Resilient?

By Polda, in Runewars Miniatures Game

I was going through the rules reference and noticed Resilient under 45. Keywords .
Out of the 24 units announced/released so far nobody seems to have it. Instead we were introduced to Lethal and Protected which are not in the Rules Reference at all?

Did they forget they made it? :D

Do I need to put on my tinfoil hat and speculate that this an indicator of huge units that would not be vulnerable to blight, stun etc.?

Edited by Polda

Wow. Good eye.

45.5 Resilient [X]: If a unit with this keyword would receive the bane specified by X, the unit does not receive that bane.

hmm, thats a powerful ability. Perhaps they thought it would be too strong and forgot to remove it from the rule?

Bane application is the lifeblood of this game. A unit that can just flatout be immune to getting the bane in the first place (rather than Steadfast which makes you need more tokens) would be insanely strong.

*grumble*RuneGolemsShouldBeResilientToBlight*grumble*

An upgrade card that provides Resilient [Immobilize] or the like could be good depending on the meta.

8 minutes ago, Waywardpaladin said:

*grumble*RuneGolemsShouldBeResilientToBlight*grumble*

actaully i could totally see that being a thing.

Now i wish it was :P golems need a little boost to push them from meh to good/great

41 minutes ago, Polda said:

I was going through the rules reference and noticed Resilient under 45. Keywords .
Out of the 24 units announced/released so far nobody seems to have it. Instead we were introduced to Lethal and Protected which are not in the Rules Reference at all?

Did they forget they made it? :D

Do I need to put on my tinfoil hat and speculate that this an indicator of huge units that would not be vulnerable to blight, stun etc.?

Right?? I was literally looking at this yesterday too, thinking oh, cool!

Maybe we'll get a unit of Greyhaven Battlemages that can give a unit the Protected or Resilient keywords.

18 minutes ago, Vineheart01 said:

actaully i could totally see that being a thing.

Now i wish it was :P golems need a little boost to push them from meh to good/great

Golems are fine/good, they are not just the massive unkillable super beast you adamantly want. This would be a cool upgrade.

I still use them alot because theyre awesome looking, but on the field theyre easily the weaker link atm. They arent nigh-impossible to hurt and they arent super-killy either, which a unit kinda needs to be one or the other if theyre not pennies cheap (wraiths).

Golems arent exactly expensive but they arent pennies either. 4 damage is the easiest number to reach if you have ANY threat, so they die fairly easy and 2reds isnt very deadly either.
I still want to atleast TRY running a maxed out rune golem squad to see how they fair with threat 4-5 and a reroll. But then they are definitely NOT cheap lol

I see a lot of people trashing rune golems, but on paper the single tray golems are actually extremely points efficient. They average 3/4.5 damage, depending on runes. 2x1 and 2x2 are quite efficient as well. Maybe the issue is just that small units don't work in the current meta.

Edited by Contrapulator

Single trays always just blank out on me, or they just flop to a lucky roll that ended up doing 8 damage (or mortal damage)
Which is why i take 2 and reform them with Hawthorne to give'm rerolls. Not much more expensive, twice as durable and rerolls.

Just now, Vineheart01 said:

Single trays always just blank out on me, or they just flop to a lucky roll that ended up doing 8 damage (or mortal damage)
Which is why i take 2 and reform them with Hawthorne to give'm rerolls. Not much more expensive, twice as durable and rerolls.

I've been wanting to try that actually because you still have good threat and a better chance of not flubbing those scary 1/4 chance blank red dice.

Just now, Wraithist said:

I've been wanting to try that actually because you still have good threat and a better chance of not flubbing those scary 1/4 chance blank red dice.

It works pretty well (plus they have wind rune access with 2 trays).
Threat 2-3 means 0-12 damage, threat 3-4 is 16 damage. For the cost of the higher number you get a reroll which makes them do on average 4-8 damage pretty commonly.
+1 threat is awesome if you have no threat. If you have threat and no rerolls, getting a reroll is better (imo). The amount of times a single golem tray has had Threat3 and i just completely blank out (or surge out) is countless.
Or prior to hawthorne, running a 2x1 for windrune access and getting Threat4, but blanking out.

Gotta remember, Golems have ZERO use for surges so technically they have more "blanks" than usual. You can give them one via equipment at 2trays+ but wind runes are seriously insane on them (init3 shift1-3 + reform + armor bonus action makes them pretty difficult to plink off with ranged attacks)

15 minutes ago, Vineheart01 said:

It works pretty well (plus they have wind rune access with 2 trays).
Threat 2-3 means 0-12 damage, threat 3-4 is 16 damage. For the cost of the higher number you get a reroll which makes them do on average 4-8 damage pretty commonly.
+1 threat is awesome if you have no threat. If you have threat and no rerolls, getting a reroll is better (imo). The amount of times a single golem tray has had Threat3 and i just completely blank out (or surge out) is countless.
Or prior to hawthorne, running a 2x1 for windrune access and getting Threat4, but blanking out.

Gotta remember, Golems have ZERO use for surges so technically they have more "blanks" than usual. You can give them one via equipment at 2trays+ but wind runes are seriously insane on them (init3 shift1-3 + reform + armor bonus action makes them pretty difficult to plink off with ranged attacks)

I did 2x1 golems in my last game, and whiffed a ton. I had done 1x2 in the previous and it was much better.

So wind rune is their method for moving across the mat effectively with their armor up?

Its not as fast as the 4rune init4 move but its fast enough for them to see combat turn 3 typically (unless your rune luck SUCKS) and even at +1 armor theyre a lot harder to hurt, so archers cant really hurt them that easy at threat2.
When i started doing that they generally never got hurt, but it took them a turn longer to get there. I'll take being a turn late vs being half dead any day lol.

If their attack was fast enough they'd still be pretty dang brutal (badum tssh!) in melee because like i said even +1 armor is tough to crack, except for deathballs. But at init5, everything except unfortunate archers which cant hurt it anyway have already attacked :P - kinda surprised their attack isnt rune based either, or atleast the initiative of it (Init 7 minus Unstable, so its 3-7). Then again that would be complicated to put on the dial.

Despite all my complaints about them theyre still totally playable and in the end thats all that matters really. If the model is amazing but the rules are lack luster i'll still use the dang thing if it isnt auto-lose bad lol

I used to play a game on PC called "Battle Chess." It was chess where the figures talked and attacked each other when they moved to take other pieces. The rook was a tower that morphed into a hulking rock man, not too different from Rune Golems. What occurred to me this morning was that Rooks can only move in straight lines, and similarly, the Rune Golem has no turn or wheel modifiers. That was very striking to me, and I wanted to share it, since this has changed to a Rune Golem discussion anyway.

@Parakitor The rook analogy definitely occurred to me as well. Although in the last game I played, lining up my golem to charge and destroy my opponent's Ardus on round 8 reminded me more of bowling than anything. Strike!

Also, when we get crossbowmen a 1x1 or 1x2 golem will be great for blocking, thanks to their narrow footprint.

In all seriousness though i do think resilient is too strong. Its worded as you are flatout immune to that bane specified.

It would either be somewhat minor (stun) or outright broken (panic). Even blight would be a bit much since thats basically just middle-fingering a specific faction (since afaik right now theres no way to get blights except through waiqar)
I was thinking maybe someone would have Resilient (Panic) when the Uthuk show up since they have a ton of stuff that applies it and benefits from it. But then i realized that would make them fearless so that would have to be restricted to very small units rather than an upgrade card.

13 minutes ago, Vineheart01 said:

In all seriousness though i do think resilient is too strong. Its worded as you are flatout immune to that bane specified.

It would either be somewhat minor (stun) or outright broken (panic). Even blight would be a bit much since thats basically just middle-fingering a specific faction (since afaik right now theres no way to get blights except through waiqar)
I was thinking maybe someone would have Resilient (Panic) when the Uthuk show up since they have a ton of stuff that applies it and benefits from it. But then i realized that would make them fearless so that would have to be restricted to very small units rather than an upgrade card.

If a unit couldn't take panic tokens, you could still hit it with morale through die icons and modifier symbols.

I'm pretty sure that Resilient will be reserved for large, legendary units, as Polda postulated. I can totally see a Chaos Lord be Resilient [Panic]. That thing doesn't turn and run. Also, I'm starting to wonder if Viper Legion will use Blight as a surrogate for poison. That makes blight resistance (resilience) more useful for other factions, and not limited to anti-Waiqar.

2 hours ago, Wraithist said:

I've been wanting to try that actually because you still have good threat and a better chance of not flubbing those scary 1/4 chance blank red dice.

Red dice are fickle, Armada players know this.

4 hours ago, Vineheart01 said:

Its not as fast as the 4rune init4 move but its fast enough for them to see combat turn 3 typically (unless your rune luck SUCKS) and even at +1 armor theyre a lot harder to hurt, so archers cant really hurt them that easy at threat2.
When i started doing that they generally never got hurt, but it took them a turn longer to get there. I'll take being a turn late vs being half dead any day lol.

If their attack was fast enough they'd still be pretty dang brutal (badum tssh!) in melee because like i said even +1 armor is tough to crack, except for deathballs. But at init5, everything except unfortunate archers which cant hurt it anyway have already attacked :P - kinda surprised their attack isnt rune based either, or atleast the initiative of it (Init 7 minus Unstable, so its 3-7). Then again that would be complicated to put on the dial.

Despite all my complaints about them theyre still totally playable and in the end thats all that matters really. If the model is amazing but the rules are lack luster i'll still use the dang thing if it isnt auto-lose bad lol

Wind rune may be the better and more consistent option, but Fire Rune is way more fun on the 1x2's :) . I run that regularly and it's funny because when the red runes show up they don't know if you'll charge across the battlefield or just shoot at them.

The list I like for this is Hawthorne with a 4x1 Cav, a couple of 1x2 Golems and then a 2x2 spearmen with Uncontrolled Geomancer. The initial reaction I get is hilarious every time.

EDIT: And I build Hawthorne for the full Hawthorns build also, obviously.

Edited by Willange