... Nah!
I'm going to fill in these posts over the next few days. Some are longer than others, but here's a variety of tactics that I think are transferrable from another well-known, yet currently discontinued rank-and-file fantasy miniatures game. Oh, and by all means, feel free to share any other tactics you'd like to.
Multiple Small Units (MSU)
This tactic uses an army made up mostly of minimum, or near minimum sized units. The thinking behind this army build is that it gives the player maximum flexibility while causing the opponent to operate very inefficiently as his combat troops waste movement and turns chasing multiple small units over the battlefield and turning as much of the opponent's damage as possible into useless overkill . An MSU army also has some objective scoring advantages in some missions. A brief word about each of these advantages before going into the disadvantages.
Flexibility: Multiple small units allow you to more effectively divide, or pile on your fire. There's already some debate in other threads about whether the damage modifiers of larger units is better than getting more dice from multiple units. I can't say for sure which side is right until I get to play, but I'm guessing the multiple units/more dice side of the argument is probably right just based on the decreasing point cost for each additional tray added to the unit. Given that, you can probably dish out more damage, and spread it to where you want it better with multiple small units than you can with fewer, larger sized units.
Forced Inefficiency: Think about it: in a turn limited game, your opponent can only charge so many times. The number of charges you can make is equal to the number of units you have times the number of opportunities they have to charge. This isn't a perfect science because a canny opponent can deny you opportunities to charge, tarpit your small units, or force you to either make a charge you don't want to or forgo the opportunity to charge. Nonetheless, the more units you have the more charge opportunities you will also have. Meanwhile, your opponent may never come to grips with parts of your army because he's locked in combat, or spending his turns repositioning himself for future combats.
Overkill: Maybe more appropriately called durability . It's counter-intuitive that an army made up of weak, pawn-like units may actually be tougher than an army made up of more robust blocks, but nonetheless, this can be the case depending on the units that you take. For example, lets say that every 8 models does 5 points of damage each turn. Your MSU army has 2 units of 8 models each, and your opponent has one unit of 16 models. If you attack you opponent and do 10 damage, all of that damage is inflicted on his unit. By contrast, your opponent has to choose which of your units to target. His unit does 10 damage to one of you units of 8 models, but the excess damage is wasted because there's nothing left to kill. In other words, your MSU army with 16 models did 10 damage to your opponent, while he could only have done 8 damage to you in return.
Objective scoring: 2 Missions may lend themselves to MSU armies: Demoralize Their Forces , and Break Their Defenses . That's because these scenarios are scored based on the number of units that you can get into the opponent's deployment zone or touching his back edge. Obviously, the more units you have, the more opportunities you have to score. You'll have to manage the downside though and make sure that your multiple small units can survive long enough to score. The other objectives have your units carrying around objective tokens. This could be a liability for an MSU army because it will be easier to destroy your units and therefore dislodge those objective tokens. On the other hand, an MSU army may be able to "hot potato" those tokens, with a new unit sweeping in to pick up a dropped token. Given that there doesn't seem to be an "overrun" mechanic, and you can plan around initiative steps by selecting actions to occur after you anticipate a unit holding an objective may get wiped out, Hot Potato may be a viable strategy for holding on to those tokens with an MSU army. The Bounty objective scenario is probably the bane of the MSU army, however. Because your opponent scores the token the moment your small unit is wiped out, the only hope for an MSU army in this scenario is going to be to play a cagey game of Keep-Away
So, what kind of units should you consider for MSU?
Fast and ranged units are natural choices for an MSU army. They let you pick your battles, optimize your charges by maneuvering to flanks, and still cause a threat from range, forcing your opponent to react to your actions, rather than carrying out his own plan. Slow infantry doesn't have much of a role in MSU, unless it has some special characteristic, like it is especially tough, or dishes out elite levels of damage, or has some unique ability or synergy with other units.
Based on what we know so far, and with the units currently available, I am guessing that Waiqar is much better equipped to pull off MSU than the Daqan Lords. It's easy for me to imagine an army composed mainly of archers and lone Carrion Lancers, with perhaps two minimal units of reanimates. The reanimates slow the advance of your opponent while archers pepper them with arrows. Meanwhile, Carrion Lancers and maybe Ardus move around the flanks or secure objectives.
Harder to imagine at this point in the evolution of Runewars Minis is the Daqan Lords pulling off MSU. While the Oathsworn seem to be a natural fit for MSU style with their high speed and effectiveness in combat, the rest of the army seems lacking. Spearmen probably count as slow infantry while Rune Golems have no ability to charge on a turn, giving them fewer opportunities to charge flanks. The lack of shooting in the army also diminishes an MSU Daqan army to put pressure on the opponent and force him to come to you when you want him to. I have no idea what the wizards can do, but if they are able to dish out good ranged damage, then it's concieveable you could have a Daqan MSU army with multiple wizards hanging back offering fire support, protected by infantry, while small units of oathsworn move up the board along with Kari Wraithstalker. For now though, I see the Daqan Army as more of a traditional Combined Arms style of army.
Edited by Elliphino