First Game Thoughts

By Hawkman2000, in Runewars Miniatures Game

Got my first game in this weekend and though I'd post some thoughts. I'm a long-time WFB/40k player, so I'll probably reference those games often.

We played with only the Core set and no upgrades, but we used the advanced/regular rules. We ran a pitched battle with three terrain pieces.

The first thing I'll comment on is how easy the game is to construct. All the minis are less than 5-6 pieces each and while I'm accomplished enough to assemble the 100+ piece GW minis, I find I just don't have the time to sit and hold pieces together while glue bonds for 15mins at a time. The snap fit nature of the RW minis make for a very quick/easy build.

The game itself plays very smoothly, despite being a FFG product that has more books than it needs and rules that aren't always where you'd think they'd be. Combat is way faster than in WFB and while there's still the "big block units" feel, there's none of the heavy calculations. I felt that damage and figure removal occurred at a reasonable pace (aside from the Heroes) and even though we weren't playing any large Deathstars, the bigger units had staying power.

Terrain definitely is something you should know in advance, because I ended up waking my Oathsworn into a pond edge thinking I'd be fine and then finding out I totally stalled them. I also turned my Spearmen into the spiky barricade which hurt.

The stars of the show in this game were the Heroes. Kari was just a damage machine full of options. She ended up wrecking the Reanimate Archers by herself and later helped cripple the Reanimates unit, moreso, than the Spearmen who were engaged with them did. Meanwhile Ardus wiped out 3/4 of the Oathsworn in one turn. Both felt very powerful and in future games will certainly be big targets.

The siege units didn't feel as flashy as the look on the box art. The Carrion Lancer pinned down the Spearmen in place and inflicted light damage and the Rune Golem went toe-to-toe with the Reanimates and didn't fair well. I definitely like how the runes influenced the battles, but the Golem really needed one more hit point to feel like a better tank. The golems in Descent are always heavy tanks and almost always an auto-include, so I think I was expecting more. Maybe upgrades would help this.

Infantry really felt strong, as Spearmen had good defense and defense options to help them last and Reanimates could come back from the dead. I can see where Deathstar formations are highly viable.

Oathsworn felt solid and I like the Impact hit.

On the flip-side, movement is still fantastic as it is in X-Wing. So much of WFB comes down to how you move, but all the measurements and increments get clunky. Here there's limited movement distances, so no need to split hairs on distance. I feel like there's the fun of any open board game with the ease of a good movement system. And I don't need a tape-measure.

Overall, it's a highly enjoyable game that fits right in between a simple skirmish like Heroclix and a heavy "all afternoon" game like WFB. My next step will be to build with upgrades and consider some additional purchases. Or maybe wait it out to see how Latari fairs.

What did you think of the dynamic initiative system with the command dials?

I love the iniative system. Whereas WFB/40k had a "fog of war" element with movement and measuring, RW has a "fog of war" element with iniatitive. What was great is at one point in our game, the Spearmen, Oathsworn, and Ardus all went on the same initiative number. I had a chance to activate my Spearmen who were locked up with the Carrion Lancer or my Oathsworn. My Oathsworn were locked up with Ardus, so I thought it better to go Spearmen first thinking "Oh, sure, those Knights are fine". I finished my Spearmen attack and then my friend activates Ardus, who then destroys the 3/4 of the Oathsworn remaining and my jaw drops. I was planning to use my Oathsworn next and now they're all dead. Bad call on my part for who to activate first.

Also the staggered effects of comparable actions is a neat mechanic. Swing fast and light or swing hard and late? Will you still be standing when you swing late? Lots of fun decisions mid-engagement whereas WFB just had you lock up and then spam dice rolls, there was no real thinking after the units made contact. In RW you can plan in an engagement and make mid-engagement decisions.

11 minutes ago, Hawkman2000 said:

I love the iniative system. Whereas WFB/40k had a "fog of war" element with movement and measuring, RW has a "fog of war" element with iniatitive. What was great is at one point in our game, the Spearmen, Oathsworn, and Ardus all went on the same initiative number. I had a chance to activate my Spearmen who were locked up with the Carrion Lancer or my Oathsworn. My Oathsworn were locked up with Ardus, so I thought it better to go Spearmen first thinking "Oh, sure, those Knights are fine". I finished my Spearmen attack and then my friend activates Ardus, who then destroys the 3/4 of the Oathsworn remaining and my jaw drops. I was planning to use my Oathsworn next and now they're all dead. Bad call on my part for who to activate first.

Also the staggered effects of comparable actions is a neat mechanic. Swing fast and light or swing hard and late? Will you still be standing when you swing late? Lots of fun decisions mid-engagement whereas WFB just had you lock up and then spam dice rolls, there was no real thinking after the units made contact. In RW you can plan in an engagement and make mid-engagement decisions.

Yeah the other big trick is figuring out how to time a charge. Will I charge first, or get charged first, etc

Second game in and this one was a solid loss for me, playing Waiqar. I over-committed to brining down Kari, since I knew she was a beast. After misplacing a charge, Ardus got shot up pretty bad and once he based her, only got one swing in. My Carrion Lancer had to finish her, but after that he was so far removed from the rest of the fight, he couldn't make a difference in time.

Moral of the story, Kari excels at everything - even holding her own at being a target.

Although I did end up getting the Waiqar Infantry Command to try next time and my friend picked up the Daqan Infantry Command. Oddly enough the store we played at had all the current boxes of units, except for the Waiqar Infantry Command, which makes me wonder if there are other players in the area or if the store just passed on those. Or it could just be an AoS player bought it for conversions...

Edited by Hawkman2000

And you'll find its a whole different game at 200.

The new heroes add synergy to the Waiqar and help for the soon to be dead humans. The infantry command upgrades are great to change how your infantry functions, I enjoy them. New missions, terrain, and deployment in the hero box's are a bonus.

We've played several games and I've not played the same list twice, I've been using different upgrades to get a feel for all of the options available.

@Sirdrasco Have you played mostly at the 200pt level? And do you find you get a lot of mileage in terms of different lists?

Do you prefer Ankaur over Ardus?

I played a number of 100-125 point games then played a few 200. It is a huge difference. And Kari is much less a factor for sure.

only time I'll ever play 100 again, is a multi player variant.

100 pts is good for scrimmage and is a fast game.

I like Ankaur, put regenerative magic and heart seeker on him, lots of synergy. Ardus imbedded in a block of reanimates is mean.

I have played about a dozen games and the dynamics change at 200. More units, access to higher upgrades, and a 3x6 table.