Ok this is gonna be a work in progress, and I'm going to need to lean on you fine folks for input! Recently a prospective new player asked for a breakdown of the themes, lore, and mechanics for each faction, and I realized I didn't have a great place to point them, so I'm going to make one!
The Daqan Lords:
Beyond the rare plowed fields, decaying roads, and remote walled towns of Terrinoth rise the ruined monuments of the past. The extravagant edifices of the Soulstone Dynasty and older regimes, laid waste by forgotten devastation, stretch their crumbling towers up above the grasping vines and lowering trees, even as they are reclaimed by the wild. This is the realm of the Daqan Lords.
Named for Daqan, the legendary night and baron, the human lands of Terrinoth are vast and past their glory. The realm is ruled by the Council of Thirteen, Barons holding free cities and the lands around them, but stretches of dangerous road and woodland lie between them, and there is no shortage of danger to be had. Although by-and-large well-intentioned, the Barons nevertheless fall prey to petty squabbling and greed, and are not yet united against the coming darkness.
More than anything, Daqan armies have versatility on their side. They don't support each other as directly as Waiqar, don't have the Latari's maneuverability, and can't project force like Uthuk, but they've got options. The only army with widespread attacks early AND late in the turn, you can be sure to take on exactly the amount of risk you want. They also have high defense on their side, with Rune Golems and Lord Hawthorne being some of the absolute toughest* units in the game, and Baron Zachareth turning them into real walls. Some Daqan armies will hug their deployment zone, stacking up Inspiration Tokens and protecting their powerful Heavy Crossbowmen, and some will take the fight to the enemy with Oathsworn Cavalry thundering across the table with Outland Scouts, ensuring the enemy has no time to react. However you build, you'll rarely find these humans unable to respond.
*sometimes
Heroes:
Kari Wraithstalker
A skilled scout and tracker, Kari holds a burning hatred of Waiqar's undead legions, and has ventured further into the Mistlands than most that still breathe. She is equally deadly with blade and bow, and has been known to hurl knives while fighting, presenting a dire threat to anyone neaby. Having spent some of her youth living with the Latari elves, she has learned their ways and can call on their aid in times of need.
Kari is the Daqan hero in the Core set. She stands out for three reasons:
- She is incredibly quick to act. With three different actions at initiative 2 and her latest at 5, you can be confident she'll do what she needs to do.
- Her ranged attack is Brutal and Precise with a white and blue die, and she loves the artifact Fortuna's Dice. Combined with her ranged attack being at initiative 2 (5 is normal, 4 is great, 2 is ridiculous), she puts out extremely consistent, highly targeted damage. Probably the best scalpel in the game.
- In melee, she can spend surges to deal damage to nearby foes, ignoring line of sight. Often called the "Kari bomb", this ability can tip the scales in your favour so fast your opponent's head will spin. If she can get engaged with a non-threatening opponent, she can use it like a lightning rod, scything down the vulnerable backline.
She also lets you bring a single unit of Latari infantry in your army, which currently means either Deepwood Archers or Darnati warriors. As a figure upgrade, she adds a blue die and her surge ability, so she's a good fit in units that can generate lots of surges - Outland Scouts, for example, will be rolling three blue dice.
Lord Hawthorne
A veteran commander of the barbarian attack (led by Ankaur Maro!) on the town of Seragert, Hawthorne is a stalwart commander, inspiring his troops with his booming voice and unshakable resolve. He leads from the front, sweeping his Dawnblade before him like the rising sun.
Hawthorne is a commander more than a fighter, and his strengths are thus:
- His dial is Very Good. He basically combines the best parts of infantry and cavalry options, and improves them. Fighting at initiative 2 with +1 Defense is excellent, though he has no rerolls on his white and red dice melee attack, so he doesn't typically do all that much damage personally.
- He can make a great tank. His Unique upgrade Might of Daqan increases his Defense by 1, and with a white +1 Defense modifier he easily sits at Defense 5. Combined with the Artifact Shield of Margath, he can completely stop even huge units in their tracks. Beware mortal strikes.
- As a special action, Hawthorne can give an Inspiration token to each friendly unit near him, which they can use in later turns to keep themselves fighting at full strength.
- His army-building ability, Lessons of Seragert, lets you reconfigure the trays of your units before battle, which can be hugely valuable, particularly for Oathsworn Cavalry. It's not something you always want, and the 4x1 unit is particularly difficult to maneuver, but the extra threat can be really scary.
- As an upgrade, Hawthorne adds a white die and the ability to attack every unit engaged with you. Most useful on a large unit, this not only makes its attack more powerful, but also makes combined flank charges (one of the best ways to deal with large, clumsy units) into a very bad proposition indeed!
His alternate build uses the upgrade Sweeping Strikes to let him attack EVERY enemy at close range to him, which certainly sounds fun (especially if he's barricaded in defensive terrain!) but is probably less useful than using him as a brick wall. Mostly you'd choose to bring him for his excellent army support, but his truly excellent dial makes him a pleasure to command.
Baron Zachareth
The ruler of the Barony of Carthridge, Baron Zachareth is many things to many people, and no one, particularly his peers of the Council of Thirteen, know quite where his loyalties lie. As a young man, Zachareth studied at the magic colleges in Greyhaven, and excellent in the Trials of Elements. Unwilling to accept doctrine, Zachareth experimented with the magic that animates the mighty Rune Golems, theorizing it could amplify the living and grant boundless strength to his soldiers. One thing is certain, and that is that Zachareth knows all too well the threat that Waiqar's legions pose, and has attempted to rally support from the other Baronies to personally lead an army to reclaim the dark Thirteenth Barony once and for all.
Zachareth is quite interesting, and has several potential battlefield roles. Key things in the preview include:
- Vitality tokens are a new type of boon, which effectively act as an additional wound. You get one on three units for bringing him, and he can produce more during the game (we'll get into that in the next bullet). Considering Daqan's access to high-Defense models (particularly Rune Golems) this looks to be a very cool ability. Note that it can also protect figure upgrades in units to a certain extent - this could use an FAQ, but it currently looks like using a vitality token to prevent a wound leaves the accuracy result still assigned, so it's not much use on low-defense figures, but things up at 3 and 4 (hello Lance Corporal) get twice as tough.
- Once per game, Zachareth can choose to gain either the Savior or Betrayer condition, which has an effect when he chooses it and gives access to a new ability. Saviour lets everyone nearby perform a Rally action, and then lets him hand out Vitality tokens as a Skill action in exchange for taking a Stun token himself; Betrayer lets him put a Stun token on a nearby ally whenever he makes an attack to add a red or blue die, and the Skill action is to himself gain a Vitality token while stunning an ally. This duality lets you choose mid-game whether you need to support your army or unleash powerful attacks.
- His dial is interesting. He's quite dangerous at short range, but fairly poor at charging overall. His green options are awesome, and being able to shoot while shifting, marching, or reforming is very cool. If you can pull it off, you probably want him shooting and nudging up the board until he's close enough to charge in.
- Each of his three Uniques deserves a look:
- Nerekhall Training upgrades his ranged attack from one red to one white die, and makes his melee simply two red. More importantly, during a ranged attack he can spend a unique surge to give the target one bane of any kind. Hitting a unit that is poised to charge with an immobilize, or a powerful melee unit that's already in combat with a blight are some of the very very strong options available with this upgrade. It relies on a surge though, so either adding a blue die with Betrayer or bringing along Fortuna's Dice is probably necessary if you want to rely on the result at all.
- Greyhaven Runelore grants impact (stable runes) and a unique surge to reduce the enemy's defense by one during a melee attack (note that defense can never be reduced below one, so its value is low against most infantry). The impact is a cute bonus, but you'll mostly bring this to make his damage more impressive, and it certainly does that. Again though, it wants that surge, so consider Fortuna's.
- Lord of Subterfuge is the game's first "spying" ability: after the command phase, you can exhaust it to look at up to (stable runes) enemy command dials in line of sight and at range 1-5 , and then change one friendly dial. This is one of those abilities that is very very difficult to evaluate. Some games it will not be very good, and others it will be a huge turning point. One thing it's very good at is solving coin flips - does my opponent charge before my melee attack, or after? Do these Leonx stay and fight, or bounce? Are those Reanimates bracing for impact or getting cute and trying for a charge? Combine this information with Daqan's propensity for flexible options and initiative values (talk about perfect synergy with Raven-Pennon Bearer) and I think this card can really tilt the game in your favour.
Overall Zachareth is a technical hero with a lot of different ways to get value. His dial can be incredible or very awkward, he can be extremely durable and hit hard or become stranded and die alone.
Infantry:
Spearmen
The standard infantry unit of any Barony, the Spearmen are far from being individualistic warriors, and each spearman knows that he is only as strong as those he fights alongside. In fact, the baronies’ spear infantry commonly train in tight order, locking shields and presenting a thick bulwark that bristles with spear points. Such a formation is deadly to charging cavalry and keeps most other foes at arm’s reach.
Spearmen are the "normal" melee infantry option in Daqan. Their dial is pretty flexible and generalist, not excelling in any particular area (until upgrades). They are the most defensive of any faction's infantry, and can be built to really absorb damage well. Some highlights:
- Some of the Infantry Command upgrades can REALLY open up their dial. Lance Corporal in particular makes any modifier white, allowing you to charge at speed-4 or attack with +1 Defense. It makes them more flexible and unpredictable.
- Units as small as two trays can take a Rallying Cornicen, acting as good backfield support for your more combat-oriented units, and even small units can hold a flank pretty well.
- At its biggest size of nine trays, Spearmen can include a Rune Golem in their unit, gaining its powerful Brutal [stable] ability. This increases their damage substantially, and a fully-equipped Spearmen unit (often called 'spearstar') is among the most dangerous units in the game, though it will cost nearly half your points in a standard match.
Overall, Spearmen are not as straightforward as you might expect, and excel when you have a specific battlefield role for them in mind. Caught unprepared, they can die quite quickly, making them a careful investment, but applied correctly they excel.
Heavy Crossbowmen
Paragons of disciplined training and wielders of some of the most sophisticated military weaponry available, the heavy crossbowmen of the Daqan Baronies represent one of the greatest defensive forces in Terrinoth. Armed with specially designed bulwark shields and heavy crossbows, these warriors can withstand even the fiercest hail of enemy fire while unleashing their own torrent of death.
As Daqan's only non-hero ranged unit, Crossbowmen have big boots to fill, and fill them they do. With probably the scariest pure ranged damage output in the game, Crossbows will treat you VERY well if you can protect them.
- They can be taken as a 3x1, giving the coveted 3-threat without gobbling too many points. They have built-in the ability to deal a mortal wound when shooting at close range. It doesn't come up much, but it's a help.
- They are commonly taken with Ranked Discipline and Tempered Steel, routinely putting out 6-9 damage per volley.
- They have Protected [1], which reduces the damage they take from every enemy attack by one. It doesn't sound like much, but GOLLY does it ever prove useful in keeping alive the last model on a tray and keeping their threat up.
Terrifying damage makes them a great ranged unit, and if you get the opportunity to shoot more than a few times, chances are you've got the game in the bag.
Outland Scouts
Among the distant villages across the back country of Terrinoth, and in the untamed woods that separate the baronies, men and women rise to meet the call of the Daqan and do their part to hold the line against the rising darkness. These simple folk rarely join the regimented ranks of spearmen or knights, but many isolated hamlets owe their continued existence to the vigilance of these scouts, who stamp out small dangers without ever being seen or rally garrisons to fend off larger threats.
Scouts bring an interesting technical option to the otherwise somewhat defensive Daqan forces. Most important is the new Scout keyword, which lets you deploy the unit after everything else and then immediately perform a blue action and matching modifier. This helps guarantee they go up against the right target, and gives them a substantial head start in whatever they do.
- Their dial is a little bit meh, but white Reform bonus actions are always very strong, and shifting two and then reforming or shifting again is a really really good flexible mobility option. They'll get where they want to be.
- Over and above the Scout keyword, Seasoned Pathfinder lets them deploy AFTER turn 1, touching any piece of terrain. It's difficult to overstate how great this is - if you opponent moves up virtually at all , your scouts will be able to exploit any weakness. Charging archers? Flanking units? Blocking a pass? Very exciting stuff. This upgrade really begs for a solid 5 or 6 point bid so that you can control the terrain deployment.
- The Scout keyword also makes this unit a promising candidate to house the Uncontrolled Geomancer, a very interesting but somewhat maligned Champion upgrade that deals damage to all surrounding units (its own included) based on the number of trays in each unit affected, this will practically be a precision explosive against large enemy formations.
- Other notable inclusions are Kari as a figure upgrade to take advantage of the blue dice, and a 3x2 with artifact bearer and Dawnblade. Expensive, but puts out some truly frightening damage.
Scouts bring an interesting, offensive option to Daqan list building, and it will be interesting to see the kind of armies that make good use of them. Scout puts you up the table early, so you'll either use them to establish a very reliable screen for your ranged attackers or flank support for more aggressive builds.
Cavalry:
Oathsworn Cavalry
If your Spearmen are the backbone of your army, the mounted cavalry of the Daqan Lords are the tip of your spear. Knights are the soul of Terrinoth’s way of war: trained over years, selected though great tournaments, sworn to loyalty by their barons, and proven in battle. Not all knights are as pure as the heroes from songs, but the virtues of knighthood do inspire great valor and the honing of a deadly prowess. Armored in thick plate and mounted on magnificent destriers, the swift, shattering charge of a body of knights can break almost any formation.
Oathsworn go fast, hit hard, and then fight to the bitter end. They are great at moving in a straight line, but need room to change direction, and have the absolute latest reform in the game - they do not respond to unforeseen threats well. Still, they provide a swift, efficient offensive force.
- With the ability to attack at initiative 3 with two red and a blue dice and a +1 Defense modifier, Oathsworn excel in prolonged combat.
- Wind Rune can help shore up their fairly wooden mobility, landing more surprise angles and dodging threats.
- The 2x2 and 2x3 formations are particularly interesting with Lord Hawthorne for his ability to turn them into 4x1 and 3x2 respectively. Hard to beat that value!
- At Defense 2, they go down quite quick, so it's worth trying to charge AFTER the enemy has an opportunity to fight back. You really want to make good use of that +1 Defense modifier.
Siege:
Rune Golems
These hulking stone figures are a secret to all but the barons, their generals, and the Runemasters of Greyhaven. No one knows precisely when they were crafted or by whom, but each golem slumbers until a unique runebound shard is placed upon its brow. When a golem is awakened, it strides forth like a mighty rampart given the will and strength to fight, the arcane channels in its surface running bright with energy.
Strong contender for the coolest-looking unit in the game, Rune Golems are a bit strange on the table. Essentially, they're variable, with performance depending on the Runes. One turn they'll surge forward and crush their enemies, the next they'll be stranded and at your opponent's mercy.
- Two red dice and Brutal [stable runes] makes them very dangerous, even alone. No reroll until the costly 4-tray unit hurts their damage consistency, but you never know when a single Golem on a flank is going to do 12-18 damage.
- At initiative 4, Golems can move a distance equal to the unstable runes: 0, 2, or 4. It will be 0 25% of the time, so if your battle plan relies on them moving before initiative 7 , be prepared for it to fail. On the upside, they have white Rally and Reform modifiers, so they can be battle-ready and facing the right direction easily.
- At 4 Defense and 2 Wounds (and the ability to get up to 6 Defense) they are simultaneously very tough and very brittle. Smaller units especially can be almost incapable of damaging them, but anything that deals wounds directly will very rapidly dispose of them. Baron Zachareth can make them last longer more reliably, increasing their stock as blockers.