Wind Rune. A bit overtuned?

By TheWiseGuy, in Runewars Miniatures Game

I have played about 7 games now and archers are a tough unit to use effectively. If you can hit a unit with your arrows, they can probably get you within a turn or two. Reacting defensively is hard due to high initiatives. If someone can reach you with a charge, you are dead basically.

I used wind rune yesterday. Holy smokes is that card strong. Suddenly my archers are flying around the map.

One of the best tactics vs archers is moving cavalry just out of range, then charging next turn. Or moving around the periferal. As an archer dialing in a shot only to have no target is a huge waste of a turn. With wind rune you eliminate these problems. I find myself dialing in in wind rune at all times when I'm unsure of the flow of the battle with no downside. A potential shift 3!? ****...

Shift movements are very strong because in a game where units bases are square moving vertically and horizontally makes repositioning around your troops while avoiding collision very easy. Especially with a reform every time.

As wiaqar I honestly would take wind rune over CI because ensuring volleys ever turn is better than dying or being poorly positioned. The thing is I don't have to choose.

Should wind rune remove the reform? Or take up the same type of slot as a CI does?

In my area wind rune has been devastating, and we've been discussing if it will get a nerf eventually. I personally hope new equipment cards will come along that make taking wind rune a hard choice, as right now it's usually an auto include.

wind rune elven archers are nigh untouchable and currently the most maneuverable unit in the game.

Wind Rune is awesome. All of the runes, Corruption included, seem to be very strong.

Since I mostly play Waiqar green runes never come up, so I don't see units flying across the table with shifts very often, but a free reform is always huge

Wind rune is also 6 points, it better be great for that cost, that's huge.

Wind Rune is currently my primary reason for running Ardus by himself. With him, you can take a 2-tray archer unit with CI and Wind Rune for 30 points. Toss two of those into an army and you can keep most things blighted most of the time and avoid actually getting attacked for it. This is currently my standard list: https://www.tabletopminiatures.com/runewars/rwArmyListView?ALID=30953

What stops wind rune equipped archer units? Other archer units.

There isnt a whole lot of matches going on where both sides have missile equipped units and that is where the balance issue from Wind Runes is coming from. Once the masses of Daqan players get their hands on crossbow men you watch the effectiveness of other missile units drop somewhat.

18 minutes ago, Thornoo1 said:

What stops wind rune equipped archer units? Other archer units.

There isnt a whole lot of matches going on where both sides have missile equipped units and that is where the balance issue from Wind Runes is coming from. Once the masses of Daqan players get their hands on crossbow men you watch the effectiveness of other missile units drop somewhat.

Yah fair point. Less "come to me!" Gameplay. Although, I'm stoked on the move 4 reform deathknights coming to counter said crossbow men :).

1 hour ago, Click5 said:

Since I mostly play Waiqar, green runes never come up, so...

I laughed out loud. So true!

14 hours ago, Thornoo1 said:

What stops wind rune equipped archer units? Other archer units.

There isnt a whole lot of matches going on where both sides have missile equipped units and that is where the balance issue from Wind Runes is coming from. Once the masses of Daqan players get their hands on crossbow men you watch the effectiveness of other missile units drop somewhat.

I agree and would apply this to anything that is seemed as overpowered, we are still waiting for all factions to come out to say nothing that we are also waiting for a complete choice of unit types...until we have all that I wouldn't want to see things being nerfed and such...