Reanimates General

By Thornoo1, in Runewars Tactics

I've had a few games with a big block of these. I find that whilst they tar pit nicely their damage output means that once engaged they do not participate much more in the game.

I have started to look for an efficient build which can take out two larger units in 8 turns. The below unit I think benefits greatly from a support unit of bowmen or two and having Ankaur Maro floating around will keep them even more effective. I stayed away from the x12 unit as i think there is diminishing returns here and you'll lose army wide capability.

Reanimates x9 - 87 pts
--Champion: Ardus IxErebus - mainly for the white dice, but can add blight from nearby archers
--Heavy: Front Line Carrion Lancer - tunrs blight into mortal wounds
--Heraldry: Blighted Vexillum Bearer - 3 pts for a free blight
--Music: Triumphant Cry - here's the item to get this unit into a second combat, the free reform critically saves a turn which is often required to get Reanimates point in the right direction.
--Training: Lingering Dead - keeps the unit going, so often I have lost exactly 4 models it is frustrating.

You should reconsider not going up to the maximum unit size.

Going from threat 3 to 4 is not diminishing returns. If anything, it's the threshold at which they become truly dangerous.

What reanimates really have going for them is a combination of Steadfast, two red dice (with morale icons) and a morale icon enhancement modifier.

Use them. Drop down Terrifying Heraldry and you are guaranteeing at LEAST a severity two panic hit each and every turn, quite often significantly more. Reanimates don't do well just trying to match blow for blow, but when you hit the enemy with morale test after morale test, you can pretty quickly turn them to a flank, knock out trays, eliminate unit upgrades, and all sorts of other effects that level the playing field.

Threat 4? I always assumed 3X4 not 4 X3

that is bringing some serious pain!

16 hours ago, Tvayumat said:

You should reconsider not going up to the maximum unit size.

Going from threat 3 to 4 is not diminishing returns. If anything, it's the threshold at which they become truly dangerous.

What reanimates really have going for them is a combination of Steadfast, two red dice (with morale icons) and a morale icon enhancement modifier.

Use them. Drop down Terrifying Heraldry and you are guaranteeing at LEAST a severity two panic hit each and every turn, quite often significantly more. Reanimates don't do well just trying to match blow for blow, but when you hit the enemy with morale test after morale test, you can pretty quickly turn them to a flank, knock out trays, eliminate unit upgrades, and all sorts of other effects that level the playing field.

I'm not against the idea of a 4x4 but does it really do as much damage or have as much utility?

Here's a 4x4 with a similar build:

Reanimates x12 [64]
--Champion: Executioner [6]
--Heavy: Front Line Carrion Lancer [5]
--Heraldry: Blighted Vexillum Bearer [3]
--Music: Triumphant Cry [3]
--Training: Lingering Dead [3]
----------Total Unit Cost: 84

According to the below thread we get the following damage outputs:

3x3: 6.84
4x3: 9.13

Ardus's white dice does very approximately 3-4 damage. But you gain the utility of Ardus using nearby surge abilities. What we also get is a cost saving of 14 pts from Ardus being embedded in the unit. So I feel all of this together tips the balance towards my OP. But I guess we'll just have to play heaps and find out :) .

Edited by Thornoo1
3 hours ago, Thornoo1 said:

I'm not against the idea of a 4x4 but does it really do as much damage or have as much utility?

Here's a 4x4 with a similar build:

Reanimates x12 [64]
--Champion: Executioner [6]
--Heavy: Front Line Carrion Lancer [5]
--Heraldry: Blighted Vexillum Bearer [3]
--Music: Triumphant Cry [3]
--Training: Lingering Dead [3]
----------Total Unit Cost: 84

According to the below thread we get the following damage outputs:

3x3: 6.84
4x3: 9.13

Ardus's white dice does very approximately 3-4 damage. But you gain the utility of Ardus using nearby surge abilities. What we also get is a cost saving of 14 pts from Ardus being embedded in the unit. So I feel all of this together tips the balance towards my OP. But I guess we'll just have to play heaps and find out :) .

Does adding one to your damage multiplier increase damage output?

Uh.... yeah. I'd say it does.

It also increases your rank HP by 4 and makes things like wheeling charges particularly interesting (with aggressive drummer).

Personally, I have no time for or interest in "runemath" or any other sort of attempt to break a game like this down in some quest for efficiency. Just play the game, man.

Edited by Tvayumat