Curious what the balance is ...

By Blaied, in Runewars Miniatures Game

59 minutes ago, druchii7 said:

Archers will be a lot better when combat ingenuity gets released, but so far I only scored 3 blights in 3 games, and with those war criers on enemy cavalry it was quite a useless thing. There's statistically low probability to get 2 surges on a 2x1 unit without precission (and even with precission it isn't a great chance), but combat ingenuity will make the difference and will almost grant 1 blight every time you shoot a 2x2 unit, and possibly 2 or more.

The cavalry can easily engage archers without being shot. Just perform a 6'' movement, recieve a panic, but you are 100% blight free and undamaged. on turn 2 you'll have your chance hit in close combat. You only need to delay their deployment till the archers are deployed. If archers are kept more than 6'', the reanimates are not so able to force the enemy into charging. Close combat targeting will mend this situation, that's the big alternative to combat ingenuity.

To sum up, the archers should be one of our strenghts, but they are our weak spot and they'll be untill those training upgrade cards are released.

Cavalry without the initial charge means they are surrendering their primary advantage and since they can't un-engage, the archers hold them in place while your Lancers or Ardus flank charge them, a scenario in which the Calvary are severely outgunned. Simply put, you would be trading your Calvary for archers, a trade-off a Waiqar player will take any day and twice on Sunday.

I completely disagree about Archers being a weak spot. You have a dirt cheap, disposable unit that can damage incoming units before they reach their targets and force your opponent to make plays with expensive units (as you described with calvary), while also having a chance to throw out some blight (a cherry on top). They are without question one of the best units, not just in the Waiqar, but in the game and that includes the tree loving elves. They threaten the table for a measly 18 points and force your opponents to make plays or suffer the consequences.

You quite literally couldn't invent a better strategic unit then the archer to control the table. They are just awesome for setting traps.

Edited by BigKahuna

But after a couple of close combat turns archers will be probable slaughtered and cavalry may habe only lost no members or maybe 1 or 2 members (1st turn no attacks due to engagement, 2nd turn cavalry has 3 dice against 1 red die and they hit before the archers).

Archers aren't cheap nor expensive , most units have more or less the same expense. They work ok on small unequipped units, but so do carrion lancers, golems, flanking oathsworn cavalry...

It isn't a hundred procent chance technique, because the daqan player might habe it hard to place the cavalry right in front of archers, but if archers are deployed before the cavalry, it's very stright forward to do this. But those obvious gaps between waiqar units are easy to find if the archers weren't deployed yet, but still a good chance.

If the oathsworn cavalry didn't have that 2 march modifier it would be different, because they would achieve no engagement before at least turn 2, but if you do your calculations, it's really worth to elliminate the main blighting enemy unit taking almost no damage and having the last 4 turns to do some tactical charges with the surviving cavalry.

It works better if you spam small cavalry units (2 should be enough), rather than powerful blocks (which are better at taking down close combat units). Those units, after taking the archers down, shouldn't do solo front charges, but attack flanks or rears. That can take several turns, but only by taking down archers so quickly they will habe been usefull.

Of course untill close quarters targeting is released . That won't `prevent being engaged on turn 1 and being attacked first, but it will let the archers counterstrike with 2 die and apply the bilight surge skill, which give them a chance to withstand the cavalry until carrion lancer or any other help come and change the balance of forces.

Archers are good . And they will be devastating as combat ingenuity card is released. Add master crafted weapons to a 2x2 unit and you'll have a devastating unit.

But a daqan player who deploys cavalry wisely can currently neutralize the archer threat without much effort, because as logical, once engaged archers die like rats.

On 4/28/2017 at 4:23 AM, BigKahuna said:

I completely disagree about Archers being a weak spot. You have a dirt cheap, disposable unit that can damage incoming units before they reach their targets and force your opponent to make plays with expensive units (as you described with calvary), while also having a chance to throw out some blight (a cherry on top). They are without question one of the best units, not just in the Waiqar, but in the game and that includes the tree loving elves. They threaten the table for a measly 18 points and force your opponents to make plays or suffer the consequences.

I think the issue might be how folks are trying to use the archers. Without Combat Ingenuity the archers shouldn't be used for anything other than ranged damage and/or area denial, the blight is just, as you put it, a cherry on top. If a Waiqar player is looking to have a dedicated blight factory, their points would be better spent on a single carrion lancer tray as that will guarantee 1 blight per turn, whereas the archers only have a 45% chance to hand out a blight.

Of course once we have CI the archers will be blight kings, assuming the surge modifier is always used on an attack we're looking at 100% for 1+ blight , 45% for 2+ blight, 16% for 3+ blight, and 1.6% for 4 blight. This maths out to the 2x1 archers costing 40% more (24pt for 2x1 + CI) than the single carrion lancer and be ~63% more likely (without any rerolling) to hand out blight on top of being able to also do damage in the same roll so you end up getting a lot more bang for your buck. It'll likely be an auto-include for blight-centric lists.

13 hours ago, druchii7 said:

Archers are good . And they will be devastating as combat ingenuity card is released. Add master crafted weapons to a 2x2 unit and you'll have a devastating unit.

Or even a 2x1 Unit if Ardus is running around solo...

You can even put combat ingenuity on a reanimate unit with ardus inside: score 2 energies? you can place 2 blights or 1 archer's blight + 1 carrion lancer's kill.

22 hours ago, SwagonBallZ said:

I think the issue might be how folks are trying to use the archers. Without Combat Ingenuity the archers shouldn't be used for anything other than ranged damage and/or area denial, the blight is just, as you put it, a cherry on top. If a Waiqar player is looking to have a dedicated blight factory, their points would be better spent on a single carrion lancer tray as that will guarantee 1 blight per turn, whereas the archers only have a 45% chance to hand out a blight.

Of course once we have CI the archers will be blight kings, assuming the surge modifier is always used on an attack we're looking at 100% for 1+ blight , 45% for 2+ blight, 16% for 3+ blight, and 1.6% for 4 blight. This maths out to the 2x1 archers costing 40% more (24pt for 2x1 + CI) than the single carrion lancer and be ~63% more likely (without any rerolling) to hand out blight on top of being able to also do damage in the same roll so you end up getting a lot more bang for your buck. It'll likely be an auto-include for blight-centric lists.

The problem with carrion lancers is that they can spam blight on turns 1-2, but after most units are engaged, they possibly find no unengaged target against daqan forces.