Command Dial Combinations (RuneMath)

By drkpnthr, in Runewars Miniatures Game

Here are all of the possible combinations of orders for each of the Daqan units (without any upgrade cards). Enjoy, and speculate! I found some interesting and unique command combos here, some things I really didn't think about but really make sense and fit the unit style of play to make it unique.

Kari

Spearmen

Oathsworn Cavalry

Rune Golems

Init

Primary

Secondary

Init

Primary

Secondary

Init

Primary

Secondary

Init

Primary

Secondary

2

Reform

Rally

3

Attack

Special

3

Attack

Defense (+1)

3

Special

Defense (+Stable)

2

Reform

Defense (+1)

3

Rally

Special

3

Move (1)

Defense (+1)

3

Special

Rally

2

Special

Rally

3

Rally

Defense (+1)

3

Move (1)

Charge

3

Special

Reform

2

Special

Defense (+1)

4

Reform

Special

3

Move (1)

Move (+2)

4

Move (Unstable)

Charge

2

Ranged

Rally

4

Reform

Defense (+1)

3

Move (1)

Special

4

Move (Unstable)

Rally

2

Ranged

Defense (+1)

4

Move (2)

Special

3

Rally

Defense (+1)

4

Move (Unstable)

Reform

3

Move (2)

Rally

4

Move (2)

Charge

4

Move (2)

Defense (+1)

5

Attack

Defense (+Stable)

3

Move (2)

Turn

4

Move (2)

Defense (+1)

4

Move (2)

Charge

5

Attack

Rally

3

Move (2)

Charge

4

Move (1)

Turn

4

Move (2)

Move (+2)

5

Attack

Reform

3

Move (1)

Wheel

4

Move (1)

Turn+Charge

4

Move (2)

Special

7

Shift

Rally

3

Move (1)

Turn+Charge

5

Move (3)

Special

4

Move (1)

Turn

7

Shift

Reform

4

Move (3)

Rally

5

Move (3)

Charge

4

Move (1)

Turn+Charge

8

Move (2)

Charge

4

Move (3)

Turn

5

Move (3)

Defense (+1)

5

Move (3)

Defense (+1)

8

Move (2)

Rally

4

Move (3)

Charge

5

Move (2)

Turn

5

Move (3)

Charge

8

Move (2)

Reform

4

Move (2)

Wheel

5

Move (2)

Turn+Charge

5

Move (3)

Move (+2)

4

Move (2)

Turn+Charge

5

Move (1)

Wheel

5

Move (3)

Special

4

Attack

Rally

6

Shift (1)

Special

5

Move (2)

Turn

4

Attack

Surge (+1)

6

Shift (1)

Defense (+1)

5

Move (2)

Turn+Charge

4

Attack

Accuracy (+1)

7

Attack

Special

7

Move (4)

Defense (+1)

5

Shift

Rally

7

Attack

Damage (+1)

7

Move (4)

Charge

5

Shift

Defense (+1)

8

Move (4)

Special

7

Move (4)

Move (+2)

7

Move (4)

Special

7

Move (4)

Turn

7

Move (4)

Turn+Charge

7

Attack

Defense (+1)

7

Attack

Damage (+1)

8

Reform

Defense (+1)

Ardus

Reanimates

Reanimate Archers

Carrion Lancers

Init

Primary

Secondary

Init

Primary

Secondary

Init

Primary

Secondary

Init

Primary

Secondary

2

Special

Defense (+1)

4

Rally

Special

2

Reform

Special

3

Rally

Defense (+1)

2

Special

Rally

4

Rally

Defense (+1)

2

Reform

Rally

3

Rally

Move (+3)

3

Attack

Defense (+1)

4

Attack

Special

5

Ranged

Special

3

Reform

Defense (+1)

3

Attack

Rally

4

Attack

Morale

5

Ranged

Damage (+1)

4

Move (2)

Charge

3

Attack

Damage (+1)

5

Move (2)

Special

5

Ranged

Surge (+1)

4

Move (1)

Turn

3

Attack

Surge (+1)

5

Move (1)

Charge

6

Move (2)

Special

4

Move (1)

Turn+Charge

3

Reform

Defense (+1)

5

Move (1)

Turn

6

Move (1)

Turn

5

Move (3)

Charge

3

Reform

Rally

5

Move (1)

Turn+Charge

6

Move (1)

Wheel

5

Move (2)

Turn

4

Move (2)

Defense (+1)

5

Reform

Special

6

Shift (1)

Special

5

Move (2)

Turn+Charge

4

Move (2)

Rally

5

Reform

Defense (+1)

6

Shift (1)

Rally

5

Attack

Damage (+1)

4

Move (2)

Charge

6

Move (3)

Special

7

Move (3)

Special

5

Attack

Morale

4

Move (2)

Turn

6

Move (2)

Charge

7

Move (2)

Turn

6

Special

Defense (+1)

4

Move (1)

Turn+Charge

6

Move (2)

Turn

7

Move (2)

Wheel

6

Special

Move (+3)

4

Move (1)

Wheel

6

Move (2)

Turn+Charge

7

Shift (2)

Special

6

Shift (1)

Defense (+1)

5

Move (3)

Defense (+1)

6

Move (1)

Wheel

7

Shift (2)

Rally

7

Move (4)

Charge

5

Move (3)

Rally

7

Shift (1)

Special

9

Attack

Special

7

Move (3)

Turn

5

Move (3)

Charge

7

Shift (1)

Defense (+1)

9

Attack

Damage (+1)

7

Move (3)

Turn+Charge

5

Move (3)

Turn

9

Attack

Surge (+1)

5

Move (2)

Turn+Charge

5

Move (2)

Wheel

5

Shift (1)

Defense (+1)

5

Shift (1)

Rally

Aliana of Summersong

Deepwood Archers

Leonx Riders

Aymhelin Scions

Init

Primary

Secondary

Init

Primary

Secondary

Init

Primary

Secondary

Init

Primary

Secondary

2

Rally

Defense

3

Move 1

Special

3

Move 1

Reform

3

Move (Nature)

Defense +1

2

Rally

Reform

3

Move 1

Reform

3

Move 1

Move 2

3

Move (Nature)

Charge

2

Special

Reform

3

Move 1

Turn

3

Move 1

Turn

3

Move (Nature) -1

Turn

3

Move 2

Defense +1

5

Move 2

Special

3

Move 1

Turn+Charge

3

Move (Nature) -1

Turn+Charge

3

Move 2

Reform

5

Move 2

Reform

3

Move 1

Shift 1

3

Rally

Defense +1

3

Move 2

Charge

5

Move 2

Turn

3

Move 2

Charge

3

Special

Defense +1

3

Move 1

Turn

5

Ranged

Special

3

Special

Reform

3

Special

Reform

3

Move 1

Turn+Charge

5

Ranged

Surge +1

4

Move 2

Reform

4

Move 2

Defense +1

3

Move 1

Wheel

6

Shift 1

Special

4

Move 2

Move 2

4

Move 2

Charge

3

Attack

Stun

6

Shift 1

Reform

4

Move 2

Turn

4

Move 1

Turn

3

Attack

Reform

6

Shift 1

Turn

4

Move 2

Turn+Charge

4

Move 1

Turn+Charge

4

Move 3

Defense +1

6

Rally

Special

4

Move 2

Shift 1

5

Move 3

Defense +1

4

Move 3

Reform

6

Rally

Shift 1

4

Move 3

Charge

5

Move 3

Charge

4

Move 3

Charge

7

Move 2

Special

4

Attack

Reform

5

Move 2

Turn

4

Move 2

Turn

7

Move 2

Shift 1

4

Attack

Stun +1

5

Move 2

Turn+Charge

4

Move 2

Turn+Charge

8

Shift 1

Special

6

Shift 1

Reform

5

Attack

Defense +1

4

Move 2

Wheel

8

Shift 1

Shift 1

6

Shift 1

Move 2

5

Attack

Damage +1

6

Shift 2

Shift (Nature)

9

Attack

Special

6

Shift 1

Turn

6

Shift 1

Defense +1

6

Shift 2

Reform

9

Attack

Surge

6

Shift 1

Turn+Charge

6

Ranged

Defense +1

6

Shift 2

Charge

6

Shift 1

Shift 1

6

Ranged

Reform

6

Shift 1

Turn

6

Shift 2

Charge

6

Shift 1

Turn+Charge

7

Move 4

Reform

6

Shift 1

Wheel

7

Move 4

Move 2

7

Move 4

Shift (Nature)

7

Move 4

Turn

7

Move 4

Reform

7

Move 4

Turn+Charge

7

Move 4

Charge

7

Move 4

Shift 1

7

Move 3

Turn

7

Move 5

Charge

7

Move 3

Turn+Charge

8

Rally

Reform

7

Move 3

Wheel

8

Rally

Move 2

8

Rally

Turn

8

Rally

Turn+Charge

8

Rally

Shift 1

8

Rally

Charge

Note : Remember you can always put in a dial with a wrong manuever to not have it modified. I didn't think it was necessary until I saw the Carrion Lancer dial, which has no white modifier , meaning that all of its Moves have to be a Charge to go speed 2. If you fail to make contact, you take Panic, so it makes sense to 'accidentally' screw up your second dial to avoid the panic... it makes no sense but its the only way to make a faster move with carrion lancers without charging.

Edit : Now with Waiqar! And pretty formatting! I don't think it really needs color coding, its already all matched by colors, but I can work on adding that in 3.0... post here if we get reveals of the dials for the new heroes and I will add them.

Edit: And now Latari! Still fixing some formatting issues...

Edited by drkpnthr

I was a bit disappointed that there was no Defense modifier on an attack option. I could understand not using their shields while they charged, but with those big shields I was hoping they could at least fight on the defensive when stuck in with the undead infantry.

Both Rune Golem and Oathsworn Cavalry have an Attack + Defense option, and Kari has a Ranged+Defense option.

The closest Spearmen can do to 'fight defensively' is Shift + Defense. You would suffer a Panic token, but you could step back, wasting a late initiative enemy attack or forcing them to charge next turn.

Edited by drkpnthr
1 hour ago, Waywardpaladin said:

I was a bit disappointed that there was no Defense modifier on an attack option. I could understand not using their shields while they charged, but with those big shields I was hoping they could at least fight on the defensive when stuck in with the undead infantry.

They can still do it if you use the unit champion, he makes all the modifiers white for one turn.

2 hours ago, Taki said:

They can still do it if you use the unit champion, he makes all the modifiers white for one turn.

Is this a once a game thing? Spend surges?

That "Defensive and Shift" move might be interesting if there end up being some high initiative brute hitters in Waiqar.

21 minutes ago, Waywardpaladin said:

Is this a once a game thing? Spend surges?

That "Defensive and Shift" move might be interesting if there end up being some high initiative brute hitters in Waiqar.

I suspect the card gets exhausted after use and can be refreshed with the Rally action on the command dial.

26 minutes ago, Waywardpaladin said:

Is this a once a game thing? Spend surges?

That "Defensive and Shift" move might be interesting if there end up being some high initiative brute hitters in Waiqar.

It exhausts the card. They've said that exhausted cards don't automatically refresh, but that you have to spend a rally order to refresh spent cards. So if you use it you can't reuse it until that comes up, so you're looking at a cool down of at least one turn if not more, but it might just be worth it.

rwm05_lance_corporal.png

The Lance Corporal champion upgrade really gives you an interesting option to use Spearmen Attack+Damage on initiative 3, which will be one of the faster power attacks in the game. Spearmen can Rally + Defense on initiative 3, so you could use the attack to devastate the enemy, and then when they are destroyed or retreat, recover its use before the next attack. However, the better combo I think will be to use Lance Corporal with Attack+Charge or Attack+Turn/Wheel Charge on initiative 8 to get a super-long-distance charge off, then rely on their fast attack on 3 to follow up the next round before any enemies can charge your flanks.

I think the Shift+Defense on init 6 may be a great 'paper-rock-scissors' moment for Spearmen vs. Heavy Hitters. If your Spearmen were charged by a Oathsworn Cavalry last turn, trying to Shift+Defense on Initiative 6 could allow you to disengage before he uses a power attack with +damage (If he doesn't do a Attack+Defense on 3 to counter your attack). Or you could use Attack+Special on initiative 3, and try to hit him before he has a chance to attack. If you shift before he attacks, his attack is wasted. If you Attack first, he could lose some of his advantage in weight. Time it with another unit hitting them in the flank or having initiative advantage, and the next round your Spearmen can countercharge.

So many combo's, and one card can seem to make for a huge force multiplier. I love ARMADA because I have to THINK several rounds ahead, the command dials are a huge part of that. Trying to outthink what your opponent will do, and then trying to out do him... mind blowing.

My skin crawls in anticipation of this game.

Does a charge modifier work if you are still in Melee? Let's say you're fighting a unit with a really low initiative shift action. In anticipation of them shifting out of combat you dial in a move + charge. When your turn comes the enemy unit still hasn't acted or stayed in combat. Do you get to attack with the charge even though you haven't moved?

No, when you are engaged movement actions do not work, so charge does not work. However, if you -THINK- your opponent will Shift+Defense, you could plan a charge attack at later initiative to charge him and engage again. Most of the units have attacks before the Shift though, and few have movement after the Shift initiatives.

Can someone recall me what does that "special" symbol make ? Because I'm always a bit lost with that one. Thanks

And thanks @drkpnthr for your work.

First off, I appreciate the work, @drkpnthr , keep it up.

But the Charge itself added to an attack wouldn't do anything, because it modifies only the movement action. It doesn't have speed, so it won't move the infantry. The fast attack with extra damage, however, is a marvellous find!

@Elrad The "special" symbol does special stuff, that can be added with upgrades. As seen from the unboxing thread, the carrion lancer siege upgrade gives a special action to the reanimates and the "War crier" gives some activated ability too. I think that the wizard might give something awesome too.

Edited by King Cheesecake
2 hours ago, Elrad said:

Can someone recall me what does that "special" symbol make ? Because I'm always a bit lost with that one. Thanks

And thanks @drkpnthr for your work.

I think you are referring to the Rally action. Which refreshes exhausted upgrade cards and removes harmful bane tokens, I think it can also be used to gain morale tokens.

Either that or you are referring to the Skill action which corresponds to a units special ability on their unit card or upgrade.

Edit:

Checking out the units you are indeed referring to the Skill action.

Edited by Muz333

The +charge mod allows you to line up with any target you 'collide' with during the movement it modifies, and then perform a free attack. So it must modify a normal Move (not a Shift or Reform). What I meant was a scenario like this:

Turn 1: Daqan Player 1 (who has Advantage) Move+Rally's his Kari on initiative 4 to line up and ready his upgrades for a Ranged attack next turn. Daqan Player 2 Move+Charges P1's Kari with his Spearmen on Initiative 5, successfully completing the charge and attacking, inflicting some wounds but not enough to kill her.

Turn 2: Now what? Lets look at P2's meta-options

Option A: P2 chooses to go for a fast Attack+Special on 3 (or an Attack+Damage with Lance Corporal). If P1's Kari has some upgrade that allows her Special+Defense on 2 to really give her a boost, she might survive until an ally can come help. Or if P1 was willing to bet on P2 getting bad rolls, they might have chosen to Shift+Rally on 5, allowing them to escape next turn with a Move+Turn on 3 before the Spearmen act.

Option B: P2 chooses to save the Lance Corporal for another turn, and go for a slow Attack+Damage on 7. If P1's Kari chose Special+Defense on 2, it would still be a good chance to protect her enough that she might survive until an ally can come help, and an ally might actually be able to Move+Charge the Spearmen before they can attack, reducing their trays. If P1 bet that P2 would go for the slow attack, then the Shift+Rally on 5 carries them to safety, and the Spearmen's attack is wasted, and Kari has plenty of time to escape.

Option C: P2 chooses to Move+Charge on 5 (or Move+Charge on 8 with Lance Corporal). If P1's Kari chose Special+Defense on 2, the Charge is wasted. If she chose Shift+Rally on 5, she shifts first, and then gets slammed again by the Spearmen's charge, potentially doing some significant Panic.

Probably, the best move is to bet on Option A because it has no chance of failing to get an attack on Kari. Without Lance Corporal, you probably won't deal as much damage with this option, and may not overwhelm Kari's defense. But if you had the mission to charge as much as possible, or something that gives you a boost when charging, it might be worth letting Kari escape for a turn to get in another charge with Option C.

Edited by drkpnthr

Being able to add Charge to a Shift would be pretty awesome though....

Upgrade goals.

You're forgetting facing of your trays is a factor in this game. If you shift sideways to charge an enemy unit, you aren't facing it to attack, and so the attack is wasted. You would end up reforming the next turn anyway to be facing the right direction to attack on turn 3. Better to reform on turn 1, then charge on turn 2, and attack on turn 3. You would need to add a way to Reform as a free action when you Shift or something to make this possible even if you had a unit that could Shift+Charge. The only advantage of Shift+Charge would be locking in the enemy unit for a turn so it loses its movement next turn as he tries to attack you. I guess you could Shift+Charge, prevent an enemy from moving for a turn, and then Shift away before they can Reform and Move before they can Charge.

Ah, so even with the lance corporal upgrade letting you turn a charge into a white modifier it would do nothing on a sideways shift? I thought you could attack from a flank just with one fewer die?

I'm not sure about that... I think can only attack on your forward facing, and if someone was attacking your flank they recieved extra dice. Does anyone know for sure what happens when you are fighting two enemy formations?

4 hours ago, drkpnthr said:

I'm not sure about that... I think can only attack on your forward facing, and if someone was attacking your flank they recieved extra dice. Does anyone know for sure what happens when you are fighting two enemy formations?

For flanks you are correct, but a unit can attack from its side treating that face as its front face for the purpose of threat and rerolls on that attack.

Am I reading the blurry text on Dispatch Runner with Reanimates expac right? It gives them an exhaust special that allows an ally to make a ranged attack?

On 3/3/2017 at 7:10 PM, Orcdruid said:

For flanks you are correct, but a unit can attack from its side treating that face as its front face for the purpose of threat and rerolls on that attack.

No rerolls at all if you are attacking someone who has you flanked.

@TallTonyB do you still get the threat bonus for your side facing the defender?

Edited by Orcdruid
6 hours ago, Orcdruid said:

@TallTonyB do you still get the threat bonus for your side facing the defender?

Yep. :)

Updated with pretty new graphics, Waiqar on the way...