Protecting the Deepwood

By King Cheesecake, in Runewars Miniatures Game

1 minute ago, Church14 said:

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

Yeah, it's huge. Squinting at the cards, it looks like it has a capacity of 4.

57 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

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

Deepwood archers with a frontline golem.....

1 hour ago, Polda said:

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

Ardus's champion upgrade only gives the extra die to melee attacks.

Upgrade%20-%20Ardus%20IxErebus.png

3 hours ago, jcshep19 said:

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?

Without knowing exactly how cross faction upgrades will work (I agree with the reading that you only use your factions upgrades, so Kari's Deepwood Archers would use Daqan upgrades) I think it's a choice between mobility and hitting power.

I don't know how two hero armies will work, and you'd need both for a 4x1 unit of Deepwood Archers. Taking Crossbowmen would free you up to drop Kari and put those points elsewhere.

2 hours ago, TallGiraffe said:

Deepwood archers with a frontline golem.....

Frontline Rune Golem only grants Brutal to melee attacks.

31 minutes ago, Daverman said:

Frontline Rune Golem only grants Brutal to melee attacks.

Drat

Deepwood Archers don't have to be a super-killy unit. We've seen enough about their mobility and the way they can combine shifts with attacks that it's clear to me that they're true skirmishers. Their job isn't to kill off the opposing army in 8 turns. Their job is to play a war of attrition by staying outside the fray. I can totally forsee skilled players playing Deepwood Archers to very few losses, which means that they don't have to kill as much to offer up a net gain on points. There are three paths to victory in Runewars Miniatures: Slaughter enough of the opponent to outweigh your heavy losses, protect your own points while picking off a few of your opponents when the opportunity arises, and make up the difference with objectives. Latari are simply about the second option, it seems to me.

So, putting aside the back of the Deepwood Archers card (I know, I know -- after I was so impatient to see it for so long! But y'all have pretty much covered it at this point while I was travelling today, so...), I want to point out something else that's interesting...

Look at that deployment card! Also, it looks like the cards for the massive forest terrain tile say 4 capacity. Perhaps its the size it is to support the Leonx column 1x3 formation. Or, perhaps its huge simply to give the elves a large-footprint tile that will expand the effective radius covered by overgrowth tokens. Either way, that's a sure side-benefit. It looks like the smaller tile is a 0 capacity on both sides, but of note is that only one of the 4 new terrain types (two per tile/card) is ONLY keywords. So I think we can bet on some more elaborate terrain effects, and they'll probably be ones that elves will be happy to take advantage of.

Finally, did anybody else catch that the article's text states that only TWO trays of Deepwood Archers come in a Latari Elves Army Pack? I'm willing to bet it's just the notorious FFG bad copy editing, because the pictures still show 4. But 2x1 Deepwood, 2x2 Leonx, 1 Scion, and Aliana comes out to 94 points, just one fewer than the pictured 2x2 Deepwood, 2x1 Leonx, 1 Scion, and Aliana. So it doesn't seem outside the realm of feasibility, to me. Not to mention that packaging 4 trays of Leonx in the Army Expansion pack would allow a single Leonx expansion to net you 6 trays and 2 dials, allowing one to efficiently make use of the really weirdly sized 1x3 formation. Couple that with peoples (accurate, if you ask me; refer back to the top of this post) assessment that Archers are going to have rather anemic damage output, and I feel like the basic army configuration for Latari is going to consist of a lot of Leonx doing the dirty work, and having 4 trays might not be a bad idea.

23 minutes ago, kaffis said:

Finally, did anybody else catch that the article's text states that only TWO trays of Deepwood Archers come in a Latari Elves Army Pack?

Totally missed that. Good catch!

I assumed the the two trays mention was the expansion infantry pack for $25. But thought it weird of them to mention that in the article.

I get confused easily on the various names of all these expansions.

maybe in Play test they determined that the army box with 2x2 of derps and 2x1 of riders was too under powered so they made it 2x1 of derps now and 2x2 of riders?

Possible but im more guessing its a typo or like ywingscum mentioned referring to the standalone box. NONE of the images show 2 trays of derpwoods (goddamnit you got me doing that now).

2x2 of leonx would be more of an issue than a 2x2 of derpwoods.

Oh Derpwood will be forever...

On 6/5/2017 at 4:17 PM, werdnaegni said:

Deepwood Archers 3x2 formation doesn't currently permit me to add Heavy upgrades.

12 hours ago, kaffis said:

Deepwood Archers 3x2 formation doesn't currently permit me to add Heavy upgrades.

Yeah someone else pointed that out. I'm hoping to look at it today. My real job is getting in the way.

No worries. We appreciate the work you do!

On 6/5/2017 at 4:48 PM, stet2 said:

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

4 per surge. Can be 8.

44 minutes ago, Darthain said:

4 per surge. Can be 8.

Yep 2 Surges could cause 8 damage but it would be 4 each to 2 units. The number of surges determines the number of units that take the damage.

1 hour ago, kaffis said:

No worries. We appreciate the work you do!

It should be fixed now. Thanks for the heads up.

1 hour ago, stet2 said:

Yep 2 Surges could cause 8 damage but it would be 4 each to 2 units. The number of surges determines the number of units that take the damage.

yeah, still scary though. And people ***** about Kari :P (not as fun as a geomancer though...)

35 minutes ago, Darthain said:

yeah, still scary though. And people ***** about Kari :P (not as fun as a geomancer though...)

So do you think running a unit of these with two storm sorceresses and simultaneous order would let you fire them off twice? it is the same action but a different card...all of this using meagyn or however you spell her nonsense name...Derpwoods got some serious magic if that would work...

16 minutes ago, jek said:

So do you think running a unit of these with two storm sorceresses and simultaneous order would let you fire them off twice? it is the same action but a different card...all of this using meagyn or however you spell her nonsense name...Derpwoods got some serious magic if that would work...

There's only one champion upgrade icon. You can't include two champion upgrades on the same unit.

Just now, kaffis said:

There's only one champion upgrade icon. You can't include two champion upgrades on the same unit.

The moose hero army building lets you take an extra sorcerer

16 minutes ago, jek said:

So do you think running a unit of these with two storm sorceresses and simultaneous order would let you fire them off twice? it is the same action but a different card...all of this using meagyn or however you spell her nonsense name...Derpwoods got some serious magic if that would work...

I would think even though you have 2 upgrade cards, you still only have the 1 skill (as it is redundant). This isn't necessarily bad (because accuracy). Generally, in the other games I believe a no double upgrade on a unit exists, but here it does not appear to.

Just now, Darthain said:

I would think even though you have 2 upgrade cards, you still only have the 1 skill (as it is redundant). This isn't necessarily bad (because accuracy). Generally, in the other games I believe a no double upgrade on a unit exists, but here it does not appear to.

in most situations I might agree on redundancy however this is two separate models theoretically casting separate spells...I feel that the whole Idea behind the Moose-Mage's army building ability is to throw as many magically nonsense fireballs as possible...

4 minutes ago, jek said:

in most situations I might agree on redundancy however this is two separate models theoretically casting separate spells...I feel that the whole Idea behind the Moose-Mage's army building ability is to throw as many magically nonsense fireballs as possible...

This is fair, hopefully FFG had the sense to give us some rules blurb to this (unlikely?) haha.

Let the record show I'd rather cast magic missile.

Edited by Darthain