Happy Friday (4/27) edition

By Church14, in Runewars Miniatures Game

What style of movement have you found most useful in this game:

For heroes:

Aliana: access to double shifts, modified as charges and banks, but no access to long moves (speed 4+)

Kethra/Maegan/Ravos: Access to most moves and able to modify them a lot, but no double shifts or exceeding speed 4.

Hawthorne/Maro: Fast, capable of long charges and long bank charges. Capable of exceeding speed 4, but lacking maneuverability in tight spaces.

Kari/Ardus: unexceptional, good-ish all around without being so good or bad that you can name a noteworthy feature.

Or reject my groupings and insert sect your own.

Oathsworn Cavalry w/ Wind Rune: I just can't play without this unit, amazing for flanking.

I didn’t list it, but my favorite conceptually are Darnati and Berserkers/Threshers. For Darnati, splitting the long marchers into green and only giving green a bank or shift on the 2nd dial while giving short distance moves a ton of options makes it so they can rush across the map if needed, but they are most useful wheeling around and making moves when starting at point blank range. The green shift means they are more mobile than other infantry at speed 3 if needed.

A white 1 march modifier and limiting blue moves to speed 3 is good for berserkers. Yes, I can cross the map fast, but I have to do it in a line. It makes them maneuverable in tight spaces while being awkward at speed and limits their charge range without upgrades.

Those Ankaur Maro 4 speed charges are certainly a staple move every game ;)

In general, I just love shifts. It's one of those moves that new players think is only there in case you get into trouble (because why would you waste a turn moving such a short distance at such a late initiative?), but shifts become super tactical as you and your opponent understand the movement and dangers of the opposing units. I had an excellent game against Tvayumat where there was a lot of shifting and jockying for position in the early rounds. It felt like such a good game and shifts played a huge part in that.

I can get on board with about any hero. You get a bit better dial than a generic but regardless, and then each of them has some kind of movement advantage thst one can exploit.

1 hour ago, Athelin said:

Oathsworn Cavalry w/ Wind Rune: I just can't play without this unit, amazing for flanking.

Came here to say exactly this.

I've been going in hard on Raven Tabards lately, for cav at least. It really helps tip things in their favour for charging, though in some cases losing the option for the late move kinda stings. If there's one lesson the Oathsworn have taught me: turning is hard, charge straight!

Also a big fan of Spearmen with Lance Corporal and Raven-Pennon Bearer. Dial in a 4-speed charge (that can threaten even death knights at init 9!), then don't exhaust the LC if it would fail, attack with a hit at initiative 2, rally or reform defensively very early, it really opens up their dial. 10 points for two exhaustible figure upgrades might be impossibly expensive, but it's certainly fun to run.

Any unit with a long, late-turn march with a reform, and early-turn charges following.

The funnest, though not always a good tactical move, are the Leonyx doing a sideways charge.

To expand though: I really like a 4x1 Oathsworn Cavalry with Wind Rune. They regain a lot of mobility by adding the wind rune -- they can reform and shift to help fix their 4-tray-wide footprint past terrain and angle for good flanks. They also have the ability to do a turning charge that extends their impact radius just past the whole range ruler, while rolling 3 dice with 4 threat.

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16 minutes ago, Glucose98 said:

To expand though: I really like a 4x1 Oathsworn Cavalry with Wind Rune. They regain a lot of mobility by adding the wind rune -- they can reform and shift to help fix their 4-tray-wide footprint past terrain and angle for good flanks. They also have the ability to do a turning charge that extends their impact radius just past the whole range ruler, while rolling 3 dice with 4 threat.

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SPACE KNIGHTS!!! Are they related ROM?

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I've only played Death Knights a couple of times, but I love their late march + reform. But most of my Waiqar matches aren't wildly reliant on movement, instead waiting for the enemy to come to me. My two favorite moves from Waiqar at the moment are:

  1. Wheel charge by a 4x3 of Reanimates equipped with Aggressive Drummer. That one never gets old, and it sweeps a lot of ground.
  2. Initiative 3 Rally + March 3 by Carrion Lancers. It's reliable, if a little predictable...or is it predictable...? <_<

I mean Reanimates already don't like to move, but once you put Lingering Dead on them (or File Leader, or both), then they really don't have any inclination to walk right into your swords.

4 hours ago, Xelto said:

T he funnest, though not always a good tactical move, are the Leonyx doing a sideways charge.

You haven't lived until you've charged behind and to the side with a banked shift-charge from Aliana.

Been a fan of the units with a march on thier modifier. Uthick have it, but I have used it mainly on crossbowmen.

The crossbowmen can also get Marching cornicen so you can shoot, then turn to face your next target.

I have also used it to do an early action then March into terrain to avoid a ravos charge.

On the Uthick side, if you run aggressive you can attack and kill the blocker than charge into the next unit. Two attacks in one round!

Well, with Lay of the Land, this topic was weirdly appropriate

1 hour ago, kaffis said:

You haven't lived until you've charged behind and to the side with a banked shift-charge from Aliana.

Then I guess I haven't lived...but I haven't died yet, either. You might say I'm undead. :P