New Terrain Crate range – Dungeon Essentials

By Mantic Games

We are proud to bring you our brand new range of products – Dungeon Essentials.

Dungeon Essentials starts with two amazing sets straight from the pages of Hellboy. One features terrifying undead soldiers and another has heinous creatures, both ideal for use with your tabletop games and RPGs.

From the pages of Hellboy – Dungeon Creatures
From the pages of Hellboy – Dungeon Dead

Dungeon Essentials has been designed to enhance the Terrain Crate range, offering heroes, villains, monsters and creatures for any tabletop game. These launch products are just the tip of the iceberg and we will be expanding the range with all sorts of exciting things – Watch this space!

Cheers, Martin

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Dark Horse Comics and Mantic Games team up for new Hellboy statue

By Mantic Games

HELLBOY Creator Mike Mignola, Dark Horse Direct and Mantic Games Announce 
the First
Hellboy Statue Based on Mantic Games’s Bestselling Hellboy: The Board Game

Legendary HELLBOY creator Mike Mignola, Dark Horse Direct and Mantic Games are announcing the first Hellboy Statue Based on Mantic Games’s bestselling Hellboy: The Board Game miniature. Limited to 500 and available now for pre-order, the Hellboy Statue—Mantic Series is expected to ship this summer.

This exclusive statue was
meticulously sculpted by the creative team at Mantic Games and painted by Ed Bradley as if you
lifted our hero right out of the pages of the acclaimed graphic novels and
comics. Posed to pack quite a punch, Hellboy stands approximately 9” tall on a
hellscape terrain base approximately 7.5” wide. Level 52 Studios did the statue prototype
and base sculpt for The Hellboy Statue—Mantic Series.

Hellboy statue

On sale now, Hellboy: The Board
Game is a co-operative experience in which players face off against some of the
comic’s most famous foes. Up to four people take control of iconic BRPD members
– Hellboy, Abe Sapien, Liz Sherman and Johann Kraus – before exploring gothic
locations, uncovering ancient artifacts and battling one of Hellboy’s most
notorious foes, Rasputin!

Statue—Mantic Series will retail for $149.99.

Hellboy statue

Mantic Games

In the nine years since launch, Mantic Games has released several
complete tabletop gaming systems including Kings of War®, DeadZone®, Mars
Attacks® and DreadBall™. The team’s obsession for making detailed miniatures,
simple but challenging games and great value-for-money products has seen Mantic
become a global presence in the tabletop gaming arena. Mantic Games has a
strong relationship with its community, and crowd funding has raised extra
development money for recent product launches – allowing bigger ranges in
plastic for the retail launch. To date, backers have pledged more than $7m to
help new projects come to life, making Mantic one of Europe’s most funded
companies on Kickstarter. Mantic has sales offices in the USA and UK, supplies
20 countries, has a complete design studio team, a global supply chain with
production facilities based in Nottingham, England. To find out more, please

About Dark Horse

For more than thirty years, Dark
Horse Comics has proven to be a solid example of how integrity and innovation
can help broaden a unique storytelling medium and establish a small, homegrown
company as an industry giant. Founded in 1986 by Mike Richardson, the company
is known for the progressive and creator-friendly atmosphere it provides for
writers and artists. In addition to publishing comics from top talent, such as
Eric Powell, Mike Mignola, Geof Darrow, Brian Wood, Gail Simone, Stan Sakai,
and Guillermo del Toro, and comics legends, such as Will Eisner, Milo Manara,
Kazuo Koike, Neil Gaiman, and Frank Miller, Dark Horse has developed its own
successful properties, such as The Mask, Ghost, X, and Barb
. Its successful line of comics, manga, and products based on popular
properties includes Dragon Age, Stranger Things, Aliens, The
Legend of Zelda
, Tomb Raider, Halo, The Witcher, Minecraft,
Game of Thrones
, and Avatar: The Last Airbender. Today, Dark Horse
Comics is the largest independent comic book publisher in the US and is
recognized as one of the world’s leading entertainment publishers.

The post Dark Horse Comics and Mantic Games team up for new Hellboy statue appeared first on Mantic Games.

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Mantic Open Day – Spring 2020 tickets now on sale!

By Mantic Games

Tickets are now on sale for the greatest Mantic event of the YEAR (until the next one in November… oh, and Mantic Night at Adepticon) but apart from that it’s the GREATEST MANTIC EVENT OF THE YEAR. The Spring Open Day will be taking place on April 4th here at Mantic HQ in Nottingham and it’s going to be an absolute belter*.


What ISN’T happening, don’t you mean?! Well, firstly this will be the first chance in the UK to buy the brand-new Walking Dead: All Out War/Call to Arms releases. These include:

  • Show Exclusive King Ezekiel Booster
  • Rick, Alexandria Leader Booster
  • Aaron & Eric Booster
  • Heath Booster
  • Jesus Booster
  • Maggie, Hilltop Leader Booster

We’ll also have a Walking Dead theme with the participation games too. You’ll have the chance to learn how to play All Out War and Call to Arms, plus some brand-new scenarios to test your mettle.


Sophie and James from Needy Cat Games will be running some Games Design 101 Seminars. Not sure how to turn your ideas into reality? Well, James and Sophie will give you a push in the right direction… not literally though, we don’t want you taking us to court for getting pushed into a pile of games. We’ll have more details on the course in a future blog!


Talking of new games – the Games Lab will be returning to the Open Day with some brand-new stuff! These are experimental games designed here at Mantic. Who knows, you could be the first to play our next hit game. Games on offer include:

BOUNDER – think the classic videogame Frogger but with Dambusters and ‘traffic’ like giants and chariots. What could possibly go wrong?

DREADBALL ARENA WARS – Giants take to the pitch in a fast-paced battle game to the DEATH… or the most points… probably points, actually


It’s your chance to ask Ronnie about upcoming releases or get a burning question off your chest. Ronnie will also be getting one of his special hats made for the occasion and will be handing it out to the person that asks the best question during the Q&A. Will it be you?! If you say something nice about dwarfs or Man City, then it probably will be.


We’ve left one of the most exciting things until last. We’ve got a special, lucky dip goody bag for all attendees. Inside you’ll find products worth at least £40 (not bad for that £12.50 ticket price, eh?) including stuff like a Vanguard warband, Walking Dead expansion, DreadBall Team, Kings of War monster and lots, lots more!

Why are you still even reading this? Just go and buy your damn ticket! See you on April 4th.

By the way, for those wondering about Brush with Death – it will be returning at the November Open Day, so there’s plenty of time to get your paintbrushes ready.


NOUN informal – an event, person, quality, etc, that is admirable, outstanding, or thrilling
a real belter of a match

The post Mantic Open Day – Spring 2020 tickets now on sale! appeared first on Mantic Games.

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Shangpin 15mm vehicles for the Xin released in six variants for The Ion Age

The Xin Precinct is made up of the eight central star systems along with a number of smaller outposts all contained with a constricted pocket of stellar space that has only now become accessible once more after a thousand years of isolation caused by the detonation of the Aldan Crucible during the first Khanate War.  Contained by Dolorous Clouds that resulted from the detonation which also decimated the Prydian Precinct there is now a slim open passage for navigation by Ancep Drive.  Our knowledge of the Xin comes from archives that are from ancient times and also a more recent  partially successful expedition mounted in 4303IC by the Starvaulters and of course from the Great Trade Fleet dispatched to Prydia in 4327IC.  Commanded by Grand Admiral Hong Tu Quin the hundreds of vessels that make up the fleet have visited a third of the systems in the Precinct thus far. Trading in exotic goods, rarities as well as information and technology they have made allies and some enemies.

While the hegemony maintains its own imperial army and fleet officially under the command of Princess Xin Meiying the grand admiral has his own military that is embarked upon his starships.  Collectively known as the ‘Sanbao’ the gifts or protectors we refer to them as Trade Fleet Soldiers for the most part.  Refer to other entries in AAT Series 77 for the Sanbao in detail.  These troops are very effective and have aided our regiments in actions against the Khanate Empire.  The Xin hegemony is centred on the three core planets in the central Xin Precinct system of Jinhong.  From the lotus throne on the planet of Wei the princess rules in troubled seclusion while the planets of Zhao and Yan are in an uneasy alliance.  We know of the rebel Prince Tang and his efforts to marry the princess though these actions seem to be taking place in the holdings of all three planets of the Jinhong system outside of the core system.  All three core planets have the other systems in the Xin Precinct split between them.  Refer to other entries in AAT Series 77 for details.

The Council of Addans has deemed the Xin Trade Fleet has a nominal ally though it is up to each Knight General and Marcher Baron to establish their own relations with the vast fleet as it passes through.  As yet Grand Admiral Hong Tu Quin has not responded to the ongoing campaign in the Carmarthen cluster.
Academy Auto-Trainer Series 77, New Glastonbury, 4335IC 
A major release into the 15mm scale Ion Age range with codes for the Xin Trade Fleet.  Designed by Michal Janecek the fine fellow who created the mighty Tohlic Armoured Crawler comes the Shangpin a multiple use vehicle in three types with two different modes of propulsion.  See the Xin part of the range
IAF173 Shangpin APC
The Shangpin armoured personnel carrier transports ten Sanbao mercantile troopers of the Xin and is armed with a turreted main gun.  This code comes in two different variants these being either one tracked or one wheeled.  Make your choice and you may also choose three of the same vehicle and save 10% on screen.  A 15mm scale kit made of high quality grey tone resin with a total of five pieces (plus six wheels or two track sections) including a choice of two different weapons.  Once assembled it is 80mm long, 50mm wide and 25mm tall. 
IAF174 Shangpin AFV
The Shangpin armoured fighting vehicle is used for fire support and has a missile pod armament. This code comes in two different variants these being either one tracked or one wheeled.  Make your choice and you may also choose three of the same vehicle and save 10% on screen.  A 15mm scale kit made of high quality grey tone resin with a total of three pieces (plus six wheels or two track sections).  Once assembled it is 80mm long, 50mm wide and 25mm tall. 
IAF175 Shangpin Cargo Carrier
This type of Shangpin moves goods and other materials which the Xin have sold in their business deals. This code comes in two different variants these being either one tracked or one wheeled.  Make your choice and you may also choose three of the same vehicle and save 10% on screen.  A 15mm scale kit made of high quality grey tone resin with a total of three pieces (plus six wheels or two track sections) including a cargo pod which may be attached or left loose.  With this code you may also select to purchase the cargo pod on its own as well. Once assembled the vehicle is 80mm long, 50mm wide and 25mm tall. 

Each of these codes has many images on its page of the website which you can scroll through and enlarge.  The lettering and colours of the Shangpins are very much in keeping with the Xin and their ways. In addition for those seeking a larger force there are a couple of extra options with savings for these vehicles on the website.  You can get one of each type of Shangpin wheeled (three kits) with a 15% saving and the same for tracked variants.  Go HERE. Excellent!
But what of the Xin themselves?
The Xin in Patrol Angis
We have an updated version of the free download article for making use of the Xin Trade Fleet in your games of Patrol Angis.  Seven pages long and fits right into the main game book and Callsign Taranis as well. Get it from our online storage by CLICKING HERE.
Here are some scale shots for you of the Shangpin next to other Xin codes as well as the Khanate main personnel carrier and a tracked Mullo medium vehicle.

Thanks for Reading,

Original Post


Kartel Looted Pratley new 6mm by Bradley Miniatures

Now on the Bradley Miniatures 6mm science fiction range page at Alternative Armies the brand new BR033 Kartel Looted Pratley!  Go
BR033 Kartel Looted Pratley
Half tracked armoured vehicle used by many factions and also often looted by the dreaded Kartel.  A 6mm scale metal vehicle kit which comes in a pack of four or can be selected as a single vehicle too.  Each vehicle is composed of a hull with a separate turret.  Easy to assemble and 20mm long and 13mm wide.  Supplied unassembled..
Here is the render upon which the final highly detailed metal model was based.
No matter which game system you play in 6mm you will find something of interest in the Bradley Miniatures range.  Here is the current list of codes each of which comes as a single model or in a pack from which you can select a single if you wish to tailor your army to exact numbers.  Go HERE.
BR028A Sekmet Assault Rig Walking
BR028B Sekmet Assault Rig Running
BR029 Kuu Patrol Vehicle
BR030 Pilgrim Heavy Tank
BR032 Perscheron Cargo Transporter
BR002 Armadillo APC
BR003 Stalker Missile Tank
BR004 Hunter Battle Tank
BR005 Nemian Assault Tank
BR006 Tiger Walker
BR007 Jet Grenadier Platoon
BR008 Grenadier Platoon
BR009 Grenadier Weapons Platoon
BR010 Stormhunter SPG
BR011 Lionsguard Platoon
BR012 Attack Bike Platoon
BR013 Gryphon Gravscout
BR014 Trencher APC
BR015 Flame APC Caisse
BR016 Tryant SPG Caisse
BR017 Marksman AA Caisse
BR018 T47 Main Battle Tank
BR019 Actium Superheavy Tank 
BR020 Kourian Superheavy Tank
BR021 Calydon Battle Tank
BR022 Tyros Laser Destroyer Tank 
BR023 Lionheart A Battle Tank
BR024 Lionheart B Battle Tank
BR025 Ironclad Superheavy Tank
BR026 Lynx Scout Walker
BR027 Corvo Dropship (Massive 6mm scale Dropship) 
Thanks for Reading,

Original Post


Introducing Mantic Premium Stores

By Mantic Games

Hello! It’s Clive here from the Trade team at Mantic Games. I wanted to let you know about an awesome new project we’re launching at Mantic, called the Premium Store Programme.

One of the easiest ways to pick up Mantic products is at your FLGS (Friendly Local Gaming Store) and we feel that the best way to do that is if there is lots of stock to choose from, there and then. That’s where our new ‘Premium Stores” come in!

Stores that sign up to the programme will carry every item in our Core and Essential range (all those items that we sell week in and week out all over the globe!) and keep them stocked for you. They will even have a demo table ready for you to try out Kings of War too. On top of that (as if that wasn’t enough) they will even hold regular events and tournaments for those interested. In the next few weeks, we will announce a few more stores as we fit them out with all of our Kings of War, Vanguard and TerrainCrate ranges – ideal for you to just pop in, chat to the stores and pick up your favourite miniatures from your FLGS.

The first of the stores visited this month to “upgrade” to Premium was Mighty Lancer Games in Bridlington (where work means I also get to play a few intro games after stocking those shelves).

Mighty Lancer Games are a family owned store in the seaside town of Bridlington, East Yorkshire. Originally started online by Nathan Long, a gamer whose dream was to bring the miniatures and products he loved at affordable prices to other game and hobby enthusiasts, the business soon grew and the next logical step was to open a physical store. From this small beginning a bigger store was born in the heart of the town able to house tournaments, weekly game nights and a huge and varied range of stock, making Mighty Lancer Games Your One Stop Gaming shop.

The very next day we invaded Tabletop Republic in High Wycombe (and yes, more games were enjoyed… it’s a hard life working for Mantic Games!)😊

“Tabletop Republic is still relatively new on the gaming store scene having only started at the end of 2018 but with an absolutely awesome community behind us we’ve been able to go from strength to strength. For a while now we’ve wanted to get Kings of War more exposure in store; and have a wider choice on units here on the shelves for people who want to get into it. There’s always been this budding interest from our customer base, and being a premium stockist is really going to allow us to turn that interest into a strong community. We’ve had a couple of tournaments already, and we’ve got more planned for the future. We’ve got some wily local players who are regulars on the tournament scene, so the knowledge base is also good for newcomers to feed off.

We’re really looking forward to making most of this brilliant relationship with Mantic and see Kings of War become one of our core ranges. Now, if you need me, I have several troll hordes to assemble…”

Tom – Store Owner

To help you know if a store is a Premium store or not, we will be adding small logo icon to our website under the store’s name, showing the ranges they’ve got in full for you.

More to come in the next few weeks…

The post Introducing Mantic Premium Stores appeared first on Mantic Games.

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Demon Painters released in the Sengoku 15mm Japanese Fantasy range

Now released at Alternative Armies new 15mm scale miniatures sculpted by John Bell added to the Sengoku range of Japanese Fantasy.  These are more miniatures working towards Set Seven with nearly one hundred and fifty poses in the range.  A pack and singles giving you the Demon Painters! Go
SGFP40 Demon Painters
This pack contains twelve mixed miniatures. Four poses of Demon Painters two male and two female. Civilians or actors in your games of Sengoku Monster Hunter. Taken from codes SGF138,139,140 and SGF150.  The pack offers a small saving off the single purchase of these codes.
You can also get these new poses as single miniatures under their own codes as outlined. As far as we know Sengoku is the biggest 15mm Japanese Fantasy selection in the world.  Have a browse HERE. 
SGF138 Male Demon Painter painting
SGF139 Female Demon Painter standing
SGF140 Female Demon Painter painting 
SGF150 Male Demon Painter standing 
While you can use the Sengoku range of miniatures for any game in this scale there is an excellent game system at Alternative Armies which uses these miniatures.  Two books written by Steve Danes (the creator of Furioso and of Doom Squad).  Currently there are no specialised rules for Demon Painters but they are in the works for a future article alongside rules for the Dragon Ki-Shu in the game.  If you would like to know more please contact us on
Sengoku Monster Hunter  
A Tabletop Game for up to Four Player or Solo Play
A game for one to four players set in medieval Japan where monsters and creatures of myth roam the jagged crags and hidden valleys of the Sacred Mountain. It is from the Sengoku setting and has merciless hunters who track down the monsters and slaughter them at every opportunity. Who you Play. Hunters are the players characters in the game. Each hunter has a profile of attributes, skills and special abilities that players can improve if their hunters are successful. There is a range of weapons, armour and equipment that hunters can acquire as well hired henchmen, spirit guides and others to assist them in their expeditions. The more powerful the hunters get…the greater challenges they can take on!  Author:  Steve Danes. A4 Format, 52 pages.  In PRINT or a DIGITAL DOWNLOAD at a twenty percent less.
Sengoku Rampage
Rampage is the second book in the Sengoku Monster Hunter series; the game set in a mythical Japanese past of fierce monsters and even fiercer monster hunters. This is a supplement to the original rules and it provides much more material for playing Sengoku Monster Hunter. Players will need to be familiar with the original rules and will of course need the first book to be able to make use of Rampage.  It’s features are: More Monsters More Encounters.  New Hunters and Clans.  New Hunting Grounds including the Underground.  Monster Rampage which is a larger version of the game where the Hunters become the hunted. Author: Steve Danes. A4 Format, 52 pages. In PRINT or a DIGITAL DOWNLOAD at a twenty percent less. 
Thanks for Reading,

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15mm scale Jet Bike flying stand released in the HOF Range

A new release into the HOF 15mm Science Fiction range by customer request.  The great little metal flying stands which come with our jet bike codes in the range now have their own code!  Go
HOF88C Jet Bike Flying Stands
This specialised pack gives you ten metal 15mm scale stands ideal for mounting your flying small vehicles or other models such as flying infantry or creatures. Each stand is identical and is 12mm tall total height from top to bottom.  Choose a pack or using the drop down menu a single stand.  You can find this stand included with some of our other codes from where it originated.  Such as HOF91 Cultist Speeder, HOF88 Octopod Jetbike and HOF67 Zidhe Jet Bike.  It can also be used with the great HOF110 Octopod Racer too as example.  Go HERE.
Above are the jet bike codes referenced from left to right.  Below is the Octopod Racer.
A wee release this time but one wanted by request so we delivered it as asked.  We will return really soon with more new awesome!

Original Post


Ki-Shu Oriental Dragon good for all scales now on the website!

A model much requested and now newly molded again for this new age.  Out of production for some two decades it is our pleasure to present once more Ki-Shu the Oriental Dragon!  See it in our Monsters collection
This is a model which is suitable for tabletop gaming in several scales.  It looks grand in shades of orange!
DSG5 Ki-Shu Oriental Dragon
Creatures of guardianship and friendship as much as destruction the oriental dragon is a potent symbol and a great model to use in your games. This monster comes in three parts (body, left arm and right arm) made of metal and is easy to assemble.  It stands 55mm tall.  Suitable for use in 15mm and 28mm scale and it is supplied unpainted and unassembled without a base (shown on a 50mm square base).  Sculpted by Steve Trickett in the early 1990’s and now re-mastered. Go HERE.
You can put this dragon in to any game system of your choice.  Here is a photo of Ki-Shu next to a 15mm scale Sengoku miniature and a 28mm scale Kitton miniature both in the style of Japanese fantasy.
We have a great many monsters and creatures in 28mm scale at Alternative Armies such as a Giant Troll, Giant and Lesser Spiders as well a Tree Demon plus Big Mouth Beast and Sandworms.  A Giant Hydra and the Air Squid too.  Have a browse HERE.
There be monsters and creatures in 15mm scale too. See the HOT Range HERE.
Thanks for Reading,

Original Post


Kings of War Beginner’s Guide: The Armies!

By Mantic Games

In our first beginner’s guide to Kings of War: Third Edition, we gave a high level view of the rules and how the game plays. So, after starting out, we know that many of you will then be deciding what army you should play! We know that sometimes this decision is based on looks, while other times it’s based on your style of play.

With that in mind, we’ve produced this guide to the 14 Kings of War armies in the core rulebook – which explains the background behind each army, how they play and the sort of units you’ll encounter. This is a handy reference for those just beginning their Kings of War journey.



Basilea’s wealth means that its footsoldiers march to war clad in the finest plate and bearing the very best weapons that money can buy. Vast armies of them march to protect its borders. Bolstered by the elite religious warriors of the paladins on foot and atop mighty warhorses, and the fanatical sisterhood. The pious warriors of Basilea march to war with the power of the gods at their backs. Angelic Elohi soar high above the battlefield, while the warrior-monks of the Paladins use their divine magic to heal the wounded and smite the wicked.

How do they play?

The Basilean list is very flexible and armies can be constructed with very different themes and purpose. The army is excellent at healing and removing damage inflicted on it and has some very fast and hard hitting units to pick from. The army is not very impressive in terms of ranged combat however, preferring to deliver the Basilean message to non-believers face-to-face. Statlines are middling as you’d expect for humans, but they are somewhat braver than their Kingdoms of Men counterparts.

What’s in the army?

Blocks of Men-at-arms are accompanied by paladin knights on foot or on mounted warhorses. The Basilean Sisterhood can be represented on foot or as light cavalry on their speedy panthers and chariots. Flying high above the army, the angelic and awesome Elohi are ready to sweep down and purge the unworthy from the world. The majestic phoenix is a nice Titan choice and the hero options are powerful with High Paladins, War-wizards and Ur-Elohi.



Short in stature but as unyielding as the mountains themselves, the Dwarfs are a proud and noble people who attach a great deal of importance to heritage and custom. It is a naïve opponent indeed who does not acknowledge the Dwarf talents for war.When a Dwarf Hold goes to war, there are few who can stand against it. Huge artillery pieces and legions of sharpshooters whittle away at the foe from range, before ranks of doughty warriors and frenzied berserkers fall on the remainder and smash them apart. When the Dwarfs go to war, they do so to win.

How do they play?

The dwarf army is typically stubborn and solid, as is their nature. Masters of engineering, they have a plethora of black-powder weaponry with which to batter their enemies from range (or in the case of the flamebelcher, close up). While the core of the army is slow moving, they can surprise their opponents by unleashing the fast-moving cavalry that nobody expects… angry badgers! They also have some high defence on a number of units, with entries like the Earth Elementals Ironguard both having 6+, meaning that can take a number of hits before being routed.

What’s in the army?

A solid core of one and two handed hammer units can be bolstered with spear wielding Bulwarkers. The Ironwatch can cover the slow advance or sturdy defensive line with crossbows and rifles, while the cannon and flame throwers unleash their destruction from the rear. The last thing many an opponent has seen is the glowing eyes of the earth elementals or the lethal claws and frenzied assault of the berserker brock riders. That’s right: mad dwarfs riding angry badgers!



One of the oldest of the civilised races, the Elves have mastered warfare as they have every other pastime to which they turn their minds. Elves rarely take to the field in great numbers, but when they do their victory is all but assured. Swift cavalry, mercilessly drilled infantry and uncannily accurate artillery combine to wipe their foes from existence in short order.

How do they play?

The elf army is an Elite one, so it’s probably no surprise most units have the Elite special rule (in Melee and Ranged). The basic elf statline is above the norm and the average unit will be able to go toe-to-toe with most enemy units. They can field a formidable bowline as well as a solid defence of spears. They have some excellent hitting power in the shape of their cavalry and flying options. The downside is that they are expensive and a typical elf army will have less units on the table than their opponents, which can make it tougher to capture and keep objectives.

What’s in the army?

Elven scouts, bowmen and spear units form the army core. Stormwind heavy and Drakon flying cavalry options. Palace Guard are hard-hitting combat specialists and you have access to Sylvan Kin, Forest Shamblers and Treemen too if you want an arboreal flavour. There are good hero options with the Mage Queen providing solid magic support while the lord on dragon provides for a lethal, if expensive, punch to the army.



Far away from the eyes of Basilea, the halls of the Dwarves or the Kingdoms of Men, the Winterlands are an almost forgotten part of Pannithor. It is a land blasted by chill winds and carved from ice. For most of history it has remained hidden but now stories are drifting south of an alliance of men, Elves and other creatures that could rival even the greatest powers in Pannithor. Led by a mysterious exiled prince, the Northern Alliance are a chill wind to any that get in their way.

How do they play?

The Northern Alliance is a new army for Kings of War: Third Edition and they have a great range of unit options. Many – like the Clansmen and Huscarls – have the Wild Charge ability. This is a new ability that gives a unit an extra inch or three on a charge into combat. This is great for breaking stalemates between units staying out of charging range. What’s more, if you’re not charging into combat, the Northern Alliance has the ability to freeze enemies in their tracks by slowing them down with things like Ice-Tipped Arrows or Icy Breath. This means you’ll have the upper hand if you’re racing to objectives.

What’s in the army?

In the army you’ll find a mix of different races, from the human clansmen to Ice Naiads, elves, wolves and lots more. The core of the army is made up of the clansmen – decent melee fighters with the option for two-handed weapons. Meanwhile, units like the Tundra Wolves give the Northern Alliance a speedy cavalry-esque option, while the Frostfang Cavalry is Large Cavalry that hits like a tonne of frosty bricks.



Druids commune with the very energies of nature, commanding its raw power and the respect of the creatures of the forests and wild places of Pannithor. When the balance of the world is truly threatened, the Druids call upon all manner of creatures to protect it. From the vicious Salamanders to the lumbering Forest Shamblers, all answer the call. The ground shakes and the forests heave as the Forces of Nature march to war.

How do they play?

This is a very varied army and can have quite different play styles depending on the units you chose. You can have a fast army of trees that launch themselves forward before the game begins, a plodding army of elementals, or you focus on infantry and cavalry options. Interestingly it doesn’t have big combat characters – instead the focus is on spell-casting druids which have the Surge spell and like the Undead, can use it on their shambling minions.

What’s in the army?

Starting with tough Elementals, (fire, air, earth and water) they share Hunter of the Wild, Forest Shamblers and Treemen with the elf army, but they are better here with the powerful druids to back them up. There are fast Unicorn’s, Beasts of Nature and Centaurs who move fast and hit hard. The mix continues with Naiads, Sylphs and Salamanders: a truly varied army of the four elements, fairy creatures and the power of nature, it allows the imagination to run… wild.



Ogres are mercenaries, happy to sell their skills to the highest bidder. Huge, powerful creatures that might almost have been purpose-bred for war, few races can match them for sheer belligerent power and endurance, and many a war has been won by the side that hired the most. When Ogres do unite into larger War Parties, it is a rare thing indeed. There is no record of an army ever holding fast against them and scholars debate long into the night as to whether this is because Ogres have so rarely united in force, or because no opposition has ever survived to tell the tale.

How do they play?

The army has a low model count and often has fewer units on the table than their opponent. To compensate however, Red Goblin units are available for bulking out the army with smaller rabble but also giving the army excellent speed and a dastardly weapon in the less-than-subtle Blaster. While some ogres carry heavy ranged weapons, as a species they excel at combat, even more so than the orcs. A charge from an ogre regiment (or horde!) is likely to result in a bloody mess for their opponents. Chariots are an option for both ogre warriors and heroes, adding to their punch. The ogre army is difficult to master for new players but once you have learnt to manage its strengths and weaknesses, it can be a formidable proposition to face.

What’s in the army?

Ogre warriors will be the mainstay of the army, supported by units with either heavy crossbows or blunderbusses. Siege Breakers can make a solid defensive block with a lethal punch. Chariot units provide some speed and an extra crunch but the most manoeuvrable units are the Red Goblin Scouts on fleabags. Some additional, weak ranged attacks are available from red goblins armed with bows and ogre warlocks are often accompanied by their followers, the Berserker Braves. The red goblin Blaster is about as blunt an instrument of destruction as you can find and the army is commanded by fierce ogre sergeants and the infamous leader Grokagamok.



When the Trident Realms stir the very seas boil – storms rage, waves crash upon coastlines and the tides rise only to retreat, revealing the Neritican host, water cascading off shells and armour and ready for war. The Trident Realms are proud and territorial, and can commit to violence with little provocation. The lord of any land-bound territory would be wise to treat their inlets and coasts cautiously, lest they stir the fierce Neriticans who claim them as their own.

How do they play?

Regeneration, Ensnare, and Pathfinder are the traits that best embody the core of the army. You will find terrain to be your greatest ally, often times combining ensnare to make landing a blow nearly impossible … And once locked into combat the flanks are quickly washed over by surging water elementals or invisible ninja frogs. A general able to properly command these units is truly a “hard shell to crack”. When all else fails RELEASE THE KRAKEN and send your foes to the depths!

What’s in the army?

The Trident Realm of Neritica is most unlike any of the other realms of Panithor. Composed of many races which come together under a single united banner in times of war or strife. All sorts of mutated frogs and fish men can be found mingled with Naiads, Thuul, and water spirits. The mixed races within the realm bring forth an extensive option of how to best ensnare one’s foe to be dragged to their demise.



Twisted, evil parodies of their mountain-dwelling brethren. The Abyssal Dwarfs make use of slaves to bolster their numbers, and dark technologies to rain fire and destruction on their foes. When the hordes of Tragar march forth, the world trembles before them. The ground shudders under the march of thousands of slaves and soldiers, and the air shivers with the sound of arcane weaponry and dark sorcery.

How do they play?

The Abyssal Dwarfs are the wicked and malevolent take on their dwarf cousins. The core units are comparable with the dwarfs and are as slow moving, but players have access to the winged nuisances that are gargoyles and also fast-moving cavalry in the form of Abyssal Halfbreeds (part dwarf, part… thing). The army has a different take on black-powder weaponry, favouring mortars and blast weaponry over more direct cannon fire. The impressive golems can form an implacable line to provide solidity and stopping power. Units in the army are typically Vicious, which means they re-roll 1s when wounding a unit. Nasty stuff!

What’s in the army?

Blacksouls, Immortal Guard and Decimators shape the army core and make for a typically stubborn dwarvern battle line. The Decimators are deadly at short range with their Thunderpipes – if they can get into position. Abyssal Berserkers and Slave Orc units are slightly faster units that can be a first wave or counter attacking element. Lesser Obsidian Golems, Gargoyles and Abyssal Halfbreeds give the player options on how the army should behave and be themed. A would-be Abyssal Dwarf player is spoilt for choice with three different types of mortar and a flame-thrower to choose from. Heroes are pretty decent with some good hitting power, flying options and magic too.



An ancient empire punished for its hubris and fall into chaos. The cursed peoples of the Ahmunites are now a nightmare that haunt the parched, unforgiving lands of the south. Stripped of their power and life by the Ophidians and cursed for all time, the Ahmunite empire wages a vengeful war on both the living and dead alike. Fuelled by hatred and compelled by sinister necromancy, the ranks of the Ahmunites march relentlessly across the scorched earth.

How do they play?

The Empire of Dust typically fights with combined arms, setting a battle line bolstered with unholy healing while bow, crossbow, and catapult fire rain down on the enemy. Finally, surging forward with dark magic, the Ahmunite forces crash into what remains of the enemy, finishing them off and absorbing what little life essence is left into their own.

What’s in the army?

Led by their mighty pharaohs and cursed high priests, the undying legions of skeletons are raised into undead service on foot, undead horse, and chariot. In addition, the undead cursed high priests have used their twisted dark magic to capture djinns into animated statues to fight alongside the skeletal hordes, and have even raised the corpses of giants and wyrms under their eternal undead service. (Marc Taylor)



The Abyss is a strange other-realm, populated by wicked creatures locked in an eternal battle with each other. Whenever they are directed to fight the outside world, it is a time of woe for all civilised races, for the Abyssals recognise no allies. Mass incursions of the forces of the Abyss are thankfully rare, for when they do happen, the suffering is terrible. Pouring forth in waves of demonic creatures on foot and in the air, an Abyssal horde may only ever be stopped at great cost and after much bloodshed.

How do they play?

This is a horde army which allows large numbers of Abyssals out of the pit onto the battlefield! The army can take plenty of punishment and keep going thanks to a lot of units having the Fury rule. This allows them to always counter charge, even when wavered – so you can exact immediate retribution. What’s more, entries such as the Lower Abyssals, Flamebearers and Molochs all have regeneration, which allows them to heal wounds previously suffered. This makes it very tough to break up Hordes because they can keep healing wounds and have high nerve. What’s more, the army contains many fast units with a focus on melee combat, supported by flamebolt casting units and powerful champions and monsters.

What’s in the army?

There are the leering legions of Lower Abyssals, Flamebearers, Succubi and other creepy demonic monstrosities. Winged gargoyles flap above in the skies while huge ogre-like demons known as Molochs march amongst the throng. Abyssal horsemen thunder towards the enemy as snarling hellhounds menace the enemy flanks. Meanwhile Efreets, Temptresses and Archfiends lead the army to war, while the Warlock casts spells over the head of troops.



Small, unpleasant and spiteful, Goblins are often written off by those who know no better as simply the weaker serving class of the Orc race. In fact, Goblins are utterly separate from Orcs, being not only smaller and less imposing but also far cleverer and more dextrous. They might not beat you in a straight fight, but to underestimate even a small force of Goblins would be a grave mistake. The only thing more dangerous than a small Goblin army is a Goblin horde. When a Biggit gets important enough to rally hundreds of Goblins to his banner, he becomes a force to be reckoned with, their numbers serving to offset their natural cowardice as well as overwhelm the enemy under a swarming tide of vicious, stabby little bodies.

How do they play?

Goblins are the eponymous and classic horde army. “The goblin horde” can refer to the entire army and also the typical unit size players will field. What goblins lack in strength and bravery, they more than make up for in sheer numbers. That’s not to say they do not lack a bite however. Giants and trolls are often lured into joining the tide of goblin warriors while fleabags and mawbeats are goaded into fighting or being ridden into battle. Strange contraptions like the Mincer can also prove a deadly addition to their ranks, while the unreliable Big Rocks Thrower can soften up enemies before they’re charged. A goblin player is expecting numbers to win them the day (with the odd rock chucked in from a safe distance for good measure).

What’s in the army?

The usual goblin rabble armed with a variety of pointy weapons form the heart of any army in large blocks of sneaky, skittish warriors. Ponderous but solid trolls and giants make their way between the ranks (probably unaware of what they trample underfoot) while down the flanks, the lightning fast fleabag riders and mawbeast packs rush forwards to harass the enemy and throw them off balance. The goblins have access to some crafty war engines like the short range war-trombone and the aptly named Mincer. Nerve is a big problem for goblins (as in they lack it) but they have cheap Inspiring options, like the Flaggit and Biggit.



The Nightstalkers are the dreams, nightmares, fears, and horrors of mortals made manifest. Although their incursions into our realm are thankfully rare, the devastation caused by such events is absolute on both a physical and emotional level. When the power of the Abyss waxes strong, large forces of Nightstalkers tear their way into reality. Mewling, skittering hordes advance, led by ancient cyclopean beings from the darkest depths of existence. Survivors of such attacks are rare and all who do escape lose their minds and souls forever.

How do they play?

Nightstalkers are the nightmares of Pannithor brought to life and, as a result, they prey on the fear of their victims. Across the army you’ll find an interesting ability called Mindthirst. Unlike normal armies, which require their own heroes to provide sources of Inspiring, Nightstalkers steal it from their enemy. This means you’ll want to get up close and personal early in the game. The majority of the Nightstalkers are also Stealthy. This means that enemy ranged units will be at -1 to hit their intended target. This really helps to ensure the Nightstalkers are effective against shooting-heavy or war engine focused armies because their ethereal bodies are too hard to hit!

What’s in the army?

The core unit for the Nightstalkers is the spooky Scarecrows. They’re quite slow (at speed 4) but have the Wild Charge (D3) ability for when they finally get into charge range. While the Scarecrows are lumbering across the battlefield, the fast-paced Reapers get their quickly and cause havoc. Phantoms are terrifying ghosts that can fly above the battlefield to disrupt enemy lines and Spectres are able to shoot Shadowbolts from their ethereal tentacles. Butchers are the big-hitters of the Nightstalkers, while Shadowhounds are a speedy unit with plenty of bite! They’re all joined by massive Titans, like the Terror and Shadow-hulk, which are also Stealthy (despite their massive size).



Orcs live for war in a quite literal sense, having been bred for that very purpose by the machinations of an evil god. Over the centuries, they have developed neither culture nor civilisation, busy as they are locked in eternal battle with anything in reach, including each other. Orcs thankfully spend so much time fighting each other that they rarely gather in enough force to truly threaten the civilised races of the world. When such a gathering does occur though, it is nigh unstoppable.

How do they play?

Often described as the “glass hammer” army, orcs hit like a ton of bricks but their lower than average Nerve values means units are vulnerable. No matter, there are usually plenty more following in after the carnage wrought from the first wave! Orcs are combat brutes, typically having an excellent Me score and Crushing Strength. They have minimal ranged attacks though and no war engines. Orcs don’t shoot stuff if they can chase it down – which is far more fun and satisfying.

What’s in the army?

Lots and lots of Axes. And then there are the axes. They come in all shapes and sizes, Ax, Greatax, Youngax, Longax and Morax (can you guess what this unit has more of!?). Lumbering alongside the Ax units are giants and mobs of trolls while pesky, vicious packs of orclings get under the feet of everyone. War Drums help to overcome the orcs’ low nerve value and can help spread Dread among enemies. Out ahead, the weedy skulks offer the only ranged option for the army while the Gore Riders and chariots bide their time, waiting for the optimal moment to charge. Fight Wagons are a fast moving Morax delivery system designed to carry the greenskins into the heart of the enemy, and spurring the whole army on are the Krudgers, the orc bosses riding their awesome and terrifying Slashers.



The dead do not rest easy in Pannithor, for there are those who would use them as macabre puppets to fulfil their own mortal ends. Skeletal foot troops and cavalry shamble onwards in a relentless tide, overwhelming any who stand in their path. Even the bravest of men will blanch in terror at the sight of an Undead horde. Legions of foulness advance in horrifying silence, destroying all that they see before them without mercy or restraint. And then, the greatest horror of all, the recently dead rise up on the invisible strings of their necromantic masters to turn on those they called friends and comrades.

How do they play?

The undead are a surprising mix of unit types; some the traditional shambling hordes and others an unexpected, fast hitting and very nimble but important part of the list. The options available mean that whether you choose a slow-moving mass, a lightning fast host or a balanced mix, you opponent will know they are in for a real fight. Tricks up the army’s sleeve include the ability to recover damage in melee and for the Necromancers and dark magic users to pull off devious charges using the Surge spell. The slow-moving units with the Shambling rule compensate by ignoring wavering results – they are either destroyed or keep going, there’s nothing in between.

What’s in the army?

The classic skeleton, zombie and ghoul units are all present as well as powerful mummies and wights. Fast options are ethereal wraiths, the formidable werewolf units and two cavalry options. Ranged firepower is limited but most armies will field the trust balefire catapult. Vampires, Revenant Kings and Necromancers are all hero choices.


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BlackJack Legacy Kings of War Slow Grow Challenge

By Mantic Games

Since Kings of War: Third Edition was released last decade (October 2019), we’ve really enjoyed the number of people starting their own Kings of War journey. Over the past few months we’ve seen plenty of people beginning a new army or adding extras to their existing force (and not just an additional bajillion war engines).

However, one of the most impressive communities has been created by Andy Burdis over at Blackjack Legacy. Last year he launched a Slow Grow Challenge, with the aim to build and paint 250pts each month. It will all culminate in a Kings of War day here at Mantic HQ on April 25th, where budding generals can command their armies to victory… or fall weeping into a pile as their newly painted faction is crushed to pieces.

The first deadline was January 31st, so we thought we would highlight a few of our favourites… and the Mantic ones (because we’ll sulk if we’re not included). We can’t show everyone but we’ve been amazed by the dedication and progress that everyone has shown. Anyway, enough chatter – let’s see those armies! If you right click, you can open the images in a new tab to see them bigger 🙂


This shows how important colours and basing are for a cohesive theme. The blue and white is very similar to the studio paintjob and Thomas has done a great job with these first units. The bases, in particular, are a super example of the joy of multibasing.


With the new Abyssal Dwarf release around the corner, it’s safe to say we’ll be seeing plenty more angry dwarfs in the coming weeks and months. Tony’s Slave Orcs are a nice first unit to get the army started. Plus, they’re joined by a cool Iron Caster.


Nightstalkers are proving to be a popular choice and Kristian Reeves’ Scarecrows were just one example of the many Nightstalker armies. Again, a strong colour theme really helps to make this a cohesive force. Nice work.


Some rather nice Northern Alliance Clansmen from Mark here. Several Northern Alliance armies have been cropping up on the Challenge. If you like Mark’s paint scheme, he’s uploaded a step-by-step painting guide on the Kings of War forum.


Well, it’s my blog so I’ll put my own army here if I want to and you can’t stop me :p

I am doing big goblins, aka Ogres. I possibly got a bit carried away with the challenge and have painted 975pts (with Grokagamok).


Talking of getting carried away, Richard Stockdale has gone Northern Alliance crazy! This is enough for about 10 months of the Slow Grow Challenge. Richard’s amazing effort shows what you can really do if you put your mind to it. Actually we’re expecting an army a month from Richard now. Chop! Chop!


I better include Martin too – seeing as I work with him and he’ll only sulk. You may be asking ‘but where are his actual Abyssal Dwarfs’? Well, Martin has his peepers firmly set on the new hard plastic Blacksouls/Decimators, which are being released very soon!

So, there you have a very quick round-up of some of the highlights of the Blackjack Legacy Slow Grow Challenge. Although you’ve missed the first deadline, there’s still plenty of time to get involved. Head on over to the Facebook Group and join up. We might even see you at Mantic HQ on April 25th.

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Kings of War: A Beginner’s Guide to Third Edition

By Mantic Games

Kings of War is a table-top war game that allows you to play epic fantasy battles in the world of Pannithor. You and your opponent will pit your wits and armies against each other in a battle of tactics, a contest of skill and an explosion of magic and steel.

How do you play Kings of War?

Both players each choose one of the armies taken from those available from the fantasy world of Pannithor (there are now more than 20 armies to choose from in the core rulebook and Uncharted Empires). They do this by spending “points” to build their force to an agreed limit. Then, once the armies are deployed on the table, the players take it in turns to move, shoot and fight with the units which they are using.

Each player turn is broken down into the following phases, conducted in order:

The Movement Phase

Units are given orders to advance, turn, retreat and charge using their Speed (Sp) value. Everything can be pre-measured in advance anytime in the turn. All distances are measured in inches. Terrain may slow a unit (or limit what it can do) but friendly units are allowed to move (not charge) through each other freely, making it easy to attack or defend in waves. The movement rules are simple and elegant, allowing a great deal of tactical game play. You can move (and charge) units in any order you like. You don’t have to declare anything in any order either, but if you want more than one unit to charge an enemy unit, you move all your charging units together.

Charging units have a good degree of freedom, representing them running round obstacles and units to get to their target. The game allows you to play and move armies the way you imagine they would behave in real life. The rules work with you rather than against you in this regard.

The Ranged Phase

Units that have not charged into combat and have ranged weapons may now fire them at enemy units that are in range. Magic spells are also cast in the Ranged phase; there is no separate magic phase. Spells are simply considered ranged attacks just like firing a bow or a rifle. Units roll to hit using their Ranged (Ra) value and then to damage the target using its Defence (De) value. Damage caused is recorded against the enemy unit (adding to any previously caused).

War engines also unleash their destructive power in the Ranged phase, typically firing up to 48” – making them a potentially destructive addition to a force.

The Melee Phase

Units that charged into combat in the Movement phase now fight in the Melee phase. Units roll to hit using their Melee (Me) value and then to damage the target using its Defence (De) value. Damage caused is recorded against the enemy unit (adding to any previously caused). If the attacking unit(s) fail to Rout (destroy) the target unit, they remain engaged in combat. They will have the option to unengage – if they manage to survive a counter charge from the enemy.


Nerve is the way in which players determine whether units are still able to fight or have been destroyed (or have fled). It represents both the morale of the unit and the amount of casualties it can absorb before it is rendered ineffective. Damage caused on a unit will build up over the course of a game and each phase in which a unit takes damage, the attacking player will test against the Nerve (Ne) values of the damaged unit, adding the damaged caused so far to the roll. This will determine whether the unit is: Steady (will able to act fully), Wavered (limited options in its next turn) or Routed (destroyed and removed from the table). Units have 2 values under the Ne statistic (e.g. 14/16). The first number is what is needed to Waver the unit (roll this or above) and the second number is what is required to Rout the unit (rolling this or above).

Special Rules

There are a number of special rules units can have. These are things like Crushing Strength that will lower the De value of enemy units in Melee or Inspiring which means a Rout result on a unit requires a re-roll if they are within 6” of an Inspiring unit. Combined with the range of values units have for how fast they move and how good they are at shooting, fighting and in defence, these Special rules mean armies can have great variety in their units, and how they behave and interact with each other and the enemy.

Anything else?

In your turn, you do everything: all movement and all dice rolling – while your opponent plots their cunning tactics and counter-manoeuvres for their following turn. This might be different from other systems you have played but as well as speeding the game up it also allows for an intriguing twist and a solution to tournament games running to time. Timed games work really well in Kings of War by setting each player a maximum time they have to play their game and so they are only using (or wasting!) their own time when it’s their turn! Casual games don’t tend to use this option of course but most tournaments will. It certainly adds another exciting dimension to the game.

One of the big selling points for many people is that fact that, because models are not removed from units to represent casualties, it means units can be modelled as single pieces, with action poses, scenery elements and dynamic dioramas (known as multibasing). This can add a wonderful visual element to armies and players can really go to town and create great themed and detailed playing pieces.


What dice are used?

All dice in the game are normal 6-sided dice.

How long does it take to learn?

Kings of War is very quick and simple to learn. We’ve seen players running games themselves during demos after the first couple of turns! The game is hugely tactical of course and will take a long time to truly master but is immensely fun and satisfying to play from the word go.

Are there any tables to look up results or templates used in the game?

No – there are no tables or templates required to play. What a unit needs to hit or damage another unit is recorded directly in the unit’s profile. For example, a unit with a Me value of 4+ needs to roll 4 or more for each attack it has in Melee to hit the enemy unit. For things like artillery hitting a unit, special rules like Blast will determine how many hits are scored, rather than counting models under a template.

How much room do I need to play it?

Most players will use a standard 6 foot by 4 foot table for a typical game. Smaller games will work equally well on a 4 foot square table.

How big is a typical game and how long will it last?

Well this will depend on how big your armies are and how big you like to play your games! Most “normal” games are probably somewhere between 1500 and 2000 points and will take a couple of hours at most (up to 6 or 7 turns per player). Two experienced players might well get a 1,500 point game played in a little over an hour – leaving more than enough time on games night to play again!

Can I play really big games?

Yes! The game scales up beautifully but the amount of time taken to play really big games doesn’t increase in step. Big jumps in game size will see smaller increases in the amount of time taken to play. This makes Kings of War ideal for things like Saturday afternoon gaming or all-evening multi-player gaming. We’ve seen games of 10,000 to 30,000 points per side taking no more than 4 or 5 hours of playing time to reach a conclusion (and that’s 6 turns each per side!). Of course, big games require much bigger tables (12×4 or even larger).


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