My first 200-point army build (Daqan)

By Budgernaut, in Runewars Miniatures Game

Spearmen (3x3) 59
Frontline Rune Golem 7
Shield Wall 5
Lance Corporal 6
Heraldic Surcoats 5
Oathsworn Cavalry (2x2) 34
Tempered Steel 3
Terrifying Heraldry 5
Moment of Inspiration 5
Rune Golem (2x1) 28
Wind Rune 6
Kari Wraithstalker 32
Wraith Step 1
Reaping Blade 4
TOTAL: 200

I built my first 200-point army this week. I was sticking to upgrades we knew the cost for and trying to keep a relatively small army. This one uses 1x core, 1x Oathsworn Cavalry expansion, 1x Rune Golems expansion, 1x Spearmen expansion, 1x Daqan Infantry Command expansion, and 1x Reanimate Archers expansion. Total: $225 msrp. And yet, it doesn't seem like a great army. I mean, it's like a core army, but bigger. Part of this is because I was trying not to buy the same expansion twice and we don't know all the upgrades in each expansion. For example, Frontline Rune Golem + Tempered Steel sounds like a terrifying combo, but with only one copy of that and one copy of Shield Wall, I felt Shield Wall needed to go on the Spearmen since they were the biggest formation and could get the most use out of it. Plus, I wasn't building this list to do anything, just wanting to see what a 200-point army might look like.

SPEARMEN
As I said above, I didn't put Tempered Steel on here, though it would be awesome. Frontline Rune Golem increases your threat by the amount of stable energy on the battlefield. Lance Corporal lets you make a modifier white. For example, you could make a melee attack at initiative 3 instead of 7 and still get a bonus damage. If you chose Tempered Steel over Shield Wall, you could get another bonus damage from that. In the lower turns, there would be 1 stable energy which would make your threat 4. That means that you are automatically dealing 8 damage, regardless of your roll! But 50% of the time you could have 5 threat from Frontline Rune Golem, making your damage 10! And if you happened to get two damage results on your dice (and why wouldn't you, with 2 rerolls in this formation), you could deal a whopping 20 damage during your first attack! (Excluding the charge attack.) Granted, after that strike, you'd have to refresh both Lance Corporal and Tempered Steel. Besides, I didn't equip Tempered Steel, so let's talk about Shield Wall.

Shield Wall is still interesting. With Lance Corporal, you still have an option to make a huge strike at initiative 3 with a bonus damage from your action modifier and could still do up to 20 damage if you got lucky and rolled double-hits on red and a single hit on blue. Attacking that early gives you the chance to thin out trays from the enemy unit you are engaged with, making it more likely you can trigger Shield Wall. Shield Wall won't work if you both have the same number of trays, and a few units seem to be able to do the 3x3 formation (Spearmen, Oathsworn Cavalry, and Reanimates). If you're not in a mirror-match (Daqan vs. Daqan), you pretty much only have to worry about Reanimates having more trays than you, but they cold have 12, so wiping them out quickly is important. Heraldic Surcoats can help out with defense by preventing some of the worse morale effects early on. You could even use Lance Corporal to further buff your defense by giving you an initiative-3 defense bonus while attacking! These guys seem to be able to play offense and defense pretty well.

Oathsworn Cavalry
These guys are totally going for the alpha strike. Unfortunately, they only have the 2x2 formation instead of 3x3 for the added threat, but 2 red and 1 blue dice is still respectable offense. And they are adding a hit with Tempered Steel and a white die with Moment of Inspiration. These guys also pile on the panic with Impact 1 (adding a panic token when they collide with an enemy during a charge) and Terrifying Heraldry (which adds a panic token to each enemy unit they are touching at the start of the end phase). I'm not sure what to do after that initial charge, though. I suppose you attack at initiative 3 with a defense bonus until the target is dead.

Rune Golem
What's scarier than a Rune Golem? Two Rune Golems! At 2x1, they are attacking with 3-4 threat, but no rerolls. One of the most difficult things about Rune Golems is that they can't turn during a march. They have to go straight, reform, and then go straight again. Wind Rune gives them some added flexibility to maneuvering. With a skill action at initiative 3, Wind Rune could allow you to block an enemy that did not anticipate you moving and marched forward without a charge modifier.

Kari Wraithstalker
Kari's great because she is basically always treated as a 2x2 unit (she gets +1 threat from Brutal 1 and can reroll as if she had an extra row with Precise 1). Wraithstep allows Kari to to move around behind an enemy to flank it as a skill action. Problem is, if you're moving behind an enemy unit, you aren't attacking. Is it worth taking a turn to do that? With a skill action initiative of 2, I think so. It allows you to do two things that I can think of. 1) If engaged with an enemy unit, another enemy may decide to charge Kari and pin her between the two units. By moving to the other side of the engaged unit at initiatve 2, the other enemy could whiff their charge and get a panic token. 2) You can move Kari out of the way before one of your own units charges into the face that she originally occupied. It's not an ability to use all the time, but at 1 point, I think it's worth it. Kari also gets access to Reaping Blade, which is just amazing. It turns every blank die face into Mortal Strike. Basically, Kari can't miss. I don't remember, though, if white dice have blanks, and if they don't, this upgrade is kind of wasted on her. Still, there aren't many units that can equip this type of upgrade yet, so I figured I throw it on her.

Thanks for reading!

I like your thinking. Initially, with my two core set Daqan's, I plan to run 1x2 Oathsworn to hunt the undead archer formations.

I'm a bit confused on how you add a Rune Golem to a unit of Spearmen. I get that you have to have a larger than normal formation, but how does the command dial of the Golem interact with the command dial of the Spearmen? Not to mention the movement, turning?

5 minutes ago, rudedog said:

I'm a bit confused on how you add a Rune Golem to a unit of Spearmen. I get that you have to have a larger than normal formation, but how does the command dial of the Golem interact with the command dial of the Spearmen? Not to mention the movement, turning?

Rune Golems are an option if you go with the maximum sized unit of spearmen (3x3). Called siege upgrade or something. They are simply an upgrade card that replaces a tray of spearmen, but have their own defense/health. The unit just uses the regular spearmen dial.

Pretty much the reason for taking the upgrade is the Brutal (stable rune) keyword, which increases threat by the number of stable runes.

Edited by Kubernes

Do we know how damage is assigned with different front row profiles? Does the attacker assign how they wish between either the unit or the specialist/attached hero?

9 minutes ago, rudedog said:

I'm a bit confused on how you add a Rune Golem to a unit of Spearmen. I get that you have to have a larger than normal formation, but how does the command dial of the Golem interact with the command dial of the Spearmen? Not to mention the movement, turning?

Most upgrades just add an effect to your unit, similar to upgrades in Armada or X-Wing, if you've played those. But some upgrades require a figure to be put into the unit.

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This upgrade has a silhouette of a Rune Golem in the upper right corner. That means that to equip this upgrade, you need to have a Rune Golem in your formation. You can only equip this upgrade if you meet 3 conditions:
1) You are an infantry unit (as evidenced by the helmet in the lower left)
2) You are a Daqan unit (as evidenced by the Daqan shield-and-crown symbol in the lower left)
3) You are able to equip a siege upgrade (the symbol looks like the giant cross-bow on wheels, and only base infantry can equip these kinds of upgrades so far)

At a 3x3 formation, the Spearmen can equip a siege upgrade, so one of the 9 trays gets replaced by a Siege Golem model. This model has its own defense and health, shown in the upper left. If an enemy unit gets an accuracy result, they can choose to target the Rune Golem instead of defeating your back row of soldiers (so it's usually a good idea to put these upgrade models in the front row). Presumably, you lose the effect of the upgrade if the model is defeated.

As @Kubernes mentioned, you don't use the Rune Golem's dial. The Rune Golem model is just a physical representation of an upgrade that the Spearmen has, so the unit acts like a Spearmen in all respects, but it gains the Brutal [stable] ability from this upgrade card. Imagine if, in X-Wing, you could shoot the Autothrusters off of something. Having some upgrades with models basically allows you to do that in Runewars.

3 minutes ago, blkdymnd said:

Do we know how damage is assigned with different front row profiles? Does the attacker assign how they wish between either the unit or the specialist/attached hero?

I'm not sure. I know the accuracy result bypasses the normal assignment of damage, but if you are down to the front row and take damage, does it go on the Rune Golem first, or does it go on the other infantry first? Is it possible to have all the Spearmen killed so that the Rune Golem is all that's left but it still uses the Spearmen dial? That seems awfully strange to me.

6 minutes ago, Budgernaut said:

I'm not sure. I know the accuracy result bypasses the normal assignment of damage, but if you are down to the front row and take damage, does it go on the Rune Golem first, or does it go on the other infantry first? Is it possible to have all the Spearmen killed so that the Rune Golem is all that's left but it still uses the Spearmen dial? That seems awfully strange to me.

this is what i was really curious about. if anyone with a rulebook could enlighten this that would be fantastic

8 minutes ago, Budgernaut said:

I'm not sure. I know the accuracy result bypasses the normal assignment of damage, but if you are down to the front row and take damage, does it go on the Rune Golem first, or does it go on the other infantry first? Is it possible to have all the Spearmen killed so that the Rune Golem is all that's left but it still uses the Spearmen dial? That seems awfully strange to me.

What's even stranger in that situation is that if you defeated the sole remaining tray, i.e. the RuneGolem, he would be instantly replaced with a tray of Spearmen...

Although, thinking about it, perhaps that makes the case for the Rune Golem continuing to use the Spearmen dial...

Edited by maxam
typo
3 hours ago, maxam said:

What's even stranger in that situation is that if you defeated the sole remaining tray, i.e. the RuneGolem, he would be instantly replaced with a tray of Spearmen...

Although, thinking about it, perhaps that makes the case for the Rune Golem continuing to use the Spearmen dial...

He isn't replaced by a tray of spearmen if he is the last tray. If he is killed while there are still spearmen then he is replaced by a tray of them that is still in the formation.

3 hours ago, maxam said:

What's even stranger in that situation is that if you defeated the sole remaining tray, i.e. the RuneGolem, he would be instantly replaced with a tray of Spearmen...

Although, thinking about it, perhaps that makes the case for the Rune Golem continuing to use the Spearmen dial...

Heavy upgrades, which is what cards like the Front-Line Rune Golem are called in the learn to play book, are not replaced with a fresh unit. Instead, a back row unit would be moved in the golem's place if it is killed off. Once the golem is killed off, the attacker continues to assign damage as normal.

Right now, the rules don't have anything about a figure or heavy upgrade replacing the unit's dial if it is the only thing left. So that rune golem with no spearmen buddies around him still uses the spearmen's dial, card, and upgrades.

Going on to a potential 200 point Daqan list

Rune Golems (2x1) with Wind Rune (34)

Rune Golems (2x1) with Wind Rune (34)

Oathsworn Cavalry (2x2) with Wind Rune and Moment of Greatness (45)

Oathsworn Cavalry (2x2) with Wind Rune and Moment of Greatness (45)

Kari with Wraithstep and Latrai Training (33+) or Rune Golems (2x1) with Wind Rune (34)

Total 192/whatever Kari with Latari Training will cost

Lots of potentially mobility and even some point bidding too! I suppose you could also remove the golems for spearmen with the Wind Rune.

Yes, it's a bit silly but a full cavalry list with Wind Runes and Moment of Greatness might be sillier.

2 hours ago, TallTonyB said:

He isn't replaced by a tray of spearmen if he is the last tray. If he is killed while there are still spearmen then he is replaced by a tray of them that is still in the formation.

2 hours ago, Kubernes said:

Heavy upgrades, which is what cards like the Front-Line Rune Golem are called in the learn to play book, are not replaced with a fresh unit.

Ah, my bad ... I'm confusing the upgrade with "Figure Upgrade" which I guess is for Command Group/Hero type upgrades.

Thanks for the clarification!

6 hours ago, Budgernaut said:

3)You are able to equip a siege upgrade (the symbol looks like the giant cross-bow on wheels, and only base infantry can equip these kinds of upgrades so far)

As @Kubernes mentioned, you don't use the Rune Golem's dial. The Rune Golem model is just a physical representation of an upgrade that the Spearmen has, so the unit acts like a Spearmen in all respects, but it gains the Brutal [stable] ability from this upgrade card. Imagine if, in X-Wing, you could shoot the Autothrusters off of something. Having some upgrades with models basically allows you to do that in Runewars.

FYI, That giant crossbow on wheels is called a ballista.

This brings up a question. If I have this upgrade and someone kills 8 trays of spearmen, is it still a spearmen unit? So I have a golem with a spearmen's dial? That seems really good.

10 minutes ago, flightmaster101 said:

FYI, That giant crossbow on wheels is called a ballista.

This brings up a question. If I have this upgrade and someone kills 8 trays of spearmen, is it still a spearmen unit? So I have a golem with a spearmen's dial? That seems really good.

it would still roll the attack dice of the spearmen but it would still get the brutal.

the whole situation seems strange

Edited by Klaxas
4 minutes ago, Klaxas said:

it would still roll the attack dice of the spearmen but it would still get the brutal.

the whole situation seems strange

Didn't think about that. If it only gets the attack dice of spearmen I guess that balances better than having a golem running around with an improved dial.

1 minute ago, flightmaster101 said:

Didn't think about that. If it only gets the attack dice of spearmen I guess that balances better than having a golem running around with an improved dial.

agree but its just an odd situation. i wonder how often it will come up

Depends on how many good heroes and siege cards come out...

I think you probably need more units and are too upgrade heavy. Looking at the missions, there's a couple where you're going to have 3-4 objectives to claim. I'd be wary of making Kari and objective carrier if you can avoid it, except as a last dash grab, because she's already a high-priority target and with fewer wounds than a big unit, she'll be even more enticing. That leaves you with just 3 units for carrying objectives and one of them, the Rune Golems, has serious mobility issues.

I'd recommend at least breaking up that unit of oathsworn into two units, or pairing down on options and grabbing another minimum unit of spearmen or oathsworn.

My usual caveat applies though: No one I know, myself included, has played this game yet, so I reserve the right to retract this advice until after I get a few games in.

It seems like they've done well at designing big units to better compete with the action advantage of many small units in this game. Damage multiples and rerolls seem like you could wipe out a 2 tray unit with a bigger similar unit in 1-2 attacks. I don't know how this will play out, but at least their trying to mitigate the MSU problem in Armada.

With the objectives I'm wondering how much use undead archer squads will have. Sure, I might be able to kill my opponent but if they can claim the objectives and win via points before hand...this is assuming that it will be a scoring system similar to IA. I'll admit I have no researched it yet.

34 minutes ago, Back5 said:

With the objectives I'm wondering how much use undead archer squads will have. Sure, I might be able to kill my opponent but if they can claim the objectives and win via points before hand...this is assuming that it will be a scoring system similar to IA. I'll admit I have no researched it yet.

well i dont believe objective points are scored until the end of 8 rounds so they still have to survive.

34 minutes ago, Back5 said:

With the objectives I'm wondering how much use undead archer squads will have. Sure, I might be able to kill my opponent but if they can claim the objectives and win via points before hand...this is assuming that it will be a scoring system similar to IA. I'll admit I have no researched it yet.

The only objective that seems to favor having more units at this point is "Break Their Defenses." For the rest of them the tokens are either fluid or few.

18 minutes ago, Klaxas said:

well i dont believe objective points are scored until the end of 8 rounds so they still have to survive.

8 rounds. Yikes. Definitely going to take a while for tournaments.

30 minutes ago, Back5 said:

With the objectives I'm wondering how much use undead archer squads will have. Sure, I might be able to kill my opponent but if they can claim the objectives and win via points before hand...this is assuming that it will be a scoring system similar to IA. I'll admit I have no researched it yet.

You can score points for unit costs as well as for objectives, so I think Reanimate Archers will still have utility in harrowing enemy units that are attempting to complete objectives. And with their ability to blight, they are decent support units by decreasing the offense of enemy units. But I think you bring up a valid point that Waiqar players need to keep in mind when constructing their armies.

3 hours ago, Elliphino said:

I think you probably need more units and are too upgrade heavy. Looking at the missions, there's a couple where you're going to have 3-4 objectives to claim. I'd be wary of making Kari and objective carrier if you can avoid it, except as a last dash grab, because she's already a high-priority target and with fewer wounds than a big unit, she'll be even more enticing. That leaves you with just 3 units for carrying objectives and one of them, the Rune Golems, has serious mobility issues.

I'd recommend at least breaking up that unit of oathsworn into two units, or pairing down on options and grabbing another minimum unit of spearmen or oathsworn.

My usual caveat applies though: No one I know, myself included, has played this game yet, so I reserve the right to retract this advice until after I get a few games in.

These are good thoughts. When building this army, I actually forgot all about the objective system. Still, I think it will be a valid risk to try to decimate an army before they can acquire too many objective tokens. Also, I was sort of handicapping myself, by limiting the availability of units based off of as few expansions as possible. If you open up to buying doubles of some units, you can start having more varied armies.

For the Oathsworn Cavalry, I spent 45 points on one, hard-hitting unit. Two run two 1x2 units costs 40 points. I I cut Terrifying Heraldry out, then my 2x4 is 42 points. So the question becomes, is it better to have one, stronger force compared to two? What do you gain from having two, smaller units? You can block enemies and you get to throw more dice total, but those dice are less accurate. Also, I wonder how much you can get in the way of your own units by having more units instead of fewer, larger blocks of figures.

But I really do think 4 units is going to be too few. For my part, I think I might split the Rune Golems up. That costs the same as the 2x1 with Wind Rune, so it still fits perfectly. It also means that if a Rune Golem gets outmaneuvered, I don't lose a huge part of my damage output because I can hopefully still attack with the other.

10 minutes ago, Klaxas said:

well i dont believe objective points are scored until the end of 8 rounds so they still have to survive.

Some of them do have you score objectives before the end of the game. Supply Raid and Break Their Defenses are the only ones that we know of so far that have you score objective tokens at the end of the game. Three of the others have you score objective tokens during the game. Bounty and Escort , for example, have you score the objective token when you defeat the enemy unit that is assigned an objective token, and Demoralize Their Forces has you score objective tokens when you charge into the side or back of an enemy unit.

And then there's Confluence of Magic that is basically a death match since objective tokens do not give you any points.

14 minutes ago, Budgernaut said:

So the question becomes, is it better to have one, stronger force compared to two? What do you gain from having two, smaller units? You can block enemies and you get to throw more dice total, but those dice are less accurate. Also, I wonder how much you can get in the way of your own units by having more units instead of fewer, larger blocks of figures.

This is a question that X-Wing has been struggling with for years. The pendulum has swung back and forth many times over the life of that game, with world champions on both sides.