Well that... was uneventful

By backupsidekick, in Runewars Miniatures Game

Unless you have a way to quickly get +1 armor, which since cavalry can attack at init3 i dont think reanimates can shield up fast enough, yeah they would get murdered facing 4 cavalry trays.
Especially if they have Moment of Inspiration or some other way of adding extra damage. I had a 2x2 of cavalry roll perfectly with MoI and take out 3 trays of said reanimates when i slammed into a 2x2 of them as well....that was quick lol

Yikes. So I'm reading that basically I got lucky. Fair enough. I'm itching to try the 3x2 Archers.

Oh wait. Tactics is what happened. He set his Rune Golem on the edge, with a rocky outcropping next to him, and his cavalry on the other side. So I set my archers on my edge so that his Cavalry wouldn't get a straight charge, and they couldn't turn to engage my archers without exposing their flanks to Ardus. So that helped keep my Archers alive. And Ardus performed an intercepting charge to engage the Rune Golem and prevent it from charging my Archers. The tactics in this game are so cool!

Yeah, unfortunately ours was still a beginner game plus (130 pts, 3x3 and no terrain), so I didnt have a whole lot of stuff to use to hide my archers.

The undead players try to fool around with archers too much I feel.

Build a 12 base reanimated unit, add in ardus, and some other command options and lingering death, and get some charges in. It's going to be a high cost unit, but it will do something, unlike the plinking Archers are doing.

47 minutes ago, Parakitor said:

Yikes. So I'm reading that basically I got lucky. Fair enough. I'm itching to try the 3x2 Archers.

Oh wait. Tactics is what happened. He set his Rune Golem on the edge, with a rocky outcropping next to him, and his cavalry on the other side. So I set my archers on my edge so that his Cavalry wouldn't get a straight charge, and they couldn't turn to engage my archers without exposing their flanks to Ardus. So that helped keep my Archers alive. And Ardus performed an intercepting charge to engage the Rune Golem and prevent it from charging my Archers. The tactics in this game are so cool!

This happens to me a lot. A friend of mine hides/blocks his archers. And I try to engage them. I find archers super annoying. Blight and damage. One game 2 sets of archers got wounds on my Kari and a golem turn 1. And that game killed the golem turn 2.

They aren't massive damage dealers but they can contribute damage and blight.

4 hours ago, Drakthal said:

So why is it you dont just kill the Rune golems protecting Kari with your archers? If they are in front like your meelee units are to protect, then your archers should be able to hit them. And the archers can deal more damage than Kari if they are a 3x2 tray. Furthermore a single rune golem has quite a lot of HP but not more than 2 trays of reanimates.

The Rune Golems are on each side of Kari so she can't get flanked and anything closing in on the front can get intercepted by the Rune Golems. Typically he equips Kari with Heart Seeker so she doesn't need line of sight.

He always waits to place his Oathsworn last so they are lined up to engage the Archers. Since the archers need line of sight, unlike Kari, they can't ever be fully protected in the front. The Oathsworn creep up, faster than Kari, and then slam in to engage the archers before they have line of sight to engage. Archers range attack on initiative 5, so move Oathsworn on initiative 7 with 4-6 speed, then on the next turn move the remaining 2 on initiative 4, or if the human team has initiative then move 3 with charge on initiative 5, you can engage the archers, hit with 3 dice, prevent them from getting any further ranged attacks (unless they have CQT), potentially cancel the range attack they have setup, it's lethal. Then, since they melee strike on initiative 3, they will kill the archers in about 2 turns, unless you have a huge 3x2 unit of archers, in which case several oathsworn can target the archers for attack and clear them out, potentially in a single turn.

Again, if the human player is strategic, Combat Ingenuity is a waste and your archers will die. Once they are engaged with the Oathsworn, that can move fast enough to avoid any ranged attacks, that unit is dead, and that upgrade is gone.