Latari Elven Archers a few games in

By Thornoo1, in Runewars Tactics

I've had a couple of games with these now and I was wondering what other people have have been doing with them. I've been running a 3x2 and 2x1 in my lists and haven't been super impressed with the damage output. I get that these are a strike and fade unit, their dial and the various upgrades really encourage this.

Straight up I think it's fair to say that in a unit with Wind Rune and the Support Scion is an unnecessary upgrade combo. I found that due to constantly shifting around to keep away from the enemy units I was never in range of overgrown terrain which the Support Scion required. This is why I also feel that Hunters Guile might not be as useful an upgrade as it first appears. Whilst there's a good chance you'll get a green rune for range 1, expecting range 2 or 3 for the white dice to kick in is a poor bet, less than 50% chance of this occurring. If you're only placing 1 piece of terrain it's going to be hard to get the overgrown coverage you'll need.

In the 3x2 I was also taking close combat targeting. But to be fair, once I was engaged I simply did my best to disengage and didn't dial damage whilst in melee.

I found that the 2x1 units is even less powerful as a damage dealer. I'm thinking in my next run I'll be taking Tempered Steel and Moment of Inspiration and then just spend the game dialing the white skill modifier to build inspiration tokens for the recharge of these two cards. I'd then rely purely on the dial and unique surge ability to keep them out of trouble.

What are people seeing with Elven archers after a few games?

4 minutes ago, Thornoo1 said:

I've had a couple of games with these now and I was wondering what other people have have been doing with them. I've been running a 3x2 and 2x1 in my lists and haven't been super impressed with the damage output. I get that these are a strike and fade unit, their dial and the various upgrades really encourage this.

Straight up I think it's fair to say that in a unit with Wind Rune and the Support Scion is an unnecessary upgrade combo. I found that due to constantly shifting around to keep away from the enemy units I was never in range of overgrown terrain which the Support Scion required. This is why I also feel that Hunters Guile might not be as useful an upgrade as it first appears. Whilst there's a good chance you'll get a green rune for range 1, expecting range 2 or 3 for the white dice to kick in is a poor bet, less than 50% chance of this occurring. If you're only placing 1 piece of terrain it's going to be hard to get the overgrown coverage you'll need.

In the 3x2 I was also taking close combat targeting. But to be fair, once I was engaged I simply did my best to disengage and didn't dial damage whilst in melee.

I found that the 2x1 units is even less powerful as a damage dealer. I'm thinking in my next run I'll be taking Tempered Steel and Moment of Inspiration and then just spend the game dialing the white skill modifier to build inspiration tokens for the recharge of these two cards. I'd then rely purely on the dial and unique surge ability to keep them out of trouble.

What are people seeing with Elven archers after a few games?

A few things, having gone against these guys they can be quite tough. My friend, @Wraithist , plays Latari and did a 3x2 and a 2x1 and just had the 2x1 block for the 3x2 next to a totem that just kept the inspiration coming each round. MOI is only good on melee attacks so doesn't work for ranged (we didn't realize that at first, so he used it, I was decimated, he got to use it every turn next to that stupid totem). I think a Support Scion is AMAZING they are in the backline so whoever you're going against has to get through the whole scion to start whittling away at your threat as attacks go to the back first. He also uses close quarters combat, though with their shift abilities and a Support Scion there's no need since he can just shift away and force a recharge. Instead of going straight back shift left or right and then on forward and reform to them, this will force them to have to reform to be able to charge you (unless you're going against the very few units able to shift charge).

2 hours ago, Curlycross said:

A few things, having gone against these guys they can be quite tough. My friend, @Wraithist , plays Latari and did a 3x2 and a 2x1 and just had the 2x1 block for the 3x2 next to a totem that just kept the inspiration coming each round. MOI is only good on melee attacks so doesn't work for ranged (we didn't realize that at first, so he used it, I was decimated, he got to use it every turn next to that stupid totem). I think a Support Scion is AMAZING they are in the backline so whoever you're going against has to get through the whole scion to start whittling away at your threat as attacks go to the back first. He also uses close quarters combat, though with their shift abilities and a Support Scion there's no need since he can just shift away and force a recharge. Instead of going straight back shift left or right and then on forward and reform to them, this will force them to have to reform to be able to charge you (unless you're going against the very few units able to shift charge).

Face palm about MOI.

I found that when the support scion was to be wounded of course there were no runes and it's armour was zero, so it popped quicker than 4 archers.

Sounds like your friend did very much the same as me, disengaged then shifted away.

On 9/6/2017 at 7:12 PM, Thornoo1 said:

Face palm about MOI.

I found that when the support scion was to be wounded of course there were no runes and it's armour was zero, so it popped quicker than 4 archers.

Sounds like your friend did very much the same as me, disengaged then shifted away.

Right?? I was like... oh yeah Ranged and Melee attacks are different, aren't they. Good thing I realized it after the battle

On 9/6/2017 at 7:12 PM, Thornoo1 said:

I found that when the support scion was to be wounded of course there were no runes and it's armour was zero, so it popped quicker than 4 archers.

Wait wait wait... there's always at least 1 stable rune, and the scion has 1+stable, so it had at least 2 armor.

Is anyone running dispatch runner on their Latari Archers? Seems like a really solid upgrade. You can have your blockers swinging extra for ya while you shoot.

8 hours ago, Contrapulator said:

Wait wait wait... there's always at least 1 stable rune, and the scion has 1+stable, so it had at least 2 armor.

I think I missed the 1+, always a learning curve.

3 hours ago, Glucose98 said:

Is anyone running dispatch runner on their Latari Archers? Seems like a really solid upgrade. You can have your blockers swinging extra for ya while you shoot.

My opponent who plays Daqan is looking to put down a unit of 2x2 with Dispatch runner to replace his current 2x2 spearman unit

2 hours ago, Thornoo1 said:

I think I missed the 1+, always a learning curve.

My opponent who plays Daqan is looking to put down a unit of 2x2 with Dispatch runner to replace his current 2x2 spearman unit

It seems like a really good replacement. I do really want to try the kari / hawthorne combo of going 4x1 with the archers (since they have precise 1)

Wit a few more games under my belt, two of which used four 2x1 units of archers, I'm starting to see an interesting pattern emerge.

The MSU (Multiple Small Units) approach puts up some interesting choices. I used two units with wind runes and two units with tempered steel. I found that the tempered steel units do not have enough shiftiness on their dial and as they are using the surge for additional damage are not activating their unique surge ability, but the damage does make a difference. Due to this they are getting caught and dispatched.

I did put a unit with tempered steel and hunters guile on the board. I was forced to anchor it near a piece of overgrown terrain. I think if i had it peaking out from behind, rather than having it sit to the side, I would have kept it on the table for an extra round or two. It's a nice damage dealer for 24 pts.

What I'm taking out of these early games with Elven archers is that a spam approach isn't the answer. Whilst I haven't tried 4 wind rune equipped units, that's next, I think you need to build each unit with a role in mind. Once they get something which puts on a bane through surges I feel they'll become more effective.

1 hour ago, Thornoo1 said:

Wit a few more games under my belt, two of which used four 2x1 units of archers, I'm starting to see an interesting pattern emerge.

The MSU (Multiple Small Units) approach puts up some interesting choices. I used two units with wind runes and two units with tempered steel. I found that the tempered steel units do not have enough shiftiness on their dial and as they are using the surge for additional damage are not activating their unique surge ability, but the damage does make a difference. Due to this they are getting caught and dispatched.

I did put a unit with tempered steel and hunters guile on the board. I was forced to anchor it near a piece of overgrown terrain. I think if i had it peaking out from behind, rather than having it sit to the side, I would have kept it on the table for an extra round or two. It's a nice damage dealer for 24 pts.

What I'm taking out of these early games with Elven archers is that a spam approach isn't the answer. Whilst I haven't tried 4 wind rune equipped units, that's next, I think you need to build each unit with a role in mind. Once they get something which puts on a bane through surges I feel they'll become more effective.

Interesting. Hope you report back with more of your results.

Before you give up on the MSU I would suggest trying out 4x Fire Rune for the damage potential. I haven't put it on the table yet but it looks nasty on paper.

I've got a game this weekend in which I was going to try the 4 wind runes but I'll keep it in the back of my mind.

I won't be giving up of MSU for a while as that's the only models I have currently. I don't think with the current real eases that 2x2 or 3x2 is as effective as 2x1.

I've been running a 4x1 in support of my daqan army and have been loving it, both thematically (love longbows, hate crossbows) and practically, because 4 threat is no joke. Also 4 wide makes for a great firing arc. I've been running them with CQT in case they get engaged, but have decided to upgrade from tempered steel to MCW for the extra point, as they have no problem generating surges and that frees up more offensive options with my other units not relying on rallying/inspiring tempered steel.

As long as you can keep them out of the melee for as long as possible, you're looking at some serious damage output.

I don't think having to take both Kari and LH is a problem as they're both great, but I admit I have to keep the upgrades pretty light to stay at 5 activations.

1 hour ago, jcshep19 said:

I've bee running a 4x1 in support of my daqan army and have been loving it, both thematically (love longbows, hate crossbows) and practically, because 4 threat is no joke. Also 4 wide makes for a great firing arc. I've been running them with CQT in case they get engaged, but have decided to upgrade from tempered steel to MCW for the extra point, as they have no problem generating surges and that frees up more offensive options with my other units not relying on rallying/inspiring tempered steel.

As long as you can keep them out of the melee for as long as possible, you're looking at some serious damage output.

I don't think having to take both Kari and LH is a problem as they're both great, but I admit I have to keep the upgrades pretty light to stay at 5 activations.

Master-Crafted Weapons is melee-only, is it not? Are your archers getting engaged that often?

Ah. Good call, dunno how I didn't see that. Only changed it from tempered steel to MCW after the AAR though so no harm no foul. Back to tempered steel it is then. Guess I need to find the points again for rallying conicern to keep it fresh, which ultimately isn't the issue as I've been using the spearmen as the blocking force, just now I have to sacrifice more offense on their part, or accept that Hawthorne is support only in this army

Just be aware tempered steel only gives them 1 extra damage.

True but with 4 threat I feel I'm getting the most out of each use with tempered steel.

Also worth pointing out with how I've been playing them, I get them into range and them anchor them unless they are in danger of an imminent melee attack, so I want other uses for my surges

I want to give dispatch runner another try with it, tried it once and it was awkward, chalk that up to poor tactics

Did the 4 wind rune list tonight. Lost 2 units of 2x1 archers late game but otherwise cleaned the floor with Daqan again. Really enjoyed the massive movement options elves provide.

So a few more games in. Been running 2 3x2 units of latari elves with fire rune. The damage from these units has been phenomenal. Been playing against some undead generating loads of tray and found that average turn last 2 games I lost no more than 1 rank of each archery unit I'm going to try them with the scion in the back row for adoption health and manouvrebility

16 hours ago, starrius said:

So a few more games in. Been running 2 3x2 units of latari elves with fire rune. The damage from these units has been phenomenal. Been playing against some undead generating loads of tray and found that average turn last 2 games I lost no more than 1 rank of each archery unit I'm going to try them with the scion in the back row for adoption health and manouvrebility

I've only played against it but the support scion in the back is potent. Just holds your threat for that much longer.

More games in and I now feel the with fire rune latari archers are just a joke. Went to a tournament running 2 3x2 archers with fire runes and close combat technique and over the famed the 2 units decimated far in excess of their points cost. Fire runes is just rediculous and even worse with other combos in other factions

Fire Rune on the Derpwood is indeed the business. Here's a fun fact, you don't need any red runes to launch your Fire Rune attack, sure it helps, but you could use your first ranged attack to give out a stun token with your Frontline Scion, ready it with surges, and then stun them again with the Fire Rune attack. You can also fish for Morale icons with your Fire Rune attack.

29 minutes ago, Click5 said:

... you could use your first ranged attack to give out a stun token with your Frontline Scion, ready it with surges, and then stun them again with the Fire Rune attack. You can also fish for Morale icons with your Fire Rune attack.

That's dirty.

8 hours ago, starrius said:

More games in and I now feel the with fire rune latari archers are just a joke. Went to a tournament running 2 3x2 archers with fire runes and close combat technique and over the famed the 2 units decimated far in excess of their points cost. Fire runes is just rediculous and even worse with other combos in other factions

7 hours ago, Click5 said:

Fire Rune on the Derpwood is indeed the business. Here's a fun fact, you don't need any red runes to launch your Fire Rune attack, sure it helps, but you could use your first ranged attack to give out a stun token with your Frontline Scion, ready it with surges, and then stun them again with the Fire Rune attack. You can also fish for Morale icons with your Fire Rune attack.

I'd be interested in you thoughts in regards to if this combo is worth giving up the mobility of rune wind equipped units? I dont like getting caught i melee and the fire rune/close combat training seems like you are setting to receive charges.

7 minutes ago, Thornoo1 said:

I'd be interested in you thoughts in regards to if this combo is worth giving up the mobility of rune wind equipped units? I dont like getting caught i melee and the fire rune/close combat training seems like you are setting to receive charges.

I think Wind Rune is pretty awesome too. Youre probably looking at two entirely different lists depending on what rune you build around

What does you Wind list look like? Are you running MSU or 3x2?

MSU, 4 units of 2x1 archers with wind runes or tempered steel, 2 units of 2x1 battle cats, single scions and Alaina. You're right, its a very different list and play style.

Saw my typo, those elves have a bad case of rune wind...