Today, my navigator got a lucky kill on a fresh, but unispired phantom troop (TK variant). In combat I rolled up a 1,1 on a Soulbane on dreadfiend with 16dmg on him. The Phantoms that got routed were poised to charge into the rear of one unit or the flank of another unit stuck with the Soulbane. So in this instance, the disaster of rolling a 1,1 was mitigated by a previos lucky roll.
I can remember a number of WTF dice rolling moments!
Succubi regiment with measured force into a KoM general on winged beast - 20 attacks on 3+, wounding on 4+. No damage so it flew off into the rear of a pike horde that was winning me the game!
Having a tooled up LoR Dogs of War unit going into the flank of of a unit and doing 60 out of 60 hits (2+ with elite )
Doing 80+ damage to a unit in a single turn and NOT rolling snake eyes!
Halfbreed champion taking on Jullius (the dragon of heaven) for 4 turns of combat (and doing enough damage that a fireball killed the big J the turn after the HB died!).
That same dragon tried to slink away and hop my line, just to get shot by my steel behemoth.
Giving the behemoth its second dragon kill.
I also remember a time when my shadow hounds won against Hrimm.
They used nimble to get out of his arc for 3 turns, wavering from his frost attack in turn 6. Shadow hounds had more US to win the zone for control at the end of the game.
I put off answering this question, because I was struggling to come up with something really “once in a blue moon” memorable.
A lot of the standout moments that we still discuss, about games from the past two years, are relatively pedestrian in some ways.
I have a skeleton archer troop that has proven so consistently useless that it was a running joke. Then, one game, it’s first turn shooting saw it shoot a Mind Screech off the table. Clearly a fluke, but we still talk about it.
Sometimes what gets us talking is also when a unit just does what it’s supposed to do, in a very convincing way. I have a pharaoh that I’ve used as chaff, in a pinch, because of mighty, and who just seems more or less unkillable.
I guess I’ll always remember our first game with command dice, because I trusted my eldest son to figure out the rules himself, and convey them to me. He got them bang on, which is interesting because I’m still occasionally finding out things about the overall rules that I go wrong, and I’m supposed to be the bloody adult…
At end of T6 my opponent clocked out after wavering my mutant troop. I had 9 seconds left on the clock, did nothing on my B6. Got the turn 7, and the no longer wavered mutant troop got a flankcharge and killed an undead burrowing wyrm. I had already lost the game, but it was a fun last second payback
Mine would be way back in 2011 at my day job at the time a few of us would play a small game or two of Kings of War at lunchtimes in the office, and then a few more after work. We had a 6x4 old white board with a green mat stapled to the back.
That summer we had a blind intern and he really wanted to play too, so we devised a way to let him play. When it was his turn, his opponent would leave the room and we’d give him an update on what was going on and where things were on the table. When the game started we had placed a few pieces of terrain around and he had memorized the location of the terrain. By telling him where things were in relation to the terrain he had a good mental map of the game.
After one or two games he favored playing big 40 model units of undead and we purchased some different length pieces of plastic that he could use as a way to measure and move his units. Then he’d use a dice rolling app on his phone and it would speak to him and give him the results.
Pretty quickly he would regularly play with us once a week after work. It was a great little addition to his internship.
I think I’m finding those “double one” moments and wild swings in-game less and less memorable and interesting (and I, for one, am a proponent for deletion of Insane Courage, but of course won’t die on that hill). Wild things happen, and that’s fun and fine, but as I’m one of those people who do not exactly enjoy the clikety-clack of randomisation-cubes, but would really rather either roll less dice or let an application do the number generation for me (I don’t enjoy playing online, the social and tactile aspects are too valuable for me), I’m drawn in by other moments instead, I find.
The most memorable moments recently have actually been the last event I participated in in Jyväskylä (Finland) having a cool, absolutely astounding hand-made map with areas to invade based on your wins. So you could basically track everyone’s tournament points on the map, with named cities etc. The system had some slight mechanics for gameplay as well, which we debated after, but I admit it was the visual and narrative experience that drew me in and made the whole of it memorable. Tournament organisers could do more of this, really. All it took was some visual presentation.
Coming from that event, me and the mate who went with me, have been more interested in writing short paragraphs of background and story for the games we have. And that’s what’s making it interesting and memorable. It’s great. You start off really small, with just a phrase or an idea or a concept for the battle, and more often than not it starts to expand uncontrollably.
Another thing I found I find more memorable is certain kinds of match-ups. Like, I really enjoy trash mobs having at each other. Zombies vs. Snow foxes is something I find hilarious - Draugr vs Harpies likewise. It’s much more interesting for me to experience the most ordinary things fighting for their lives and doing their jobs as roadblocks than rejoicing at Snake Eyes that could just as well end the game there and then when the maths go so much against the grain of the statistical flow of the game. Trash mobs grinding away at each other is so inconsequential, and it could honestly go either way, that it becomes interesting to me both mathematically and conceptually.