Waiqar opinion

By backupsidekick, in Runewars Miniatures Game

This is an opinion piece:

So, I've been playing Runewars since release, started with Waiqar because of the worms, they looked fun to paint, and ever since release, I have felt like I'm always hoping for the big release the brings me to par with the other factions. The core box was so far skewed I always have to tell new players "don't buy the core box for a stand alone game, Daqan wins". At first Waiqar had a chance because of their ranged game, but any good Daqan player knew to keep units our of range, hit the archers with Oathsworn and shut down the ranged game, and then all of their units would hit hard at close range to shut down Waiqar. Plus Kari was a far superior ranged unit, and could still perform ranged strikes when engaged.

Then the Latari came out and their siege unit was a fantastic ranged unit and a great melee unit as well. Their archers were swift and could hit very well. One hero could ranged strike and the other was immune to ranged strikes. Latari dominated all of the main scene tournaments as they could move fast, and they could perform ranged attacks, you can't avoid engagement with them or they will win, if you try to engage them, they take their choice of when and where that happens due to their movement.

Lastly, the Uthuk came out... and they have been dominating. They hit hard, they move fast, they move far, they deal unpreventable damage. I'm surprised they didn't win nationals honestly, but I don't want to knock any of the players that did show up or the winners, I'm sure they played great and ran effective teams it really was a game of talent and knowledge... but you know what, NO WAIQAR PLAYERS!

I live less than an hour away, and I didn't want to waste my time. I knew the limits of any build I could run, I knew how I would get beaten, and although I know I have strategy flaws... I feel like Waiqar has a very unforgiving presence currently. Play perfectly, or you will get beaten, outsmart your opponent or they will win by their natural talents.

We talked at length about Rune Golems needing something to bring them into the game as playable, and I would have to agree that they aren't the best choice for Daqan (or hadn't been the best choice before the new hero was announced), but what about Waiqar as a whole? Their theme is blight, but it's so easily removed, and honestly so hard to get to trigger.

I think the problem Waiqar has is that unless you are running Lingering Dead, then reanimate is pretty useless, Blight is too easily removed and is annoying but by itself not threatening, Waiqar doesn't have heavy hitters, is slow, doesn't have high defense, they do nothing well and everything a little below average. The wraiths getting a chance to deal 2 melee attacks... at such a terrible initiative, is a joke. Why put that there? Who is going to use that? The new hero isn't going to hit very hard compared to how high his cost is and his heavy hitting cursed side makes him hit, again, at initiative 5 meaning he has to survive the melee attack of whoever he is engaged with (would anyone put him up against Ravos in any situation?) in addition to possibly having to ALSO survive a wave of ranged attacks. Currently that's what Waiqar is looking at adding in order to come into line with the other factions? Ain't going to happen.

I've been playing in my local scene since the game launched, and honestly I've been doing pretty well, but in honesty, I see every single mistake my opponents make and know that once they learn how to simply play better, there is nothing in my arsenal that can stop them. I'm running my timer out, hoping the winning streak continues by means of local players simply not seeing a better strategy. I'm banking on mistakes, not knowing how to play better or having a team that performs well under certain circumstances. Going to a high level of competition like nationals or regionals, I know I wouldn't stand a chance. I can't bank on someone making a mistake I can seize on, I can't expect that someone will decide to try to mow through the reanimate field that keeps getting fueled by Maro and natural runes instead of going for the Maro heart, or the objectives. Waiqar is a team that relies on teamwork, Maro needs units to fuel, Carrion lancers need someone to deal blight, ardus needs units close by to steal surge abilities, how many units do you have to clump together for Waiqar to work? Waiqar falls like dominoes once you start picking apart those assisting units, but none of the other factions have that same reliance on symbiotic relationships. I was hoping for a rock, paper scissors relationship between the factions, one is stronger than another, weaker than another, but this game simply has a tiered system of strength, in my opinion, with Waiqar simply being undead last.

I still love them and will play them... but there's a reason I wasn't willing to go to nationals, and it wasn't the distance, it wasn't the cost, it wasn't the venue, Waiqar just doesn't stand a chance.

Edited by Maktorius

So @Bhelliom had made a comment that if his friend a Waiqer player would have showed up to nationals he would have taken it.

I also look at the fact that the San Antonio regionals was won by Waiqer. Granted no Uthuk came to play but that was because everyone who planned to take Uthuk actually decided to go Waiqer because they could better counter the other players taking Uthuk.

And then we have the Carolina regionals where Waiqer nearly won that tournament where there was two uthuk.

So I think Waiqer are doing just fine. I would have liked to see representation of them at nationals, but I’ll take bhelliom’s word that his Waiqer playing friend is quite capable with them.

I understand your frustration, it definitely feels like overall waiqar have fallen behind the other fractions.

However I don't think you should count them out.

Waiqar has (in my opinion) the tankest unit in the game which is deathknights. That ability to ignore the first mortal is huge. I mainly play elves and I struggle to find anything to deal with dks.

Then you have the 6 tray lancers with master crafted and combat ingenuity? That thing murders enemy units so well that my friend stopped playing them since he felt they were becoming op.

Then there's the zone control with deathcaller, maro with violent and fortunas, these things can stand by themselves.

The blight theme of waiqar could use more development. I worry too many people focus jist on this mechanic (as i have as well) But I would say that "blight" isn't waiqar theme, just one tool of their theme which is "Outlast".

They have regeneration, a way to weaken attacks, upgrades that pick away at the enemy, several ways to ignore armor. All of that is used to make sure while both of the armies are dying, it's waiqar that still remains in the end.

Maybe they aren't the flashiest army atm, but I do believe they are competitive, just maybe in a way that is different from your playstyle.

41 minutes ago, Brikhause said:

So @Bhelliom had made a comment that if his friend a Waiqer player would have showed up to nationals he would have taken it.

I also look at the fact that the San Antonio regionals was won by Waiqer. Granted no Uthuk came to play but that was because everyone who planned to take Uthuk actually decided to go Waiqer because they could better counter the other players taking Uthuk.

And then we have the Carolina regionals where Waiqer nearly won that tournament where there was two uthuk.

So I think Waiqer are doing just fine. I would have liked to see representation of them at nationals, but I’ll take bhelliom’s word that his Waiqer playing friend is quite capable with them.

It would be really interesting to hear how the San Antonio winning WaiqAr list performs vs Uthuk. According to the write up overview* it was built to counter Latari (which it apparently did well).

As a WaiqAr player getting hammered, I must admit that I feel a little bit annoyed by your given reasons, firstly due to the situation noted in the paragraph above, and secondly because someone else told you something and it comes across as you haven't actually played WaiqAr and just think we should suck it up. Though I'm probably wrong and salty and therefore ask for forgiveness beforehand :)

* https://impactthree.blogspot.com/2018/06/san-antonio-regionals-results.html?m=1

Just as @Brikhause says, I know first-hand the power of Waiqar. I think it's fair to say my undead opponent is a bit better than me at games in general, so his slight edge isn't to say that Waiqar couldn't use some help, but they absolutely have strong options. Things that consistently give me trouble.

  • Carrion Lancers. I've never faced the deathstar, but single naked worms and 2x1's with Rank Discipline are fantastic utility units. Their dial is so so strong, and they take real dedication to get through.
  • Death Knights with Obcasium's. This is almost always a suicide unit, and it almost always trades up. The initiative 9 move makes them tyrants, and the white reform keeps them pointed at juicy targets.
  • 3x2 Reanimates with Blighted Vexillum Bearer. It's a humble unit, and Reanimates probably cost 5-8% too much for their stats, but for 38 points you get a block of infantry that is tough to wipe off the board quickly, and which cannot be ignored.

Things that clearly underperform:

  • The heroes. Ardus' Host of Crows is an excellent ability, but it's been our experience that you're universally better off spending the points he costs on the larger units anyway. Mostly the trouble is his dial, which is very bad, so he just can't do much. I've never seen him on the table with the Mastercrafted Weapons or Duskblade combo, but I remain extremely skeptical. Anything requiring so much conditional positioning needs to be very strong to be worthwhile, and I do not believe this is that. Ankaur is cool, but seems clearly overcosted by 5 or so points. I do like the upgrade though, that one forces me to go on the offensive, when I'm otherwise favoured by playing conservatively.
  • As discussed, Reanimates probably cost too many points. Regenerate is nice, but comparing them to Berserkers is a bit sad. That said, the last tray or two of a unit has numerous times caused one of my healthy units to attack itself or flee, so it's important to remember that morale is valuable.

Wraiths look quite interesting, and very difficult to understand at a glance. This thread does a much better job than I could of exploring them, and I am super looking forward to learning the hard way what they can do. As for Vorun'Thul, he deserves his own paragraph.

Vorun'Thul has a significant engagement threat advantage over most units in the game. I'm not sure if you've seen the diagram I threw together, but here it is:

xoLdPp2.jpg

A guaranteed flank on anything at range 3 at initiative 3 is so huge. The first attack is weaker, sure, but WR at threat 2 still isn't bad, decent chance of killing a tray, and if you do, then your opponent's counterattack will be at reduced threat and with no rerolls. There are plenty of popular 3x2's out there, and Vorun can happily take threat 1 attacks without rerolls all day every day while he beats on them in Cursed form. And if he doesn't want to? Disappear in a cloud of bats, behind the enemy's frontline, facing literally any direction. That setup can be used to threated multiple units, which will either freeze them in their tracks to deal with him or force them to ignore him and go after your less vampiric units, in which case he is free to do as he pleases. He's not as "point at enemy" as Ravos, but he gets so much freedom to choose his engagements, so they will almost always be tilted in his favour.

Finally, regarding blight being easy to remove:

  • If your opponent is spending turns rallying, punish them for it. Take control of the board, set up favourable engagements, unpack yourself from Careful Approach, etc. Rallying early game costs a lot of tempo, so make sure you're making them pay.
  • Use it before they can clear it. Blighted Vexillum Bearer is great because it guarantees a dropped die when you take a charge, and it's no coincidence that Reanimate Archers shoot at the same initiative that Carrion Lancers attack.

I know it's frustrating to see blight vanish, but you have to pay to get rid of it. As a Daqan player, I've largely moved away from Rallying first turn, because it's simply too much territory to cede.

In closing, I think it's fair to say that Waiqar deserves some well-placed buffs, ESPECIALLY where Ardus and Ankaur are concerned, and for better or worse they are the synergy faction, so losing a unit often hurts more than it otherwise would, but they still have the tools to put out some serious hurt. What do your lists usually look like?

40 minutes ago, Brikhause said:

So @Bhelliom had made a comment that if his friend a Waiqer player would have showed up to nationals he would have taken it.

I also look at the fact that the San Antonio regionals was won by Waiqer. Granted no Uthuk came to play but that was because everyone who planned to take Uthuk actually decided to go Waiqer because they could better counter the other players taking Uthuk.

And then we have the Carolina regionals where Waiqer nearly won that tournament where there was two uthuk.

San Antonio I don't think so much reflects the strength of Waiqar. The winning Waiqar player got a bye round 1, then only won 2 games, whereas the second place player, Latari, Played and won 3 games. The difference was round three where it was Waiqar vs Waiqar and there was a total domination leading to a 10-1 point spread. Does this show the power of Waiqar or the weakness, or both? The Latari second place player never played the person who took first, and the Waiqar player never played a Latari or Uthuk player. Winning 2 games, one against the same faction, doesn't show strength (IMO)

As far as the Carolina regionals, I don't see the report so I don't know how to respond.

As far as Bhellioms report, I could take it or leave it honestly, not saying anything about his opinion or his friend's capability, maybe we should consider if Bhelliom himself believes he won based on his team and skill. Maybe Daqan isn't really the strongest, just the players that showed up aren't truly a good representation of the national quality of players? Saying that someone who didn't show up and didn't play against the other players would have won... says more about the people who did show up than the people who didn't. Now, please don't take that as a knock to either Bhelliom or his friend, I think this community is excellent and I really appreciate the players, but with as many reports as there are out there, the opinions on the Waiqar heroes from all of the current reviewers, with how world's went last year and how nationals did actually represent this year, with how Uthuk players are dominating, even new ones, with how the Carolina players specifically rearranged their teams solely to deal with Uthuk teams... That shows the opinion of current players that Uthuk is powerful. Surprised honestly that Waiqar was chosen to deal with Uthuk though, but not super surprising since I can see the relationship between themes of the teams, it would make sense that players would have those 2 teams.

3 minutes ago, Xquer said:

Waiqar has (in my opinion) the tankest unit in the game which is deathknights. That ability to ignore the first mortal is huge. I mainly play elves and I struggle to find anything to deal with dks.

Then you have the 6 tray lancers with master crafted and combat ingenuity? That thing murders enemy units so well that my friend stopped playing them since he felt they were becoming op.

Then there's the zone control with deathcaller, maro with violent and fortunas, these things can stand by themselves.

Deathknights are a one trick pony for a high cost. Ignoring a mortal strike is good, if the unit is dealing a mortal strike. Ravos doesn't, and field units don't roll white dice. They are also expensive currently. The are susceptible to ranged attacks, can't field Maro without serious repercussions, and have no surge ability for Ardus to exploit. Obcasium's Gauntlet can only be placed on a single unit.

The Lancers are good, but that's one unit that costs 80 points by itself, and it's only going to get a chance to hit 1 unit in melee range only, at initiative 5. I'll give you the point for this one specific unit, but it's not without flaws.

Deathcaller relies on blight, relies on line of sight, and relies on the unit being able to suffer wounds, and it's 1-2 wounds. Maro can get destroyed due to his late ranged attack and low low defense, plus he's super expensive again at that point.

Point is, all of these things would be available much cheaper and with less down sides for other factions.

19 minutes ago, Xquer said:

Waiqar   has (in my opinion) the tankest unit in the game which is deathknights. That ability to ignore the first mortal is huge. I mainly play elves and I struggle to find anything to deal with dks.

Then you have the 6 tray lancers with master crafted and combat ingenuity  ? That thing murders enemy units so well that my friend stopped playing them since he felt they were becoming op  .  

I agree that both of these are really good vs Latari and Daqan. But Uthuk is great against them! Ravos eats DK's for breakfast, and look at what the morale deck does against the Lancer-star!

10 minutes ago, Bhelliom said:

In closing, I think it's fair to say that Waiqar deserves some well-placed buffs, ESPECIALLY where Ardus and Ankaur are concerned, and for better or worse they are the synergy faction, so losing a unit often hurts more than it otherwise would, but they still have the tools to put out some serious hurt. What do your lists usually look like?

I think you made some great points, but in the end I think that it's not like they are preschoolers playing against Pro teams, it's just it feels like the C-team playing against Varsity right now. Yes you may get some wins because of things the opponent doesn't expect, but once your toolbox is revealed, you're pretty easy to figure out, and underpowered due to no secrets. Vorun'Thul looks interesting... but I feel like he will just be avoided by units that will seriously suffer from him, and engaged by units that can take a hit and then hit back harder. We'll see, I will definitely get him, but I'm not expecting him to change the game state by himself.

Now... Giving Ardus a +1 to his brutal at the cost of a surge if Vorun'Thul and Ardus are close... that might be fun... but also still very expensive.

Edited by backupsidekick

As long as I keep finding ways to win with them, I won't complain.

I run Ardus and use Host of Crows pretty much constantly, though I confess to being underwhelmed in general by Ankaur Maro.

I'm not the sort to type up five pages of bulleted teaching points for how to play Waiqar, but I always note that some of the most dominant Waiqar combos and strategies seem to go unmentioned in the usual "Well they can blight and carrion lancers are good" talking points.

Host of Crows can enable SO MUCH; 2x1 CLs with MCW+CI, DKs with Duskblade+CI, 2x2 Archers w/ raven standard, and the classic deathcaller double tap. I think people pretty constantly underestimate the power of Ardus' speed 2 wheel maneuver, and the Reanimates using their wheel as a charge as well.

I'd be the first to admit that of the factions presently available, Waiqar is likely the hardest to play. We're stuck in a synergy doldrums where none of our individual units shine quite so brightly as other factions. Latari is probably second, and then Daqan and Uthuk are nearly tied for the "front towards enemy" level of strategy required to make them work.

All it'll take for Waiqar to really shine are a few units or upgrades to tie some more synergies together, IMO.

Edited by Tvayumat

My list I've been running (and winning with)

Ardus

-Ancient tech

Archers -2x1

-Wind rune

-Combat Ingenuity

Death Knights -2x1

-Obcasium Gauntlet

Reanimates -2x2

-Ankaur Maro

Reanimates - 3x2

-Mistlands Sab

-Support Car Lancer

-Raven-Stand Bear

-Tact Drum

-Ling Dead

I run this list. Protect the archers and the block that has Maro with Ardus and the Death Knights. Use the maro block to add trays of archers and reanimates to the 3x2 block, priority to whoever is threatened first, or has potential to do damage. Mist land saboteur used by removing temper steel, moment of inspiration, etc. if you dial in the skill you can either blight if not engaged or remove an upgrade if you are. I find that way more helpful than an extra panic (personally) on the reanimate dial.

As stated in my above linked threads, I think that if the following "nerfs" were removed, the problem would be solved:

-Carrion lancers can't blight engaged enemies

-Ankaur hero upgrade can't raise trays in his own unit.

-Ankaur takes wounds for every tray raised, not just the ones in excess of the first each turn.

-Reanimate archers doesn't have Regenerate

-Ardus does not have an early speed 1 move or a late second attack option

Edited by Maktorius

I need to mix up my game with Waiqar for sure. I've had some close calls that have been losses due to poor dice (at least that's what I want to tell myself).

I've mixed it up a bit by playing Uthuk in the league I'm in, but will probably flip back and forth between Uthuk and Waiqar each season. Maybe I'll get a different perspective.

It's not the easiest thing to trigger, but the lone lancer going after high armor targets with blight can really wreck stuff.

Death knights function as great dispatch batteries, and if already taking Ardus for another unit, they can be run as such for 31 points.

Profane banner is going to have to be a thing when wraiths and vorenthul show up.

I admittedly don't play waiqar a lot (love Latari), but I know they are still viable. Last time I played against them, I lost twice.

They do still want a trash cav unit that maro can ride in, hoping for bone horrors eventually. And looking at gorgemaw makes me want a dracolich.

38 minutes ago, backupsidekick said:

Vorun'Thul looks interesting... but I feel like he will just be avoided by units that will seriously suffer from him, and engaged by units that can take a hit and then hit back harder. We'll see, I will definitely get him, but I'm not expecting him to change the game state by himself.

Vorun'Thul has the tools to choose his fights, and frankly he has very few truly bad matchups. ****, if you're careful with initiatives, you can pounce on a deathstar and your opponent has to debate on whether to dial in the attack or assume you'll vanish and carry on with their merry way. After which, you have this monster behind you - what do you do in that situation? I absolutely adore his theme, but DANG am I not looking forward to dealing with him. Among the lists I saw at nationals, there were only a couple units I wouldn't happily pit him against.

27 minutes ago, backupsidekick said:

My list I've been running (and winning with)

Ardus
-Ancient tech

Archers -2x1
-Wind rune
-Combat Ingenuity

Death Knights -2x1
-Obcasium Gauntlet

Reanimates -2x2
-Ankaur Maro

Reanimates - 3x2
-Mistlands Sab
-Support Car Lancer
-Raven-Stand Bear
-Tact Drum
-Ling Dead

I run this list. Protect the archers and the block that has Maro with Ardus and the Death Knights. Use the maro block to add trays of archers and reanimates to the 3x2 block, priority to whoever is threatened first, or has potential to do damage. Mist land saboteur used by removing temper steel, moment of inspiration, etc. if you dial in the skill you can either blight if not engaged or remove an upgrade if you are. I find that way more helpful than an extra panic (personally) on the reanimate dial.

Do you find Ardus... does much? If you swapped him for a Carrion Lancer, you could just take larger units of Reanimates, making them much more relevant threats in the process (though it would cost you the Wind Rune, but I feel like those Archers want to dial the surge anyway). Don't you find you struggle in Demoralize their Forces and Supply Raid?

Edited by Bhelliom
30 minutes ago, Tvayumat said:

Host of Crows can enable SO MUCH; 2x1 CLs with MCW+CI, DKs with Duskblade+CI, 2x2 Archers w/ raven standard, and the classic deathcaller double tap. I think people pretty constantly underestimate the power of Ardus' speed 2 wheel maneuver, and the Reanimates using their wheel as a charge as well.

I can't prove you wrong, and I hope you are right.

But I observe that the first two upgrade combos you mention are costed at 10p and 14p respectively, i.e. a cost increase of the unit by ca 33%, with the purpouse of increasing damage output with the same or less than that (I think) but without extra health? I can't see why it would not be better to just add more units for those points instead? When I look at the 2x2 archers I feel like I've just bought Ranked Discipline for 14p (i.e. the cost of the second rank to get the reroll). Considering how much the Host of crows ability has increased the price of Ardus compared to what he would be worth without it, you probably could have 2 2x1 reanimate archers instead which also would be better than one unit shooting at initiative 4?

Sorry for seemingly being such a grump, but I'm trying to get better by understanding and not just following (though I do understand that I have to test it to fully understand).

1 hour ago, Maktorius said:

It would be really interesting to hear how the San Antonio winning WaiqAr list performs vs Uthuk. According to the write up overview* it was built to counter Latari (which it apparently did well).

As a WaiqAr player getting hammered, I must admit that I feel a little bit annoyed by your given reasons, firstly due to the situation noted in the paragraph above, and secondly because someone else told you something and it comes across as you haven't actually played WaiqAr and just think we should suck it up. Though I'm probably wrong and salty and therefore ask for forgiveness beforehand :)

* https://impactthree.blogspot.com/2018/06/san-antonio-regionals-results.html?m=1

My regional list is getting remixed by a superior player (and the guy instole it from) for the Houston regional this weekend) so your wish will be granted

5 minutes ago, rebellightworks said:

My regional list is getting remixed by a superior player (and the guy instole it from) for the Houston regional this weekend) so your wish will be granted

Ok! And a big congratulations on your win!(even though it throws a wrench in my whining ;)

8 minutes ago, Maktorius said:

But I observe that the first two upgrade combos you mention are costed at 10p and 14p respectively, i.e. a cost increase of the unit by ca 33%, with the purpouse of increasing damage output with the same or less than that (I think) but without extra health? I can't see why it would not be better to just add more units for those points instead?

Sorry for seemingly being such a grump, but I'm trying to get better by understanding and not just following (though I do understand that I have to test it to fully understand).

2x1 Carrion Lancers with MW+CI deal a hit on every die facing of a hit and a surge, with a good chance of flanking (always add a blue die, more damage because of MW+CI). This unit can be devastating. Yes, MW/CI is 10 pts, and if it were many cheaper , you'd see me playing Ardus and 6 blocks of them.

Waiwar and Uthuk upgrades are expensive for a reason, it's because they're solid upgrades. Waiwar wants to be spending points of cardboard, to allow them to play the game they want to play, rather than paying points for plastic (where Daqan shines)

2 minutes ago, rebellightworks said:

2x1 Carrion Lancers with MW+CI deal a hit on every die facing of a hit and a surge, with a good chance of flanking (always add a blue die, more damage because of MW+CI). This unit can be devastating. Yes, MW/CI is 10 pts, and if it were many cheaper , you'd see me playing Ardus and 6 blocks of them.

Waiwar and Uthuk upgrades are expensive for a reason, it's because they're solid upgrades. Waiwar wants to be spending points of cardboard, to allow them to play the game they want to play, rather than paying points for plastic (where Daqan shines)

I need to start collecting travel rewards points or something, because hearing about all the stuff that is successful in different metas is so fascinating and I badly want to see it first hand.

1 minute ago, rebellightworks said:

2x1 Carrion Lancers with MW+CI deal a hit on every die facing of a hit and a surge, with a good chance of flanking (always add a blue die, more damage because of MW+CI). This unit can be devastating. Yes, MW/CI is 10 pts, and if it were many cheaper , you'd see me playing Ardus and 6 blocks of them.

Waiwar and Uthuk upgrades are expensive for a reason, it's because they're solid upgrades. Waiwar wants to be spending points of cardboard, to allow them to play the game they want to play, rather than paying points for plastic (where Daqan shines)

I know I'm getting into the weeds here so I might be wrong, but too me spending too much of your army on cardboard will probably:

-Hinder your ability to flank (which you state as a higher likelyhood) since your opponent can field more units. You might get a flank in, but your flanker will be flanked.

-Be disadventagous in the objective hunt since it usually favours MSU or big units, and cardboard is neither

-Hurt you more for "misses"/"fizzles" etc. since you have less sustainability (health) and score is mainly based on eliminated units

I'm not sure I agree that Uthuk upgrades are expensive. I think Scuttling horror, Devouring Maw, Insatiable hunger, Fear Incarnate etc. are too cheap! :)

If cardboard allows to more efficiently achieve those goals, then you'd better expect me to spend points on it.

If your having problems flanking your opponent because they have more units, you're approaching wrong. I find them easier to flank, they have more pieces to move and not get in each other's way. Also, charges/moves that are wheels and banks are very hard to predict for alot of players, use that advantage

There are two approaches to objectives. Be the one picking them up, or be the one killing things that have them. I opt for a hybrid. One thing to pick up, everything else to kill.

As for mistake, yeah, but that can be applied to every strategy. There's no list out there immune to mistakes. I dialed in a melee attack instead of ranged with Crossbowmen and it set me back ~50 points that game

38 minutes ago, Maktorius said:

I can't see why it would not be better to just add more units for those points instead?

Because Ardus multiplies every surge combo you take.

With two white dice, a dialled in surge, and an extra surge of Ardus' fury, you'd be surprised how much hurt he can put out into a flank as long as the MCW+CI worms are nearby.

I get a lot of mileage out of Ardus in straight up combat, you just have to be selective about where and when you engage with him is all.

3 minutes ago, rebellightworks said:

If cardboard allows to more efficiently achieve those goals, then you'd better expect me to spend points on it.

Of course this is true. However, I was commenting that it was not clear to me that spending +33% points on <+33% damage and +0% health gave increased efficiency, and I'm afraid I did not fully understand your answer since these upgrades does not increase flanking ability (as I wrote I would argue that it instead would decrease it since you would field fewer units).

14 minutes ago, rebellightworks said:

If your having problems flanking your opponent because they have more units, you're approaching wrong. I find them easier to flank, they have more pieces to move and not get in each other's way.

You are probably a better player than me, but this looks paradoxal to me. I'm thinking that when it comes to flanking, more and wider units are better.

13 minutes ago, Tvayumat said:

Because Ardus multiplies every surge combo you take.

With two white dice, a dialled in surge, and an extra surge of Ardus' fury, you'd be surprised how much hurt he can put out into a flank as long as the MCW+CI worms are nearby.

I get a lot of mileage out of Ardus in straight up combat, you just have to be selective about where and when you engage with him is all.

I have been putting the MCW + CI on the 2x1 archers which I place behind him. I agree that they themselves won't use MCW much, but on the other hand maybe they will stay around longer as he protects them? I always put CI on archers, so I count this as saving 6pts vs putting the whole shebang on the Lancers. But I can see how this probably is a wash :)

I have not been lucky with "being selective about where and when you engage with him" unfortunately. Spending a whole turn on just reform is tough.

Edited by Maktorius