Protecting the Deepwood

By King Cheesecake, in Runewars Miniatures Game

The green portion of the dial seems to be the most interesting, shift + shift or march + shift makes them slipperier than your average archers. Problem with that is that if they're moving, they aren't shooting (barring Wind Rune and other shenanigans).

I think these archers will see play as 3X2's. with a Scion upgrade.

I wouldn't mind two 3X2's.

Or multiple 2X1's and single scions to deal out stun's and immobilize 's.

Leonx's will do the flanking charges. Perhaps disengaging after to go flank another.

16 minutes ago, werdnaegni said:


This should be added too so we can start prepping stupid combos. ;-)

Storm Sorceress
Skill Icon: Roll 1 blue die. For each Surge Icon, choose an enemy at range 1 - 3. Each chosen Enemy suffers (Red Rune/Green Rune?) damage.
Champion upgrade, Infantry Only, Latari Only. 4 points. 2 DEF, 1 HP.

CkAWcJp.jpg

Edited by Polda

LOL, I didn't scroll down and see you wrote it out. I was struggling trying to read it!

Edit: Looks like red rune to me.

Edited by flightmaster101
32 minutes ago, Vineheart01 said:

The innate reroll means you can get away with fielding several 2x1 units and not really feel much of a damage loss

Oh snap, how did I miss that they have Precise 1! OK, I accept their superior Elven bow skills now.

Its red runes, red runes have "spikes" going outwards from the drawing style while the green ones are more circular.

Im not sure i like that card given that its an action for a chance to go off. Cap of 3 damage, yeah it can target 2 units but thats a 1/8 chance to happen and its a short range anyway. Archers close enough to use that will be in trouble if it doesnt finish the unit off. Not to mention unlike the Fire Rune, it can both be stripped via Accuracy results AND it cant remove a full tray of Reanimates to stop them from just coming back that round.

edit: i even said red runes and i was thinking green in damage wtf am i on lol..yeah they can remove a full tray

Edited by Vineheart01
3 minutes ago, Vineheart01 said:

Im not sure i like that card given that its an action for a chance to go off. Cap of 3 damage, yeah it can target 2 units but thats a 1/8 chance to happen and its a short range anyway. Archers close enough to use that will be in trouble if it doesnt finish the unit off. Not to mention unlike the Fire Rune, it can both be stripped via Accuracy results AND it cant remove a full tray of Reanimates to stop them from just coming back that round.

Thought the same thing. The short range makes it a very situational upgrade for me. Perhaps their increased movement will allow them to find those spots where they can safe and still get it off.

8 minutes ago, Vineheart01 said:

Its red runes, ...........................

........................... AND it cant remove a full tray of Reanimates to stop them from just coming back that round.

If it is red runes then the max damage is 4 so it could take off a full tray of Reanimates.

Yup i caught that right before you quoted that rofl

Derp on my part

Hm. derpwood archers with Fire Rune and combat ingenuity. Dial in attack and special. Ranged shot, shift, Fire Rune, shift again

9 minutes ago, stet2 said:

If it is red runes then the max damage is 4 so it could take off a full tray of Reanimates.

Attack, then Storm Sorceress + Simultaneous Orders + Fire Rune (which you can actually reroll). Death by a thousand needles. Can even do that with the cheaper 2x2.

Just now, Polda said:

Attack, then Storm Sorceress + Simultaneous Orders + Fire Rune (which you can actually reroll). Death by a thousand needles. Can even do that with the cheaper 2x2.

This makes me happy.

4 minutes ago, Church14 said:

Hm. derpwood archers with Fire Rune and combat ingenuity. Dial in attack and special. Ranged shot, shift, Fire Rune, shift again

Combat ingenuity is Waiqar only. Edit: you could include them in a Waiqar army using Ankaur Maro's ability and do this combo.

Edited by Contrapulator
3 minutes ago, Church14 said:

Hm. derpwood archers with Fire Rune and combat ingenuity. Dial in attack and special. Ranged shot, shift, Fire Rune, shift again

Combat Ingenuity is limited to Waiqar.

Just now, flightmaster101 said:

This makes me happy.

It's sound so dumb it might actually work :D

Just now, Polda said:

It's sound so dumb it might actually work :D

I like combos that troll my opponent sometimes, that's what this feels like. Every DA activation just frustrates your opponent.

The funny thing about that strat is unless its against a 3+ armor target, that "death by a thousand needles" will hurt a lot. Also bypasses Shield Wall since its 3 separate attacks rather than 1 big one.
Currently, heroes and the large models are about all that really wouldnt be phased by this unless optimum numbers are achieved (4 unstable (red) runes for instance). Thats still like 75% of the list that IS phased by it lol

Edited by Vineheart01

Using Ankaur Maro's ability Waiqar can have Deepwood Archers. If the ruling is that units from other factions use the army factions upgrades then they could have Combat Ingenuity though I think I'd be more inclined to pair it with Master-Crafted Weapons if they can.

27 minutes ago, stet2 said:

Using Ankaur Maro's ability Waiqar can have Deepwood Archers. If the ruling is that units from other factions use the army factions upgrades then they could have Combat Ingenuity though I think I'd be more inclined to pair it with Master-Crafted Weapons if they can.

I don't think that will be allowed. The are icons on the upgrade cards limiting them to a specific faction or unit type.

If you could give them Waiqar upgrades - why not Ardus Chamption for the white die and regen from Ankaur being near? ;)

Oh and MCW is Melee only

@Vineheart01 unfortunately I don't think we can use rerolls on the Sorceress' Blue die roll since it is not an attack.

Edited by Polda
3 minutes ago, Polda said:

I don't think that will be allowed. The are icons on the upgrade cards limiting them to a specific faction or unit type.

We should really save this for a rules discussion, but a large group of us interpret the faction symbols as telling you what army you have to be in to equip the upgrade. "However, some
upgrade cards have a unit type or faction icon, denoting that these cards can only be equipped to a unit of the matching type in an army of the matching faction." Nothing in the rules says that faction symbols have to match the faction of units, only the faction of the army. So @stet2 's suggestion may be valid. We won't know for sure until FFG starts replying to rules questions, but I see no reason to interpret the rules we have as disallowing faction-specific upgrades on units included in your army from outside your faction.

11 minutes ago, Polda said:

I don't think that will be allowed. The are icons on the upgrade cards limiting them to a specific faction or unit type.

If you could give them Waiqar upgrades - why not Ardus Chamption for the white die and regen from Ankaur being near? ;)

Oh and MCW is Melee only

It seems like this has come up a few times on these forums already. The rules as they are currently require the icons on upgrades to match the unit type ( infantry, cavalry, or siege) and the faction of the the army. The faction icons on the unit cards dictate into which armies that unit may be taken. There are certain cards that let you bring a unit into an army of a faction that doesn't match their icon.

There isn't anything in the list building rules that ever have you match the faction icons on upgrades and units to each other. Those icons are only used to match the faction of the army.

Derpwoods Archers taken in a Waiqar army (using Ankaur Maru's list building rule) would be able to take Combat Ingenuity but not be able to take Hunter's Guile. Whether or not Combat Ingenuity will affect the cost of unique surge abilities still remains to be seen.

Edited by WWHSD

I'm a daqan player myself, I've been waiting for these guys (hate crossbows on principle). Plan on running them as my ranged element as a 4x1(Hawthorne ability). Precise 1 built in for rerolls, and 4 wide makes up for the damage and provides a huge LOS. Matched up with Kari, Hawthorne, and 2x2's of cav and spears I think these archers will round out the versatility I need. Thoughts?

Edited by jcshep19
Spelling

3x2 unit with Support Scion and Wind Rune can shift 3 times if they roll double surge! Lol.

Anyone else curious about the seemingly massive forest? It looks like a 9 tray piece of terrain