Meta-Analysis: TLDR

By Obscene, in Runewars Miniatures Game

So, I made a pretty big spreadsheet and plugged in just about every unit value. Did just about every calculation imaginable, average dmg, max dmg, point per model, point per wound, point per effective wounds, etc. Found out some really cool things and correlations. I've never straight up tried to analyze a game quantitatively before so my formulas, observations, and even my base knowledge of the game could all be wrong but I wanted to go through the mental exercise.
Dice:

Red Die: Are the most damage oriented die, while their damage on averages isn't insanely higher their ability to *yahtzee* big rolls is. One of the most extreme examples is in a max formation squad of rune golems, if you flank and choose a red bonus die, your maximum output increase by 5 damage while your average only increases by 1.25 compared to choosing a blue die. Hits scale really well threat.

Blue Die: Give surge and accuracy, especially surge, and if you have surge abilities on items or on your unit that you want to trigger this is what you want.

White Die: Are the love child of combing blue and red, expect to get a damage and something to go along with it. Not quite as good as blue die for triggering surge.

Rerolls: Because of the variability in red die, the double blanks, I'm going to put these guys as pretty strong because it was naturally increase your average damage roll just because you won't get stuck with the 2 in 8 blank as often. If rerolls allow you selectively reroll one die in a group, instead of just all of them, they will be very strong.

Formations: The primary reason I started doing this was because I wanted to know how much value their was to running multiple small units compared to large formations. Early data suggests that units are better in smaller groups as far as damage per point spent goes. However units in small formations can lose their threat bonus very quickly which greatly reduces their damage by half, and with the variability of red die having a reroll seems pretty necessary. One thing that scales quite well is effective hp(Armor x HP) per point, some unit. Looking at hit averages across the board 3 armor is a good value, while being able to boost to two on a rank and file is really valuable. Another thing to suggest MSU is not the definitive way to build armies(even though perhaps some units will function pretty well at it.) is upgrades. Upgrades from the few that we have seen are extremely strong. Tempered steel(as seen in the reanimate box) is one of the most cost effective sources of damage in the game. If your threat is 2 you are pay 1.5 points for a point of damage, and if it is 3 you are paying 1 point per a point. To put this into perspective the best deals in units tends be 5 points, and the average 8-11 points. Another strong example is a max rank unit of Daqan Spearmen go from one of the least cost effective units for damage per a point spent, to once you equip them with a front line rune golem to one of the most. So units are definitely priced at certain tiers where more upgrades become unlocked.

Daqan Units:
Kari: The single most effective source of damage in the game if I calculated it correctly. The cavaet is that her damage is better on a target that she is not engaged with, while being engaged with something else. *_*. It will be interesting to see what type of upgrades she can get to increase her surge fr equency/amount.

Rune Golem: This bad boy over here tends to be above average in almost all of his stats for point spent at small unit sizes and large unit sizes. His Yahtzee roll is the highest in the game(except for front line spearmen who tie.)while his average is pretty damn good. Can also achieve the highest block of effective health in the game by a large margin in melee and close to it when not in melee. In groups of one or two are extremely effective flankers, if a bit unwieldy, however a main battle line of 6 could be absolutely devastating. Their effective HP is also greater than most in practicality because of the thresh hold function in armor. Small units can't touch em and it would take a unit with an extremely large threat bonus to begin even scratching them. They are slow and cumbersome, so don't allow their above average stats to actually distract you from that difficulty in the field of battle. The scariest thing about running 6 of them is they are extremely vulnerable to carrion lancers and Ardus if they are blighted.

Oathsworn Calvary: At their smallest formation they are one of the most cost effective sources of damage with high mobility and the ability to armor up any given turn. However, they are pretty frail to reanimate archers and I would use the armor ability any time they are subject to being attacked from reanimate archers, potentially even when in combat or having them go for the archers first. Even though groups of 2 trays are extremely cost effective on averages(volatility of red die) and because of their frailty I would run them in their second formation. Their cost effectiveness vanishes in the third formation, I can only assume this is some hidden cost associated with an upgrade or that rerolls are that strong. If I would run them in the 2 by 3 formation, I would rather just spend more points and get them to the awesome 3 threat. I have not really mentioned the prospect of flanking yet, but if you do their damage goes up considerably. One extremely interesting thing about them is their ability to generate inspiration tokens isn't far fetched so I could see some scenario of being able to use an upgrade card turn after turn, especially if you can flank and get a blue die.

Spearmen: Great effective wounds at range because of the +armor on march. The white skill will probably always be useful, and the ability to generate a guaranteed hit off their dial is extremely strong, especially with how easy it is to get their threat to 3. Really good generalist rank and file, I'd probably run them in their 3 by 2 formation in groups of 2(especially once their command squad comes out), but their max formation with front line rune golem is absolutely terrifying damage wise and doesn't reduce the groups toughness in the long run, and can help keep their damage relevant even when he is the only model still left in the squad, which is quite the accomplishment for rank and file.

Waiqar:

Ardus: This guy has a lot of hidden power and it will be interesting to see how he develops. He is inherently less cost effective than Kari, but if a carrion lancer is near him, and his targeted is blighted, he will kill whatever he needs to.(Especially if mortal strike damage can be increased by threat.) Don't let him touch your rune golems, you will be upset. Try and set a unit of oathsworn calvary up to intercept him, because I doubt the enemy player is going to walk him into your spearmen.

Carrion Lancer: Is kind of similar to the Spearmen in how tactically flexible it is. Has several movement options, one of them at speed 3 makes it interestingly enough good at blocking charge lanes.(Thanks Kris!) It's ability to blight something and then move is very strong. It will be interesting to see what other cards play off blight tokens, as of right now being able to bypass armor on average once per a turn is pretty strong and with some *yahtzee*rolls or rerolls you can do a lot better than that. He will eat your rune golems for breakfast and his 3 health and 3 armor make him extremely durable. His damage output while cost effective against non high armor targets is a bit less then stellar until he gets to higher formation levels. I expect his access to the morale modifier on his melee attack to make up for this.

Reanimate Archers: Are really good, high damage out put in their smallest formation for their cost. The variability of the red die leaves me wanting rerolls though, so I'd probably take them in their max formation for 3 threat which does boost their damage considerably. Allowing them to take out a trays worth of armored horse men per a turn. The tempered steel upgrade turns them into absolute damage monsters even if you never refresh the upgrade. This is especially devastating with the accuracy modifier on the dial, almost assuring you get to *snipe* an opponents command model. Hell I'd run 2 units of max formation if I could screen them well enough.

Reanimates: Excellent wounds per cost, damage gets less effective as the unit gains in size as they don't have an in built hit icon to take advantage of their threat bonus that can reach up to 4. They are a tarpit from hell though. Their morale modifier I am sure will come in handy with their poor damage scaling. All I can say is, if your going to try and kill this unit, kill it quickly. Or ignore for as long as possibe, it's just not an effective way to earn victory points. I'm sorry if your opponent makes this their bounty unit in their objective mission. In their max formation, each one is worth approximately 1.33 points. Putting Ardus in side them might be worth it in a max formation unit, 3 die a ton of wounds and threat 4? Okay. Gives them some real teeth at that point. Real slow, real cumbersome, but just so efficient for a tar pit.


One again, all of these units effectiveness could change tremendously once we see the upgrade cards. The few that I have ran the numbers on have proven to be extremely effective at boosting a units power level. So all of this is just a first blush assessment with no table time.

PS: One thing I forgot to mention is how powerful a *hit* effect on a dial is. A unit with one of these on their dial tend to be very cost efficient damage wise as their size goes up because of its interaction with threat value.

Amazing! Thanks for the write-up!

This is great, and supports a lot of the meta-thinking I've been working through. I can't wait to see the Carrion Lancer expac and what upgrade options there are as it becomes its own formation. I think it is going to be a critical unit to flank enemy formations stuck to the Reanimate tar pit.

Great stuff! Where did you find the exact symbol distribution on the dice? I haven't been able to find that anywhere and it would be great material for the wiki!

3 hours ago, Obscene said:

Tempered steel(as seen in the reanimate box)

didn't see this anywhere, any source you can provide maybe ? Not to control you of course, not here to play CIA agent, just because I'm curious about that card (if it is one).

Good job doing all of this, I could ask you far more references about your statements but I'll will leave you at peace because this piece of work sure took you a bit of time and energy and the result is engaging ! Can't wait to try the game ! :D

Without knowing the upgrades, it's looking like Blight will be big for Waiqar. How a player builds around that will be interesting.

27 minutes ago, Elrad said:

didn't see this anywhere, any source you can provide maybe ?

It's from the command pack and unit blister article.

What a great writeup. Some super interesting numbers in there I hadn't thought of.

Mortal strikes for sure don't multiply with threat, same with morale and surges. Also, a unit doesn't get its defense modifier until it activates, so that's something to remember. Not sure if it changes anything about your analysis, but it will be important in gameplay.

Keep up the good work.

Quality write up, and helpful.

Functional without getting too crunchy in the technicalities.

It warms my heart to see the RW scene ramping up for release.

25 minutes ago, TallTonyB said:

What a great writeup. Some super interesting numbers in there I hadn't thought of.

Mortal strikes for sure don't multiply with threat, same with morale and surges. Also, a unit doesn't get its defense modifier until it activates, so that's something to remember. Not sure if it changes anything about your analysis, but it will be important in gameplay.

Keep up the good work.

Looks like it might be a big difference for certain units if I'm looking at the dials correctly, and if they are not changed in the release. Sorry, it's a bit rushed too.

Daqan

Spearmen: Defense on blue 4 (move 2),5(move 3) and green 3 (rally),4 (reform),6 (shift 1)

Cavalry: White defense on 3-8 (move 1-4, etc.)

Golem: Red defense (based on a rune?) either 3 (skill action) or 5 (attack)

Kari: Green defense on 2,2,2, (ranged attack, reform, skill action) or 5 (shift 1)

Waiqar

Ardus: White defense on 2-5

Carrion Lancer: Green defense on 3 (reform)or 6 (shift 1) and yellow defense on 3 (rally) or 6 (skill)

Reanimate Archers: no defense modifier : /

Reanimates: Green defense on 4 (rally) ,5 (reform) , and 7 (shift 1)

Hope it helps some people with comparisons.

8 hours ago, Muz333 said:

It's from the command pack and unit blister article.

Sorry to be so bad at reading but that very article does not give any word about the Tempered Steel card/ability.

EDIT : not that is of a particular importance to me, it's just to satisfy my curiosity...

Edited by Elrad
3 hours ago, Elrad said:

Sorry to be so bad at reading but that very article does not give any word about the Tempered Steel card/ability.

EDIT : not that is of a particular importance to me, it's just to satisfy my curiosity...

rwm08_spread.png It takes some straining to see!

:blink: Oh ok now I can see it but it's barely readable. good job to those who could read it... because i cannot.... :huh:

and Thank you @Muz333

Edited by Elrad

The dice facings can be found in these forums are on page 2 or 3.

The armor not happening until after the reveal does change some things as well, but not terribly given that most units can add a *hit* modifier to their dials with out doing an extremely slow attack opening up that bonus for the most important benefactor, the rune golem. It should how ever be taken into consideration on a case by case basis.
@TalltonyB Do rerolls happen to be all of the dice in a grouping or can you selectively reroll one out of a group?

I'll do a write up later on how the Ardus upgrade affects a unit of reanimates.

@Obscene For each full rank beyond the first you may reroll up to all of your dice, for each incomplete rank you may reroll only one die.

For example say I am attacking with a 3x2 of archers at range rolling a red and blue die. I may reroll the red die, the blue die, or both. If i were too then lose a tray of archers I would only be able to reroll one of my dice.

11 minutes ago, Orcdruid said:

@Obscene For each full rank beyond the first you may reroll up to all of your dice, for each incomplete rank you may reroll only one die.

For example say I am attacking with a 3x2 of archers at range rolling a red and blue die. I may reroll the red die, the blue die, or both. If i were too then lose a tray of archers I would only be able to reroll one of my dice.

Rerolls are extremely strong then and help for the price hike that happens for when a unit gains them. It also pushes units average damage up, not really sure how to model it, but it is something that should be accounted for.

Cool! What do you mean by "Yahtzee roll"? A really good combination of results?

Edited by pancakeonions
3 hours ago, pancakeonions said:

Cool! What do you mean by "Yahtzee roll"? A really good combination of results?

A yahtzee roll is the perfect roll also refered to as the god roll.