The importance of morale (DONT panic!)

By Attackmack, in Runewars Miniatures Game

I just want to tell of a little happening just now. A damaged 3x2 unit of reanimates is engaged with a 3x3 unit of spearmen with a rune golem upgrade.

The reanimates attacks, almost no damage but with a modifier, die and token they total up panic for a severity 3 morale test.

Pulls "Flee in terror".

The spearmen reforms (as waiqar chooses) then does a speed 2 march.

This is enough to open up a path for the second reanimate unit to move in to the objective, scoring the waiqar 50 points bonus to the final score (which is yet to be decided).

The game isn't over but man oh man how the morale cards can ruin everything! Take a flick through that deck and realise just how insanely useful (and dangerous) panic tokens can be.

Edited by Soulless

Morale cards are HUGELY impactful.

Just be careful, Daqan players, and consider spending four results against Undead, because Betrayal is awesome, but you need four results to resolve it against Waiqar.

Nice! The flee result can be brutal, I really want to send someone's unit into the spiked barricade obstacle.

While the severity 2 and 3 tests can be spectacular even the severeity 1 tests can put a hurt on a unit. Those bane tokens add up fast.

Panic tokens have proven to be horrible. As have blight tokens, easily underestimated but after having a few attacks cancelled or turned into whimpers i realise im not giving enough credit to inspiration and rallying. 8 turns to a game, you dont want to waste even a single turn and when your second attack action turns into nothing due to blights spewed out by archers and carrions youve pretty much wasted a quarter of the game!

The game is so fresh its so much to take in but just about every turn I find new hard decisions that I know a good opponent would punish me for no matter how I choose.