Review - from Marcowargamer

By jonboyjon1990, in Runewars Miniatures Game

24 minutes ago, Sorastro said:

Ha ha - sorry, I've just been so busy with the painting I haven't had much time for anything else. The Lore Guide is pretty interesting and the eponymous runes - or rune shards - play a central part of the lore. One small detail worth noting for anyone who's planning their colour schemes (particularly for the golem) is that the golems awaken when a runebound shard is placed on their brow, and the arcane channels in the surface of the golem glows bright blue. Now you could of course use whatever colours you like, but for anyone wishing to honour the lore, it's a detail worth being aware of. :)

My idea is dying... ?

28 minutes ago, flightmaster101 said:

My idea is dying... ?

What idea did you have and why not do it nonetheless?

25 minutes ago, Iceeagle85 said:

What idea did you have and why not do it nonetheless?

In another forum on painting I was thinking I would do a golem in each rune color. I thought it would thematic and unique, but now I've made it public on the forums and Sorastro's revelations mean it won't be either.

I probably will still do it though.

Edited by flightmaster101

Blue means stable, you could still paint them red and just say yours are unstable yes?

I think green is the only color that won't work since the golems don't use "life" Mana.

11 minutes ago, Waywardpaladin said:

Blue means stable, you could still paint them red and just say yours are unstable yes?

I think green is the only color that won't work since the golems don't use "life" Mana.

For a green Rune Golem, it could be really neat if you could paint vines and leaves on the figure and paint shadows beneath to make it look like the leaves are elevated, even though they aren't a physical component.

All I know is that I have been anticipating this for awhile now. Glad the Runebound universe is getting more and more fleshed out. If Runewars does well, maybe FFG will finally make a go at their own RPG using an amalgamation of this and Decent with a Runebound campaign setting. That would be super sweet.

2 hours ago, Waywardpaladin said:

Blue means stable, you could still paint them red and just say yours are unstable yes?

I think green is the only color that won't work since the golems don't use "life" Mana.

He does have a green command on his dial, I wonder how they thematically explain that.

3 hours ago, flightmaster101 said:

He does have a green command on his dial, I wonder how they thematically explain that.

I think you're joking.

But in case you're not, the dial colors don't seem to mean much. The green we're talking about is the green on the runes. Green runes have natural magic, blue runes have stable magic, and red runes have unstable magic.

rwm01_energytypes_good.png

https://www.fantasyflightgames.com/en/news/2017/2/28/protectors-of-the-realm/

not a joke, look at it.

A the beginning of the turn the player with initiative throws the runes. Based on the results you choose your commands. The rune golem has one green maneuver on its dial.

I don't pretend to know how the thrown runes and the lore equate only that the colors on the dial correspond to the thrown runes.

Edited by flightmaster101

Why not all three?

Stable (blue) for the head/mind, natural (green) for the body, unstable (red) for the fists.

That could be cool.

The color of dial symbol doesn't relate at all to the runes, that's just to match with modifier colors.

I don't think it represents anything in the lore, just categories of command.

Edited by Tvayumat
Just now, Tvayumat said:

The color of dial maneuver symbol doesn't relate at all to the runes, that's just to match with modifier colors.

I don't think it represents anything in the more, just categories of command.

I'm pretty sure they said in the gencon demo with team covenant that you commands have to match the thrown runes. So if you throw 3 blue, 1 green and one red, you can only have one unit with a red command and one unit with a green command and up to 3 with blue commands.

8 minutes ago, flightmaster101 said:

I'm pretty sure they said in the gencon demo with team covenant that you commands have to match the thrown runes. So if you throw 3 blue, 1 green and one red, you can only have one unit with a red command and one unit with a green command and up to 3 with blue commands.

I don't remember that being said. I remember them mentioning that the runes would affect a lot of things in gameplay, like rune golem threat and reanimates... reanimating...

If that were true you could potentially be limited to three units per turn, and be able to order a hard maximum of seven units per turn. That game would heavily favor fewer units with more models and almost totally invalidate larger activation count as a valid strategy.

I think you're mixed up, but I'm open to being proven wrong.

Edited by Tvayumat

I'm pretty sure they already went over this, the colors on the dial don't mean anything except which secondary modifiers you can apply to them. As the colors of magic, it's the symbols that are more important than the color themselves, as evidenced that the cards show the symbol, and it's not color coded.

I'll have to watch the video again. It wasn't directly said to the camera so I maybe misheard...

yup I totally missed the beginning when he explained that. Must've filled that in on my own. Sorry for the confusion

Edited by flightmaster101

Hi folks!

It's the five energy tokens that correspond to the three different types of magic. These are tokens that are cast each round and used to quantify certain effects and abilities (e.g. the blue rune determines how much the golem stuns its opponents, and the green determines how much the reanimates regenerate).

Yeah, the gotten specifically has a few commands that have a color coded time symbol which means he gets a bonus for those runes, but none of them are the life rune.

AFAIK his dial is the only one that uses runes though.

15 hours ago, flightmaster101 said:

https://www.fantasyflightgames.com/en/news/2017/2/28/protectors-of-the-realm/

not a joke, look at it.

A the beginning of the turn the player with initiative throws the runes. Based on the results you choose your commands. The rune golem has one green maneuver on its dial.

I don't pretend to know how the thrown runes and the lore equate only that the colors on the dial correspond to the thrown runes.

Honest question here not sarcasm. With that logic how did you justify red runes on a blue order and blue runes on a red modifier?

30 minutes ago, Orcdruid said:

Honest question here not sarcasm. With that logic how did you justify red runes on a blue order and blue runes on a red modifier?

I didn't justify anything. Like I said I missed the explanation in the beginning of the video, so I thought they were throwing the runes to see what commands they could take. I get that the dials have to match color, I wasn't saying they don't have to match.

25 minutes ago, flightmaster101 said:

I didn't justify anything. Like I said I missed the explanation in the beginning of the video, so I thought they were throwing the runes to see what commands they could take. I get that the dials have to match color, I wasn't saying they don't have to match.

I am talking specifically about the golems blue march order beeing speed(red runes), or his red defense(blue runes) modifier.

2 minutes ago, Orcdruid said:

I am talking specifically about the golems blue march order beeing speed(red runes), or his red defense(blue runes) modifier.

I see what you mean now...

I didn't actually line up the symbols, I just assumed they would print blue to blue and red to red. I didnt think about it too much because I would get into stuff more when the rulebook came out.

when they said, when they said "based on the runes you choose your commands" what i think they meant was "you may look at the runes for the turn before choosing your commands"

5 hours ago, Orcdruid said:

Honest question here not sarcasm. With that logic how did you justify red runes on a blue order and blue runes on a red modifier?

I must say that this is very confusing, blue order relying on red runes is just weird. Couldn't they have made the runes purple, grey and yellow or something like that, and have colours that are completely free from confusion with the dials?

Check out the threads I've done on the order combos and rune probabilities then, I've done all the math for you.