Experience with Ankaur Maro???

By Rhargar, in Runewars Tactics

Hello together, at the moment i´m still waiting for my Maro, he is not delivered with german cards in Germany :(.

So, is there anybody here, who has tested him in combat already or has some cool lsts ideas.

I´m very interested in any information you have with Maro.

I've used this list recently. I want to keep working on it because it seems to be pretty effective despite my mistakes and miscalculations. I may lose the necro for something else, he tends to die before doing anything...


Reanimate Archers x2 [18]
--Training: Combat Ingenuity [6]
----------Total Unit Cost: 24

Reanimate Archers x2 [18]
--Training: Combat Ingenuity [6]
----------Total Unit Cost: 24

Ankaur Maro x1 [40]
--Artifact: Heartseeker [10]
--Unique: Regenerative Magic [5]
----------Total Unit Cost: 55

Oathsworn Cavalry x4 [34]
--Training: Rank Discipline [4]
----------Total Unit Cost: 38

Reanimates x9 [50]
--Champion: Necromancer [3]
--Heraldry: Raven-Standard Bearer [3]
--Training: Lingering Dead [3]
----------Total Unit Cost: 59

I've played 1 game with him so far.

Pros: Adding trays is awesome and very powerful
He can hit like a truck when the runes come up right

Cons: He costs about 25% of your army in a 200 pts game
He is fragile, only 2 armor and usually on low health as you spend the first few turns raising units
His army building ability is wasted ATM as there is little out of faction you want

Overall he is a glass cannon on the field, you need to protect him more then other units because he represents so many pts. With some tuning he could be powerful but you pretty much have to build around him you can't just add him to an existing list and hope it works out.

When I played him, he lasted about 5 turns ,my opponent was avoiding him after he took out an entire rank of spearmen, but then he realized he could just range him down with Kari and he died after 1 attack, I had spent 2 turns raising other units (2 health remaining) and failed to heal him despite attacking twice with him (both at 2 dice).

Regenerative Magic or whatever really helps with healing, and just keep him boxed in other units, and away from a melee engaged Kari...

At the moment i´m not sure, which item is better, regenerative magic or violent forces. Both seem very interesting and have their right to exist.

But i tend more to the violent force, so Maro become a DD over distance with the abilty to grow up your units.

22 hours ago, Rhargar said:

At the moment i´m not sure, which item is better, regenerative magic or violent forces. Both seem very interesting and have their right to exist.

But i tend more to the violent force, so Maro become a DD over distance with the abilty to grow up your units.

Does he though? with VF you have stable damage at 2 white dice and brutal so the damage is there for sure, but if your aim is to bring trays into the game VF will kill you fast than you can ever heal, I mean with 2 whites you can max out at 5 surges and that's if you roll no damage and dial in the safety surge. So on a no damage turn he heals 1 wound. With Regenerative magic he can dial in a heal, and roll fairly regularly another heal or two. My game I played I was able to bring back several trays and still fully heal in the following turns while dealing ok damage. He was more utility and he functioned as such. If you want a damage dealer than go for VF but if you add things under VF you leave yourself open to a very easy one shot, especially if you are going up against Kari since her surges might as well be mortal strikes.

21 minutes ago, jek said:

Does he though? with VF you have stable damage at 2 white dice and brutal so the damage is there for sure, but if your aim is to bring trays into the game VF will kill you fast than you can ever heal, I mean with 2 whites you can max out at 5 surges and that's if you roll no damage and dial in the safety surge. So on a no damage turn he heals 1 wound. With Regenerative magic he can dial in a heal, and roll fairly regularly another heal or two. My game I played I was able to bring back several trays and still fully heal in the following turns while dealing ok damage. He was more utility and he functioned as such. If you want a damage dealer than go for VF but if you add things under VF you leave yourself open to a very easy one shot, especially if you are going up against Kari since her surges might as well be mortal strikes.

This I 100% agree with, it seems you can either make him into a Damage dealer with VF or raise units with Regenerative Magic, doing both does not work out very well.

It makes me wonder if it is every worthwhile even taking regenerative magic considering the infantry figure upgrade.

With Magic, Ankaur comes to 45 pts and you can pretty much raise a unit every other turn, 1 turn raise, 1 turn heal.

BUT

if you are running Ardus, you can include Ankaur in a 2*2 reanimate unit for a total of 48 pts (a 3*2 totals 57 pts if you do not run Ardus) and with that and the base regeneration on reanimates you can pretty much raise every turn as you have added wounds (16 vs 5) you can take and at end of turn (as long as you took less then 4 dmg) regenerate a few of those wounds.

Ankaur is a weird unit...

Just now, garek365 said:

This I 100% agree with, it seems you can either make him into a Damage dealer with VF or raise units with Regenerative Magic, doing both does not work out very well.

It makes me wonder if it is every worthwhile even taking regenerative magic considering the infantry figure upgrade.

With Magic, Ankaur comes to 45 pts and you can pretty much raise a unit every other turn, 1 turn raise, 1 turn heal.

BUT

if you are running Ardus, you can include Ankaur in a 2*2 reanimate unit for a total of 48 pts (a 3*2 totals 57 pts if you do not run Ardus) and with that and the base regeneration on reanimates you can pretty much raise every turn as you have added wounds (16 vs 5) you can take and at end of turn (as long as you took less then 4 dmg) regenerate a few of those wounds.

Ankaur is a weird unit...

Oh yes if I wanted PURELY support figure I would through the unit upgrade into a group of skells with lingering dead and just move them around the board... I just enjoy the 55pt maro version in my list above because he is mainly support but CAN shoot at things through other guys and if you need a wound on something he can just dial it in...

I've tried him twice. He's a weird one.

The first time I had him sit behind reanimates putting in extra bases but I found his LOS blocked so he could not heal. In my second game I used heartseeker to get around the LOS issue.

With his ability to move 6 you could race right past the enemy army and then start harassing units like crossbow men.

I think next time I'll use him in a small block of reanimates as the unit upgrade. Then their innate regen ability should keep them going.