Darnati Warriors!

By taylorcowbell, in Runewars Miniatures Game

6 minutes ago, Vineheart01 said:

As is, its a way to keep them strong but prevent them from stacking to be Spearmen + Runegolem + Character of choice level of ridiculous (which tbh i dont like doing just because it feels....stale)

3 raw blue dice stacked with that Lethal ability could do quite a bit of damage, but you dont have any rerolls. If you reroll, you drop down to the same power level of any other footman with Lethal supposedly making up for the lack of a red die.
You could still totally deck them out like a usual deathstar (assuming elves have tools to do that, im not up to snuff on the leaked upgrades) and treat is as a potential bonus, but not expect to get it.
On average a small/medium unit will be just as deadly as any other footmen unit w/o the third blue, its the giant block that suffers since threat3 means little when your damage comes from lethal

Which technically feeds into the elves' highly mobile mentality. A giant block isnt mobile....but 2-3 2x1s are!

They lose a die regardless. They will never get to keep all 3 blue dice.

Unless they fix it to specifically call out the "step" where you reroll dice and not the act of rerolling dice, yes they can keep all 3.

Probably the biggest rule flop theyve had for this game. Rerolling is optional, so i dont even have to choose to reroll 0 dice i just choose to not reroll at all thus i dont remove a die.

This is one instance where they better change that card text before releasing it.

Assuming that you really do always remove 1 die (I mean, they're quite overpowered otherwise especially in MSU), then I think their attack is pretty interesting. They basically have a 2 blue dice attack, but with a built-in 0.5 precise because they select their 2 dice from 3 that were rolled. It's a pretty cool ability imo.

Edited by Willange
2 minutes ago, rowdyoctopus said:

They lose a die regardless. They will never get to keep all 3 blue dice.

I really don't think that is true. They will only loose a die if they re-roll

2 minutes ago, rowdyoctopus said:

They lose a die regardless. They will never get to keep all 3 blue dice.

I think this is obvious to everyone but wargamers. Years of poorly written rules have made them question every tiny piece of text.

I'm not saying it cannot be worded better, but if it was a penalty for rerolling, wouldn't it say "If you reroll, remove one die"?

This is just telling you when to remove a die. There is always a reroll step of the attack, even if you don't actually reroll anything.

Edited by rowdyoctopus

It is

4 minutes ago, Willange said:

Assuming that you really do always remove 1 die (I mean, they're quite overpowered otherwise especially in MSU), then I think their attack is pretty interesting. They basically have a 2 blue dice attacks, but with a built-in 0.5 precise because they select their 2 dice from 3 that were rolled. It's a pretty cool ability imo.

It is better than a 0,5 precise because there is no risk of rolling worse. I don't have the time to do the math now, but it is probably better than a full precise more often than the opposite.

It should have said "before modifying dice, remove 1 die". I have to imagine that you always go down to 2 dice for this unit.

Like the article I was totally mislead into believing you only lose a die if you reroll. The article says they tire after multiple swings.

I do agree it is likely always lose 1 die. Still picking the best 2 out of 3 is cool.

blight takes away a die before rolling so best 1 out of 2 dice.

These guys are cool, I'll be picking up a pack!

1 hour ago, rowdyoctopus said:

I'm not saying it cannot be worded better, but if it was a penalty for rerolling, wouldn't it say "If you reroll, remove one die"?

This is just telling you when to remove a die. There is always a reroll step of the attack, even if you don't actually reroll anything.

Then it could have said 'before calculating damage remove a die' and never mentioned rerolls Or whatever the proper RW jargon I'm too lazy to lookup is for that stage (prior to step 6, spending surges would be clearest). Or After X step remove a die. Our relevant steps are Roll dice, Reroll for extra ranks, Modify Dice, Spend Surges, Assign Accuracy, Spend Mortal Strikes, Spend hits, Recognifigure, Morale.

The thing to note is step 4 - reroll for extra ranks, isn't 'optional', it says just 'the attacker rerolls dice based on X...' This kind of implies rerolls happen whether you did or not, but the ability still doesn't call out a specific step in the attack sequence.

the article further muddies this by spending surges prior to dropping a die in the text, clearly in error there.

Reminds me of WFB Wood Elf Wardancers, though with less bite. I like the attempt at reliable damage with the three blue and one dropped, but as other have mentioned the word king could be better.

Indeed FFG needs to crown a new word king.

Just now, TylerTT said:

Indeed FFG needs to crown a new word king.

Ha! The auto-corrrect of "wording" worked out after all.

Finally a unit worth using MCW.

MCW? Sorry, I'm not good at gamer lingo sometimes.

24 minutes ago, wisetiger7 said:

Hit-surge will always be better than double surge for them, not sure MCW is worth it for the 1 dmg/die in all double surges at 3 threat.

8 minutes ago, Darthain said:

Hit-surge will always be better than double surge for them, not sure MCW is worth it for the 1 dmg/die in all double surges at 3 threat.

On a 3 wide it is.

8 minutes ago, TallGiraffe said:

On a 3 wide it is.

I agree. Master-Crafted Weapons will be better on the 3x3 configuration until you have lost 7 trays. At that point, you probably won't last long enough to make a difference between whether you do or do not have Master-Crafted Weapons equipped.

4 minutes ago, Budgernaut said:

I agree. Master-Crafted Weapons will be better on the 3x3 configuration until you have lost 7 trays. At that point, you probably won't last long enough to make a difference between whether you do or do not have Master-Crafted Weapons equipped.

Or use the cheaper 6 tray option.

21 minutes ago, TallGiraffe said:

On a 3 wide it is.

Technically yes, as I stated, but is it worth it for 4 pts to score 1 dmg?

1 minute ago, Darthain said:

Technically yes, as I stated, but is it worth it for 4 pts to score 1 dmg?

With a frontline rune golem yes.

3 minutes ago, Darthain said:

Technically yes, as I stated, but is it worth it for 4 pts to score 1 dmg?

I guess it depends on what else you would spend those 4 points on. It's cheap enough that I think we will see it. I could imagine building a list and getting to the point where you're almost at 200 points, but there's not enough points left to add a new unit, so you could do worse than throwing Master-Crafted Weapons on these guys. But you're right that it will seem to steep of a price for some people.

It also really depends on what other upgrades and synergy you have going on in your list.

4 minutes ago, TallGiraffe said:

With a frontline rune golem yes.

Speaking of cross-faction upgrades, how about Darnati Warriors under the spell of Ankaur Maro? Put Master-Crafted Weapons and Combat Ingenuity on the warriors. Sure, it's 10 points, but now each surge is dealing threat damage instead of a measly Lethal 1.

Maybe Hunter's Guile helps offset the loss of one die alittle?

29 minutes ago, Budgernaut said:

I guess it depends on what else you would spend those 4 points on. It's cheap enough that I think we will see it. I could imagine building a list and getting to the point where you're almost at 200 points, but there's not enough points left to add a new unit, so you could do worse than throwing Master-Crafted Weapons on these guys. But you're right that it will seem to steep of a price for some people.

It also really depends on what other upgrades and synergy you have going on in your list.

Speaking of cross-faction upgrades, how about Darnati Warriors under the spell of Ankaur Maro? Put Master-Crafted Weapons and Combat Ingenuity on the warriors. Sure, it's 10 points, but now each surge is dealing threat damage instead of a measly Lethal 1.

Just take a 6 tray of lancers with that combo.