Hunter's Guile upgrade

By Tarliyn, in Runewars Tactics

Form those that have experience using this upgrade.

How effective have you found it? Who are you normally throwing it on?

I am trying to decide if I would rather buy a second latari starter box or a deepwood archer box and this card is one of the things I am trying to figure out.

A use I want to try is two units of archers with hunters guile that are flanking on different an overgrown terrain piece.

Thanks,

T

A key thing to consider is that the Overgrow keyword does not stack. If you have two Hunter's Guile upgrades in your list, you choose one of those to trigger its Overgrow keyword, meaning you'll have only one overgrown terrain. But if you took the Verdant Sorceress, which has Overgrow 2, you get two overgrown terrain, so you're more likely to trigger Hunter's Guile. So in order to carry out your plan of having two archers by two different overgrown terrain, I think you'll want a Latari Elves Infantry Command Unit Upgrade Expansion. Off the top of my head, I don't know which other upgrades have an Overgrow value of 2+.

Edited by Budgernaut

I've found it to be very lackluster relying on runes AND tying you to the terrain is not a combination I enjoy, runes shifting and losing it is too volatile.

Greenwatch heralds add an overgrow outside the regular limitations. When darnati come out I'll try using it again, but lately I havn't found it going into my lists much.

It's a situational card only. You have to place a terrain reasonably near your deployment area, and can't move far from it. So your overall strategy has to take those two factors into account.

I don't use it frequently, but when I do, it's usually in a 1x2 block of archers, ideally combined with either a 2-unit piece of terrain, or (better) an un-enterable terrain. If you get a type of terrain that your opponent can't enter, you place it far enough forward that you can see most of the battlefield from behind it, then camp behind it, use your shifts to go back and forth as needed, and do long-distance sniping. But... if you already have one card, there's no pressing need to get a second one, as you can usually only use one at a time effectively, if you're using my strategy.

Edited by Xelto
13 hours ago, Xelto said:

It's a situational card only. You have to place a terrain reasonably near your deployment area, and can't move far from it. So your overall strategy has to take those two factors into account.

I don't use it frequently, but when I do, it's usually in a 1x2 block of archers, ideally combined with either a 2-unit piece of terrain, or (better) an un-enterable terrain. If you get a type of terrain that your opponent can't enter, you place it far enough forward that you can see most of the battlefield from behind it, then camp behind it, use your shifts to go back and forth as needed, and do long-distance sniping. But... if you already have one card, there's no pressing need to get a second one, as you can usually only use one at a time effectively, if you're using my strategy.

Yeah, I currently don't have a copy of the card and what I am trying to decide is should I get a third latari started box or get the deepwood archers + leonx on there own. I am leaning towards the starter box. Besides this card I either have a copy of all the cards in the box or I know they will sit unused. I am leaning torward the third starter so I can get more archers and an extra scion for basically the same price. I won't get the cool lore sheets though :P