Two trays units : any advantages ?

By Elrad, in Runewars Miniatures Game

2 hours ago, Elliphino said:

I agree. The only way I can see for speeding things up is to create 2 on 1, or even 3 on 1 situations.

Speaking of which, does anyone know what advantages attacking an opponent's flank and rear incur?

if i recall, attacker gets an extra red or blue die, they choose. defender calculates threat from contacted edge but gets no rerolls. defender may also get a panic token, not sure.

10 hours ago, Klaxas said:

if i recall, attacker gets an extra red or blue die, they choose. defender calculates threat from contacted edge but gets no rerolls. defender may also get a panic token, not sure.

Giving a flanker an extra attack die and possible extra panic seems a bit much to me. That extra die alone can make a single golem or carrion lancer just wreak havoc.

No panic token. Just an extra Red or blue die (attackers choice), and when the flanked unit attacks they get no rerolls and determine threat from the contacted edge.

The panic token often comes from the impact ability which occurs during a charge and not necessarily a flank. So far, impact comes from the bull pennon upgrade and is present on the oathsworn cavalry. There are also other ways to get them, but right now this seems to be the main way to give them to your opponent.

46 minutes ago, Willange said:

The panic token often comes from the impact ability which occurs during a charge and not necessarily a flank. So far, impact comes from the bull pennon upgrade and is present on the oathsworn cavalry. There are also other ways to get them, but right now this seems to be the main way to give them to your opponent.

Red dice have two faces that can give morale hits too. White dice have two faces with morale hits but more sides.

A flank attack by a cavalry with the pennon (37 points total I believe) will get two panic tokens automatically plus up to three additional moral 'hits' via the red dice. Oh and a reroll to those dice. However, that's a four tray unit.

The only two tray unit I see that could do that right now is Waiqar. The Reanimates could get the banner in a two tray unit for 19 points. That's three red dice on a flanking charge attack with one automatic panic token and three more potential panic hits on the red dice. Not terrible but could be difficult to maneuver those skellies compared to others.

Edit: Yes, there has to be an Ardus hero in that Waiqar army for his passive.

Edited by Kubernes

I was only talking about the panic tokens, but you are correct the red dice can give morale results. They do a lot the same thing, but the panic tokens are a little different as I assume you're aware of. Not sure though where you're getting that they would get 2 panic tokens automatically. I'm pretty sure it's just 1 unless I'm missing something.

Edited by Willange
2 hours ago, Willange said:

I was only talking about the panic tokens, but you are correct the red dice can give morale results. They do a lot the same thing, but the panic tokens are a little different as I assume you're aware of. Not sure though where you're getting that they would get 2 panic tokens automatically. I'm pretty sure it's just 1 unless I'm missing something.

If I have my facts strait, when you charge a unit they automatically get a panic token. The impact ability just adds panic tokens.

Ah I see. So i just went back looked at the preview talking about charges to try and see. It looks like the only bonus to charging is that you get to attack and move (and obviously hit first). The panic tokens there all seem to be penalties to the moving unit for moving wrong if im reading it correctly... this is why i really just want a complete rules manual already so that we can have easy clarifications to stuff like that.

Yes, charging should always give a panic token, Oathsworn give +1 more when charging, and pennon adds another +1. So you could potentially give 3 with oathsworn cavalry +pennon on charge, giving you access to some great morale penalties the same turn. Reanimates and Carrion Lancer can add a Panic token with their attack actions, so you could use them to dump panic on during a second turn after charging (I think this will be a good swarm tactic for 2-tray reanimates)

27 minutes ago, drkpnthr said:

Yes, charging should always give a panic token, Oathsworn give +1 more when charging, and pennon adds another +1. So you could potentially give 3 with oathsworn cavalry +pennon on charge, giving you access to some great morale penalties the same turn. Reanimates and Carrion Lancer can add a Panic token with their attack actions, so you could use them to dump panic on during a second turn after charging (I think this will be a good swarm tactic for 2-tray reanimates)

From what I saw of the demo, charging someone doesn't give them a panic token. Impact gives panic tokens. Someone running into another group with a Move action incurs a panic token. Panic tokens can also be given via modifier on the dial.

I really wish they would post the rules PDF

10 minutes ago, Waywardpaladin said:

From what I saw of the demo, charging someone doesn't give them a panic token. Impact gives panic tokens. Someone running into another group with a Move action incurs a panic token. Panic tokens can also be given via modifier on the dial.

Charging simply gives the free, immediate attack if the charger makes contact with an enemy. If that charger doesn't make contact with an enemy, the charging unit gets a Panic token. I have to also mention that there's a difference between the morale result on a die/dial and a panic token. The only real difference is that the panic token stays on the unit till it's used up while a morale result in combat is only for that combat.

Right now, the most panic/morale you can get on a two tray unit is 4 when attacking a flank. Either a cavalry unit charging and choosing a red die or a Reanimates with a Bull Pennon or choosing a morale result on their dial. I believe that a Bull Pennon is only usable on a charge. Once you add other options, you have the potential for more panic or morale.

@Waywardpaladin you are correct, I just watched the demo and a charge only gives a panic token if missed.

@Kubernes You are correct on Bull pennon, it gives Impact 1. The rules for impact are as follows; Impact (X): When you collide with an enemy unit during a charge, that unit receives(x) panic token(s).

Great clarification, thanks everyone. It makes me so frustrated I can't sit down and read the rules yet... I want to see more details on how Morale works too. I just did the dial combos on my thread for it for Waiqar, and since it came up here I will pose my question: when does morale trigger to allow you to spend the panic tokens on a unit? What does the morale modifier for attacks on Carrion Lancer and Reanimates do, and how does it play into the morale checks?

I originally thought it just added a Panic token, and then you get a draw at the end of each round from the morale deck and can spend the panic tokens on any enemy unit to buy from your hand of cards, but looking back at the video that doesn't seem to be what he's saying. What is your understanding guys?

Edited by drkpnthr
20 minutes ago, drkpnthr said:

Great clarification, thanks everyone. It makes me so frustrated I can't sit down and read the rules yet... I want to see more details on how Morale works too. I just did the dial combos on my thread for it for Waiqar, and since it came up here I will pose my question: when does morale trigger to allow you to spend the panic tokens on a unit? What does the morale modifier for attacks on Carrion Lancer and Reanimates do, and how does it play into the morale checks?

I originally thought it just added a Panic token, and then you get a draw at the end of each round from the morale deck and can spend the panic tokens on any enemy unit to buy from your hand of cards, but looking back at the video that doesn't seem to be what he's saying. What is your understanding guys?

If I remember correctly, you spend the tokens or morale results after rerolls (and maybe resolution) in combat. You draw a number of morale cards equal to the number of tokens and/or results and then can spend the tokens or results on the cards. For example, if you got three morale results, you would draw three cards from the morale deck and you can resolve a card with a cost equal to or lower than the results/tokens*. Morale cards range from a cost of one to three right now.

So you pretty much want at least two morale and/or panic tokens unless you think you're getting that one cost morale card. I can only think of Disarray as a one cost card and that only gives a stun token. The two and three cards are far more powerful. They can completely remove enemy trays or cause the enemy unit to attack itself.

Edited by Kubernes

The thing that tripped me up at first, was I thought you could not spend panic tokens unless at least one morale result was rolled during combat, but I was later corrected (I think?) and told that if there is a panic token on the target unit, you can spend it to draw a morale card even if you did not roll a morale result on the dice.

When are morale tokens removed? When the attacker 'spends' them to buy morale card resolutions? Or are they removed at the end of every single turn? Does the Rally action react with morale checks or panic tokens?

5 minutes ago, drkpnthr said:

When are morale tokens removed? When the attacker 'spends' them to buy morale card resolutions? Or are they removed at the end of every single turn? Does the Rally action react with morale checks or panic tokens?

Rally removes Bane tokens (forgot what those are), but it says nothing about panic tokens. I'm think panic tokens are stuck on your units until the enemy spends them.

16 minutes ago, Budgernaut said:

Rally removes Bane tokens (forgot what those are), but it says nothing about panic tokens. I'm think panic tokens are stuck on your units until the enemy spends them.

According to the demo "bane" means any negative token. So the rep said a rally can clear panic/blight/stun. If you have no negatives to clear, you gain an inspiration token that can b be spent to remove one negative token.

1 hour ago, drkpnthr said:

When are morale tokens removed? When the attacker 'spends' them to buy morale card resolutions? Or are they removed at the end of every single turn? Does the Rally action react with morale checks or panic tokens?

Panic tokens are removed one of three ways.

1.) Rally- removes all bane tokens and readies all upgrades. http://runewars.wikia.com/wiki/Boons_and_Banes

2.) Inspiration tokens- Rally light, see link above.

3.)Morale tests, all panic tokens are spent regardless of the morale card cost, according to the Team Covenant demo vid.

Are bane tokens a generic term for any negative tokens like panic and blight? I thought they were a 3rd type...

25 minutes ago, drkpnthr said:

Are bane tokens a generic term for any negative tokens like panic and blight? I thought they were a 3rd type...

Boons are the good tokens and banes are the bad tokens.

Basically a panic token is just a way to improve your next "morale hit" against the enemy unit. It just amplifies your next morale test against that unit. Once you're doing a morale test, it's basically as if you rolled an extra morale against the target. It is just a bane token though. If you look back at the 'boons and banes' reference card ( http://runewars.wikia.com/wiki/Boons_and_Banes ), you will see we have 5 of those tokens. Judging from the text, it would seem that Inspiration is our only boon and Blight , Immobilize , Panic and Stun are our banes. What is interesting to me is that that card doesn't specifically say which tokens are boons and which are banes, so I image that list will be further expounded on in the rules somewhere (to specifically say, "Stun is a bane" or something). In other FFG games (like IA/Descent) there have been condition cards and things to further expound this as well, but I don't recall seeing that in the unboxing blog. I may have just missed it though in my rush to decipher the upgrade cards :P

Edited by Willange
Grammar and words
59 minutes ago, Willange said:

Basically a panic token is just a way to improve your next "morale hit" against the enemy unit. It just amplifies your next morale test against that unit. Once you're doing a morale test, it's basically as if you rolled an extra morale against the target. It is just a bane token though. If you look back at the 'boons and banes' reference card ( http://runewars.wikia.com/wiki/Boons_and_Banes ), you will see we have 5 of those tokens. Judging from the text, it would seem that Inspiration is our only boon and Blight , Immobilize , Panic and Stun are our banes. What is interesting to me is that that card doesn't specifically say which tokens are boons and which are banes, so I image that list will be further expounded on in the rules somewhere (to specifically say, "Stun is a bane" or something). In other FFG games (like IA/Descent) there have been condition cards and things to further expound this as well, but I don't recall seeing that in the unboxing blog. I may have just missed it though in my rush to decipher the upgrade cards :P

It's just a reference card I don't usually expect the full rules on it. X-Wing got a little carried away with those reference cards. As Orcdruid said, banes are bad and boons are good. Another easy way to tell the difference is that boon can be spent from your units and banes are spent from enemy units.

For now...

1 hour ago, Kubernes said:

It's just a reference card I don't usually expect the full rules on it. X-Wing got a little carried away with those reference cards. As Orcdruid said, banes are bad and boons are good. Another easy way to tell the difference is that boon can be spent from your units and banes are spent from enemy units.

For now...

I must have like 30 ion token reference cards.... if anyone wants 'em....