Hawthorne is a Boss

By Willange, in Runewars Miniatures Game

Hawthorne has had a much greater impact in my games than I initially thought he would. Turns out that AOE inspiration is pretty good.

On turn 1, I had all my units rally and Hawthorne used his inspiring words to give all the others a second inspiration token. This led to my oathsworn using moment of inspiration 3 turns in a row! It also worked well with my grayhaven channeler in that same game.

I feel like I seriously underestimated how much of a boost he is to most exhaustable upgrades.

Also, the upgrade that gives him +1 defense is great even without shield of margath and especially when you combine it with his white +1 defense modifier. 5 armor means that all the two threat units out there need at least 3 hits rolled to even scratch him.

This may have already been obvious to you guys, but he's really strong! I've been surprised at how effective he has been.

Inspiration tokens can be used to inexhaust upgrades? I thought the only way was to rally. That is really helpful to know.

Inspiration Tokens can remove 1 bane OR ready 1 exhausted card when you activate the unit
Rally removes ALL banes and readies ALL exhausted cards. If you have neither banes or exhausted cards, you get an inspiration token.

This is why the Daqan having the surge ability for inspiration is so bad in the starter battle, their abilities are worthless until they have cards to ready. And believe me it is a godsend to have that ability sometimes when you are using something like Lance Corporal.

Edited by Vineheart01
2 hours ago, Ywingscum said:

Inspiration tokens can be used to inexhaust upgrades? I thought the only way was to rally. That is really helpful to know.

I missed this at first as well, at least in part because in the Learn to Play guide, page 13, all it says is an Inspiration token removes one bane. At that point in the guide, they haven't discussed upgrades and exhausting them yet. A few pages later on page 18 they mention it but it's kind of buried.

If you're using the LtP guide as your starting resource (which you should be doing, duh!) I'd say it's easy to miss that little detail, and you wouldn't even think to look elsewhere since page 13 seemingly tells you exactly what Inspiration tokens do.

I haven't had a chance to use him yet, but I have high hopes for him myself. He doesn't seem like he hits all that hard himself, but he has some great force multiplying effects. I plan on using his army ability to run a block or two of cavalry in 3x2 formation and see how it goes.

Edited by Dosiere
Just now, Dosiere said:

oops, double post.

Edited by Dosiere
17 hours ago, Daverman said:

I missed this at first as well, at least in part because in the Learn to Play guide, page 13, all it says is an Inspiration token removes one bane. At that point in the guide, they haven't discussed upgrades and exhausting them yet. A few pages later on page 18 they mention it but it's kind of buried.

If you're using the LtP guide as your starting resource (which you should be doing, duh!) I'd say it's easy to miss that little detail, and you wouldn't even think to look elsewhere since page 13 seemingly tells you exactly what Inspiration tokens do.

You are describing the exact reason I feel FFGs learn to play /rrg two book system where, often both are incomplete and not optimally written is, I feel, abysmal. Being into wargaming I prefer rules that are organized such that they make sense with regards to flow AND are complete. Not the cluster that is a glorified glossary (the rrg) which may involve flipping to 3 or 4 terms in widely different sections to build an answer.

Edited by Darthain
Phones.
2 hours ago, Darthain said:

You are describing the exact reason I feel FFGs learn to play /rrg two book system where, often both are incomplete and not optimally written is, I feel, abysmal. Being into wargaming I prefer rules that are organized such that they make sense with regards to flow AND are complete. Not the cluster that is a glorified glossary (the rrg) which may involve flipping to 3 or 4 terms in widely different sections to build an answer.

I feel like this rules reference wasn't as well organized as other games they have released. Normally it's been really useful to look up a rule and find it immediately. I think the biggest issue in this one has been collision / obstacle / squaring up separating the rules all over the book. Those are also the least straight forward of the rules as well.

I'm really liking Hawthorne lately. I've tried him with his extra reach, but just recently ran him with his defensive boosts and it was REALLY satisfying taking out a whole tray of infantry after they attacked him - automatically.

Love Hawthorne, played him tonight and he didn't disappoint. I had him with the +1 defence and the reaping blade, which turns blanks to mortal strikes. Flanking ardus and adding a red die for that extra chance of a blank. No bad sides in his dice.. phenomenal. And super fast, AND buffs friends.