enemy ship is next to Activate, but is also on a brink of being Crippled.
* Your main C damage dealer is soon to Activate, but an enemy ship (low on SP) is the closest target blocking line of fire to much juicier targets.
* Enemy ship has not Fired as She Bears yet and you need to avoid getting in it’s side Fire Arc, electing to Ram head on and trying to initiate Boarding Action afterwards to keep it from Firing at your incoming fleet.
* Last turn, enemy ship holds an objective, Ramming has potential to sink the ship, thus swinging the game result in your favor.

Dummy Ramming:
* You main strategy is to prioritize Ramming over Shooting and Boarding Actions.
* You use Ram as an opening move in a battle.
* You just want to see the world burn and don’t care who goest to the bottom of the sea.
* You Ram same size or larger enemy ships with no additional goal to achieve with this action.

In short: Treat Ram(n) as a tool of opportunity, a strong Glass Canon type of Damage dealing. Accept Ramming means sacrificing your ship and be sure to Ram if it’s worth the sacrifice, or if it allows you to achieve important long term goals.

I hope you find this article entertaining. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your hobby buds, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me via this contact form. I always reply within 24 hours, after which please check out your spam folder.

Cheers!

Tutorial: Painting Five Layers Technique Metal

Welcome to Painting Five Layers Technique – Metal tutorial. Here I will present to you a Step-by-step of an easy and fast painting process for metal, that I myself use in most of my projects.

Before we start, some notes:

  • Five Layers Technique is a self developed, easy to learn, simple and rewarding technique I myself use on regular basis. It is a great way to prepare groundwork for a particular color, or as an end result on a large scale project. To learn more about the technique visit: Tutorial: Five Layers Technique
  • This tutorial does not require airbrush.
  • You can use any paints, not just the ones I recommend. You can use this chart to compare paints between different brands.
  • Please note pictures present a huge miniature under strong light that might result in a feel of messy and clumsy paint job.
  • For the purpose of this tutorial I used Games Workshop Stormcast Eternal free sample miniature.
  • As usual, please take note that what works for me might not necessarily work for you.

Prep: Undercoat

I started with a thorough layer of Games Workshop Chaos Black spray.

Step one: Base layer

I then applied first layer (base) with GW Warplock Bronze. Thinning the paint down a notch might help leading the paint to recesses and speed up the process. 

Step two: Bronze Highlight

Next, with a side of a large brush tip, I applied a layer of Army Painter True Copper. The movement and technique behind this layer was similar to flatbrushing. The key was to leave some of the previous layer visible in recesses, all the while applying new color to everything beyond. 

Step two alt: Metal Highlight

I did the same for weapon, except I switched to Army Painter Gun Metal, instead of True Copper. 

Step three: Edge highlight

Next I edge highlighted all areas with Army Painter Shining Silver. This one does not have to be precise and might get a bit messy. Any additional scratches or lines painted on the armor will benefit the final result. 

Step four: Wash

The Army Painter Strong Tone was next. I applied a rich layer of wash all over the miniature.
NOTE: I recommend applying and highlighting any colors compatible with Strong Tone before commencing this step. Proper layer planning is key to achieving fast painting time. For this tutorial I left the rest of the miniature as is. 

Step five: Highlight

Finally I edge highlighted with Army Painter Shining Silver. I also painted few additional scratches and lines to add diversity to some areas. 

Job complete. It is just that simple. Now you have a nice base to add depth and additional detail with color washes/glazes, or you can just leave it as is, if you prefer. Below are some examples of Metal painted with Five Layers Technique. 


I hope you find this tutorial interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate if you considered sharing this content with your friends, who might find it useful. Finally if you are looking for a professional miniatures painting service be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.