What happens when stuff runs into each other?

By TylerTT, in Runewars Miniatures Game

Just randomly curious how this template based movement handles the realities of physical objects and such.

When a unit runs into another unit, the moving unit "squares up" on the none moving unit by putting it flat against the edge they ran into. If they collide on the corner you draw a line off the corner and square up to whichever side of the line have more trays on.

It seems that movement is very unforgiving in this game. Not only is stuffing up a chwrge bad with the added panic token but in an 8 round game using a while turn to basically hurt yourself is going to be harsh. Even just bumping or mis-manoveuring your own guys a little will be a huge part of the initial challenge.

Early on I imagine Ill be bumping uglies as it were.

Im super excited to see what happens when we start to get to grips with thr system.

There are going to be some INTENSE formations and hyper precise manoveuring ala XWing.

I think thats where this game will really xome into its own.

Yeah iam also curious about the tactical depth of the movement and how it will Impact the gameplay.

I think it will be tricky to predict all the movement or Actions from your opponent, regarding the command Tools and also the different initiative values. Would also be great to see, if there will be skills from units, or characters/heroes, which could influence the movement of those to!?

I hope that it will not be some kind of movement chaos, by using those movement templates and that the contact of Units is to random, because of the defined movement directions, of the templates!?

We Need more News/articles about this :D ! ...


Edited by Fomorian

Next article is about movement.

Movement I think will be a lot like in X-Wing and will be very important for the game and strategy.

Watched the BoW gameplay video, and looking at the dials it looks like your options are: Charge, sharp turn, or wheel. Which I am kind of not a fan of. Charging should be an optional thing, not something you have to do to move straight forward, and take a panic token over just for moving on the battle field.

Edited by Westonard

Charging and moving forward aren't the same actually.

Charge is part of the modifier dial.

March is on the action dial.

You can march and not charge.

rwm01_spearman_command_tool.png

Edited by Toqtamish

I've played numerous table top miniatures games so the movement will certainly take some getting used to, although Hail Ceasar had the added complexity of forcing you to specifically say out loud what your unit will do. Doesn't sound like much till you play it. I actually think it's great to get a game that will be very different than what else is out there.

Now we just need an actual sci-fi wargame to topple GW. Like a table top Star Wars game where I can do all my retellings of Hoth or Scarif. Besides the skirmish version of Imperial Assault. I want my AT-ATs!

Edited by Kubernes

So, if I Move 2 and Hard Turn 2, is that the same as a Reform minus the 180 turn?

Based on the dial we're shown, choosing to Move and Hard Turn in this manner is basically turning left or right. Obviously in this case, based on the initiative cost being 4 for both, there's no advantage to doing so. But if such a maneuver were doable, i.e. not against the rules, then might we see a path for some units to distinguish themselves?

For example, a unit with a similar maneuver (Move 2, Hard Turn 2) but with an initiative cost of 3 rather than a Reform's 4. You can, in effect, turn left and right quicker than you can turn 180, so you get to go somewhat sooner on the initiative list.

Maybe this will present itself as some sort of upgrade card or unit ability.

So, if I Move 2 and Hard Turn 2, is that the same as a Reform minus the 180 turn?

Based on the dial we're shown, choosing to Move and Hard Turn in this manner is basically turning left or right. Obviously in this case, based on the initiative cost being 4 for both, there's no advantage to doing so. But if such a maneuver were doable, i.e. not against the rules, then might we see a path for some units to distinguish themselves?

For example, a unit with a similar maneuver (Move 2, Hard Turn 2) but with an initiative cost of 3 rather than a Reform's 4. You can, in effect, turn left and right quicker than you can turn 180, so you get to go somewhat sooner on the initiative list.

Maybe this will present itself as some sort of upgrade card or unit ability.

Im not sure it would work like that. I assume if your speed is 0 (move 2, Hard Turn mod is -2) the unit simply doesn't move.

Further supporting this theory - to move you place the template in the units corner grove, then it goes to the end of the template like Xwing or Aramda, I think the only way to freely rotate is with the Reform command.

It takes some thinking but mapping out the Spearmen's moves, they'd be:

Reform

Straight at speed 2

Straight at speed 3

Soft Turn at speed 1

Soft Turn at speed 2

Hard turn at speed 1

Charge straight at speed 2

Charge straight at speed 3

Charge with a soft turn at speed 1

Charge with a soft turn at speed 2

Edited by Leowulf

So, if I Move 2 and Hard Turn 2, is that the same as a Reform minus the 180 turn?

Based on the dial we're shown, choosing to Move and Hard Turn in this manner is basically turning left or right. Obviously in this case, based on the initiative cost being 4 for both, there's no advantage to doing so. But if such a maneuver were doable, i.e. not against the rules, then might we see a path for some units to distinguish themselves?

For example, a unit with a similar maneuver (Move 2, Hard Turn 2) but with an initiative cost of 3 rather than a Reform's 4. You can, in effect, turn left and right quicker than you can turn 180, so you get to go somewhat sooner on the initiative list.

Maybe this will present itself as some sort of upgrade card or unit ability.

Turning and reforming aren't the same. When turning there is a diagonal motion added to the rotation.

So, if I Move 2 and Hard Turn 2, is that the same as a Reform minus the 180 turn?

Based on the dial we're shown, choosing to Move and Hard Turn in this manner is basically turning left or right. Obviously in this case, based on the initiative cost being 4 for both, there's no advantage to doing so. But if such a maneuver were doable, i.e. not against the rules, then might we see a path for some units to distinguish themselves?

For example, a unit with a similar maneuver (Move 2, Hard Turn 2) but with an initiative cost of 3 rather than a Reform's 4. You can, in effect, turn left and right quicker than you can turn 180, so you get to go somewhat sooner on the initiative list.

Maybe this will present itself as some sort of upgrade card or unit ability.

there might be a rule which says your move can't be lower than 1 from modifiers too, which we won't know until we see the rules set

there might be a rule which says your move can't be lower than 1 from modifiers too, which we won't know until we see the rules set

The game play BoW video said that if your speed is 0, you don't do anything. So if you did a 2 move, and hard turn with the -2, you would sit there wasting your turn.

Edited by Westonard

I've played numerous table top miniatures games so the movement will certainly take some getting used to, although Hail Ceasar had the added complexity of forcing you to specifically say out loud what your unit will do. Doesn't sound like much till you play it. I actually think it's great to get a game that will be very different than what else is out there.

Now we just need an actual sci-fi wargame to topple GW. Like a table top Star Wars game where I can do all my retellings of Hoth or Scarif. Besides the skirmish version of Imperial Assault. I want my AT-ATs!

You should take a look at Mantic's new not-40K game, Warpath. I have the rules, and they look most excellent. I'm hoping to get a game this weekend maybe

I've played numerous table top miniatures games so the movement will certainly take some getting used to, although Hail Ceasar had the added complexity of forcing you to specifically say out loud what your unit will do. Doesn't sound like much till you play it. I actually think it's great to get a game that will be very different than what else is out there.

Now we just need an actual sci-fi wargame to topple GW. Like a table top Star Wars game where I can do all my retellings of Hoth or Scarif. Besides the skirmish version of Imperial Assault. I want my AT-ATs!

You should take a look at Mantic's new not-40K game, Warpath. I have the rules, and they look most excellent. I'm hoping to get a game this weekend maybe

I have so many games that I 'support' including Infinity, FFG stuff, Gripping Beast's Saga, Osprey wargaming, World War 2, and By Fire and Sword. Actually, By Fire and Sword has an excellent ruleset that really makes you plan out your orders against the backdrop of post-30 years war. Hmmmmmm, too many war games. Of course, many of those games are used in many different systems.

*narf* ... get back to topic my fellow field commanders :D !

I can't wait for the "movement article". When will it be online @ Toqtamish !?

The big question for me is, how often will we see/have those random clashes between enemy units and what will happen if your own units clash into another, because of maybe bad movement!? ...

I don't know. Next week probably. They said it at the end of the last article that movement was next.

Here is what we generally know about running into "things":

Running into Enemy Units

1. If you select a charge action and run into another enemy unit, you square up and get a free attack.

2. If you select a move action and run into another enemy unit, you square up, but not not get a free attack. Also, you take a panic token.

Here is what we don't know :

Running into Friendly Units

3. What happens when you run into friendly units? My guess: don't square up, but take a panic token for both friendly units...i.e. really bad because its fully in the control of the player.

Running into Terrain

4. What happens when you run into difficult terrain? My guess: you subtract some number from your movement dial...probably 1 or 2....if you run into difficult terrain at any time along your template movement.

5. What happens when you run into Impassable Terrain/Terrain Objects? My guess: you take a panic token if you run into impassible terrain at any time along your template movement.

6. Special Terrain? There is the possibility that either the core rules, or expansion packs introduce the concept of special terrain that will have special rules. For example, a hot tar pit that counts as difficult terrain and also inflicts 2 red die of damage on the unit or something.

Again, mostly conjecture, but I think its an informed guess based on what we know so far.

Edited by Oloh

Running into Friendly Units

3. What happens when you run into friendly units? My guess: don't square up, but take a panic token for both friendly units...i.e. really bad because its fully in the control of the player.

It's not fully in control of a player. If a player plans units A and B, but A gets blocked by an opponent's piece with lower initiative, B could get blocked by A without the player anticipating it. It's not like you accidentally just planned poor maneuvers. The counter argument is that you shouldn't cut it so close.

Considering that 3d terrain might be problematic, I've actually been opening getting the old 4th edition DnD terrain tiles. Two wilderness set ones should do nicely as a start. I will also have to try standard war game terrain too once I actually get my hands on the miniatures.