Unit expansions...debating...thoughts?

By keltheos, in Runewars Miniatures Game

I definitely am grabbing the command packs now that my FLGS finally got them in stock. I'm on the fence about the archers and cav since I already have two cores. Is the $25 worth the couple of cards? Your thoughts?

I bought them because I like to have as many options available to me when I'm list building. I can proxy a card just fine but the models have to be there.

Probably depends on how official you want to be, you could always print the cards and paste them on a thicker stock. There aren't any secrets on what they are.

I'm waiting on the other Archers and Cavalry expansions until either I decide that I need more models than I currently have or until I end up having something official to play in and need the cards.

Having two cores worth of Waiqar, in hindsight I would have been better off buying two command packs instead of the one command pack and one archers I bought.

Buying 2 of each.

2 commands is really nice, I also like my archers.

New factions I would like to see.. (if they would add more)

List

1.Ratkin (infestation* spells & units of diseases)

2. Treekin (tree creatures)

3. Halfling/gmone (a full faction)

4. Ethereal faction

5. Constructs (rock / metal )

6. Demon faction

7. Serpent faction

8. Barbarian ogre/troll

9.dragonkin

10. Bear faction

I hope they add more like these.. if not meh.. I'm waiting to get Into this until they add like 4-5 more factions.. once they do.. I'm dropping some cash down. I enjoy watching this game and the mechanics are soild.

I'm buying one archer pack for the cards and I think a 2x2 archer unit that can shoot into meele could be useful. It might let them survive making contact with an enemy unit. Not worth it to buy only for the cards IMO.

Since at some point I'm going to play regionals or nationals in my country I'm going to buy one pack of my faction to be legal, then If I need more copies of something I will borrow them from my friends. In local scene store tournaments proxies are going to be allowed so no problem here.

I bought 2 archer packs because I wanted to be able to run 2 sets of 2x2 archers. I already had 2 core sets worth of models. Now that I've seen Raven Standard Bearer, I'm thinking of getting a second Infantry Command pack.

Pre-ordered everything once but odds are I'll buy a second command group pack for both factions.

I'm buying into just Waiqar for the moment. 2 command and one archer. We just proxy missing cards if needed.

Eventually Ill go big on archers, but right now I just wanted cards and more units to paint. 2 2x1 archers is usually sufficient for me

@Sulfurious here are my opinions

1. Ratkin (infestation* spells & units of diseases). Not quite like, that is warhammer. Ratmen are not present in classic fantasy worlds.

2. Treekin (tree creatures) -> Aymhelin scions. They fit good elves and see no way to make a whole army of them with good variety.

3. Halfling/gmone (a full faction) -> Difficult to concieve those races in close combat. RW lore doesn't imply outrageous inventions.

4. Ethereal faction -> There are already undead. Hard to set ethereal rules without breaking the game.

5. Constructs (rock / metal ) -> Golems do that ok and I think the same as with treekin. No need to add them a race.

6. Demon faction -> As they said, soon released.

7. Serpent faction -> Same problems as ratkin. Too much of a warhammer copy/WoW's Nagas. I appreciate originality.

8. Barbarian ogre/troll -> If orcs are released, trolls are traditionally linked to them. Good chance to se them but not standalone.

9. dragonkin -> WoW... but they could somehow be part, as there are dragons in the lore.

10. Bear faction -> Very unlikely. No unit variety. I wouldn't bet on Hobbit like bears as siege units, but I'd bet they'll never be a standalone army, not here, not in GW...

I personally prefer a controlled number of races with a rather small variety of units.

  • better balance
  • better fluff
  • cheaper
  • easy to rework/rebalance/update if necessary
  • more homogeneous miniature range

I assume dwarves as a very likely new standalone faction (maybe only human support units at first and if succesfull standalone) and the problem with orcs is that Uthuk Y'llan sound and look a bit orcish, but I like the idea of orcs in general

I think that 4-6 factions total is probably the sweet spot (and I'd prefer to stay on the low end of that).

A lot of stuff would be better as unaligned units that have specific requirements to bring into a faction army. Maybe tie them to an upgrade or hero that can be included in some armies but not others. Or make units neutral and unique but able to be taken by any faction. There's no reason that every unaligned unit needs to be handled the same way.

47 minutes ago, druchii7 said:

@Sulfurious here are my opinions

1. Ratkin (infestation* spells & units of diseases). Not quite like, that is warhammer. Ratmen are not present in classic fantasy worlds.

2. Treekin (tree creatures) -> Aymhelin scions. They fit good elves and see no way to make a whole army of them with good variety.

3. Halfling/gmone (a full faction) -> Difficult to concieve those races in close combat. RW lore doesn't imply outrageous inventions.

4. Ethereal faction -> There are already undead. Hard to set ethereal rules without breaking the game.

5. Constructs (rock / metal ) -> Golems do that ok and I think the same as with treekin. No need to add them a race.

6. Demon faction -> As they said, soon released.

7. Serpent faction -> Same problems as ratkin. Too much of a warhammer copy/WoW's Nagas. I appreciate originality.

8. Barbarian ogre/troll -> If orcs are released, trolls are traditionally linked to them. Good chance to se them but not standalone.

9. dragonkin -> WoW... but they could somehow be part, as there are dragons in the lore.

10. Bear faction -> Very unlikely. No unit variety. I wouldn't bet on Hobbit like bears as siege units, but I'd bet they'll never be a standalone army, not here, not in GW...

I personally prefer a controlled number of races with a rather small variety of units.

  • better balance
  • better fluff
  • cheaper
  • easy to rework/rebalance/update if necessary
  • more homogeneous miniature range

I assume dwarves as a very likely new standalone faction (maybe only human support units at first and if succesfull standalone) and the problem with orcs is that Uthuk Y'llan sound and look a bit orcish, but I like the idea of orcs in general

33 minutes ago, WWHSD said:

I think that 4-6 factions total is probably the sweet spot (and I'd prefer to stay on the low end of that).

A lot of stuff would be better as unaligned units that have specific requirements to bring into a faction army. Maybe tie them to an upgrade or hero that can be included in some armies but not others. Or make units neutral and unique but able to be taken by any faction. There's no reason that every unaligned unit needs to be handled the same way.

You guys are posting in the wrong thread, I think. This thread is about what to buy, not about new factions.

Well, we know the world has cat girls maybe they eat ratfolks lol

21 hours ago, Budgernaut said:

You guys are posting in the wrong thread, I think. This thread is about what to buy, not about new factions.

Yep! I saw the post and forgot reading the title!

On 2017-5-23 at 10:39 PM, keltheos said:

I definitely am grabbing the command packs now that my FLGS finally got them in stock. I'm on the fence about the archers and cav since I already have two cores. Is the $25 worth the couple of cards? Your thoughts?

Absolutely! Those cards are really good. Specially combat ingenuity for reanimate archers is almost compulsory, as you'll get more than double blight and autoblight enemies while shooting.

5 minutes ago, druchii7 said:

Absolutely! Those cards are really good. Specially combat ingenuity for reanimate archers is almost compulsory, as you'll get more than double blight and autoblight enemies while shooting.

Yeah and unfortunately Archers are also the only expansion that if you have two cores worth of an army you have the chance of not using the models...everything else I want because I'll use. Archers I did buy just for the cards, serves me right for buying too much but meh...

I have 2 cores (4 archers)

Planning 2 buy 2 archer expansions for 2 optimal configurations:

2x2 archers - combat ingenuity: extreme blight.

2x2 archers - fire rune + close quarters targetting: extreme damage deal

It's absolutely enough to have 1, but it's not a terrible idea to have 2.

For me it's also about painting. I have a little quirk that I need to paint all my stuff, therefore I'm a one of for all expansions because I don't want to overcommit on the painting side.

The company that ships orders from the distributor to our FLGS decided they will split the order and only ship the Daqan boxes for now.

So I don't know. I proxied Combat Ingenuity. It's nice on worms with Master Crafted Weapons.

On 24/05/2017 at 6:44 PM, druchii7 said:

@Sulfurious here are my opinions

1. Ratkin (infestation* spells & units of diseases). Not quite like, that is warhammer. Ratmen are not present in classic fantasy worlds.

I know, wrong thread, but I just gotta say it. There are some freaky rats and even a Rat-Thing King [Descent - Shadow of Nerekhall] in the lore of Terrinoth, but I doubt they will ascend from their sewers in Nerekhall or even muster into an army.

Edited by King Cheesecake
Added reference.