Optimising the crawling of carrion

By banjobenito, in Runewars Miniatures Game

::claps slowly::

On 23.04.2017 at 8:29 PM, Tvayumat said:

I haven't really experimented with larger formations of lancers. I will once the expansion drops.

That said, the solo lancer is a damned assassin.

IF he can flank a blighted unit of golems or a hero, he can basically delete them with mortal strikes.

It doesn't even need to flank with an attack of red + 2 blue and a mortal stike for each surge.

Synergy School:

Try 2 Carrion with moment of inspiration, and Rank Discipline, following up with 4 reanimates with Dispatch Runners.

Charge into combat (initiative 7 or less) rolling a white die, a red die, and two blue dice, and double the damage (with a re-roll)

At Initiative 7, have the reanimates shift and perform a skill, to make the lancers fight again, and give the lancers a stun token.

Following rounds:

At speed 3, have the carrion lancers Rally and Raise Defense. (Remove bane tokens and ready the moment of inspiration)

At speed 4, have the reanimates Rally and perform a skill, sending out the dispatch runner to make the carrion fight (who attack with a white, red and 2 blue, along with a re-roll).

It's a fairly brutal combo and keeps the defense high on the Carrion, while dealing out a ton of damage, at a very quick initiative.

If you can line up shots into combat with archers to apply blight tokens, all the better.

The fact that you are performing the rally every round with the Carrion prevents them from being bogged down by bane tokens, and makes the stun token you take irrelevant.

-Matt

On 4/27/2017 at 9:40 AM, Darth Matthew said:

Synergy School:

Try 2 Carrion with moment of inspiration, and Rank Discipline, following up with 4 reanimates with Dispatch Runners.

Charge into combat (initiative 7 or less) rolling a white die, a red die, and two blue dice, and double the damage (with a re-roll)

At Initiative 7, have the reanimates shift and perform a skill, to make the lancers fight again, and give the lancers a stun token.

Following rounds:

At speed 3, have the carrion lancers Rally and Raise Defense. (Remove bane tokens and ready the moment of inspiration)

At speed 4, have the reanimates Rally and perform a skill, sending out the dispatch runner to make the carrion fight (who attack with a white, red and 2 blue, along with a re-roll).

It's a fairly brutal combo and keeps the defense high on the Carrion, while dealing out a ton of damage, at a very quick initiative.

If you can line up shots into combat with archers to apply blight tokens, all the better.

The fact that you are performing the rally every round with the Carrion prevents them from being bogged down by bane tokens, and makes the stun token you take irrelevant.

-Matt

Upgrade School

Moment of inspiration and rank discipline take the same slot. You can take one or the other, not both.

Also I believe you spend banes before the rally action takes place, so they can spend the stun from the dispatch runner to cancel the armor