New Waiqar elite infantry unit concept/wishlist

By Susanooo, in Runewars Miniatures Game

Ive been thinking what unit would be fun for waiqar to use. Im all in infantry guy so i was thiunking about some form of more ,,elite" infantry than the reanimates and Vampire warriors came to my mind

They could be fielded in 1, 2x1, 3x1 and 2x2 formations only

they would have 1 shield and 2 wounds

tray would fit 3 miniatures

they would regenerate wounds (and eventually rise form the dead) when dealing damage (or killing units that would make them good vs other infantry that die quickly)

They would have protected keyword

They could have short range teleportation skill (in theme with vorun thull but without shapeshifting)

They would be expensive (like 40 points at 3 trays or something around this line)

And they would look something like this (i know its a heroes VI art but the whole concept of armored infantry with badass swords just appeals to me :P) :

necropolis_vampire_knight_by_perzo-d331w

What do you think about such concept?

Edited by Warlordus

Monstrous humanoids, remnants of ancient times, still lurks in the dark edges of the civilized world. The necromancers of Zorgas, ever experimenting on the fallen, have with unprecedented corruption of the natural forces managed to infuse these beasts' corpses with new life. With an unbearable stench and rotting disease infested flesh hanging loose on their bones, flailing enemies that come close, the Draugr will bring even the most stalwart foes to their knees in sickness.

TuhEaLb.jpg8QBF0Me.jpg

VPmztVV.jpg

The image of the Draugr is from https://godofwar.wikia.com/wiki/Draugr

The purpouse of this design is to combo with Ardus, Ankaur and Carrion Lancers.

Edited by Maktorius

3 figures per tray wouldn’t work with the modeling scheme.

Part of the mechanics behind Vorun’thul’s teleporting involves gaining stun tokens, which is part of play balance: otherwise, being able to move freely, without templates, is overly strong. What would you do to balance their ability to teleport?

They could also gain stun tokens or immobilise ones. On facebook we came up with interesting idea. Each time thise vampires would kill a miniature you could spend one damage from your pool to regenerate one mini (and we keep them on 1 shield 1 health but with protected 1 or 2) so for example with 6 hits (already multiplied) you could kill 6 spearmen or kill 3 and regen 3 miniatures (or kill 4 regen 2) and we could guve it some form of regen cap to prevent overregenerating or dont give them traning slot for lingering dead. Also as its infantry red blue attack would be fine (or white red to keep them more dangerous) optionally just 2 reds same as reanimates cause i dont know what surge ability they could get. as for teleportation it would be nice as red skill! so you can hit harder or teleport but then you recieve that immobilise token that keeps you in place next round and make their rally as main action so its not so easy to stack inspiration for them.

38 minutes ago, Xelto said:

3 figures per tray wouldn’t work with the modeling scheme.

I actually find this the most exciting part if his post. Sure, they would have to make a new tray with 3 circles, but they could still have circular bases and would therefore still be infantry. It would open the door to other large infantry so we don't have to use cavalry bases for things like Ironbound.

I want Deathborn Legionnaires as much as the next guy, but what I want more than that?

latest?cb=20160111070053

Barghests!

Model them two barghests per cavalry slot (still one model) and make them 1/2. Keep their attack fairly weak from the front, with a decent Lethal boost from a flank. Make their dial like trying to drive an overcharged superbike and suddenly Waiqar won't feel quite so sluggish.

22 hours ago, Maktorius said:

Monstrous humanoids, remnants of ancient times, still lurks in the dark edges of the civilized world. The necromancers of Zorgas, ever experimenting on the fallen, have with unprecedented corruption of the natural forces managed to infuse these beasts' corpses with new life. With an unbearable stench and rotting disease infested flesh hanging loose on their bones, flailing enemies that come close, the Draugr will bring even the most stalwart foes to their knees in sickness.

TuhEaLb.jpg8QBF0Me.jpg

VPmztVV.jpg

The image of the Draugr is from https://godofwar.wikia.com/wiki/Draugr

The purpouse of this design is to combo with Ardus, Ankaur and Carrion Lancers.

Great concept but why would anyone take Reanimates now?

Draugr have more effective health. Blighted Banner as standard and can even take Blighted banner to stop anyone with two attack dice EVER hitting them. Combine these with a Dispatch runner and you have two to three blight on a unit just for being on the board. Plus you have easy access to Lethal and immune to most of the Morale Deck.

I like the idea but . . wow.

1 hour ago, Viktus106 said:

Great concept but why would anyone take Reanimates now?

Draugr have more effective health. Blighted Banner as standard and can even take Blighted banner to stop anyone with two attack dice EVER hitting them. Combine these with a Dispatch runner and you have two to three blight on a unit just for being on the board. Plus you have easy access to Lethal and immune to most of the Morale Deck.

I like the idea but . . wow.

Thanks for the feedback! My defence:

I might be misunderstanding you, but my take is that you on some points (2,4 and 5 below) are not applying the rules of the features correct.

Firstly: I'm afraid that noone would take Reanimates because they are not good enough. Actually I seldom use them now! They are too slow to fight Latari, the Regenerate ability is too weak to withstand a beating, they are the same price as Berserkers etc. So I argue that the fact that it replaces a weak unit is not a good reason to not have it?

Secondly: Blighted banner only triggers at contact, and their inate ability only triggers after activation. So when you write that 2 dice attacks wont Ever trigger, that is quite false.

Thirdly: I admit I forgot to think about dispatch runner, but on the other I would argue that Waiqar are perhaps the worst of using it? DK's are the most expensive cavalry (i.e. the cost of using the ability is high), and Waiqar are bad at refreshing it! Compare it to using dispatch for the other factions that have the Rallying Cornicern (or equivalent) or even Hawthorne.

Fourthly: Lethal is not a hit (which multiplies with threat to produce damage), it is only a damage, so this ability is worse or at best at par with the dial in hit of berserkers, darnati or spearmen.

Fifthly: Note that Steadfast is not immunity. It increases the the panic cost of the cards of those types by 1.

I'm very happy to discuss this further :)

Edited by Maktorius
17 hours ago, Tvayumat said:

I want Deathborn Legionnaires as much as the next guy, but what I want more than that?

latest?cb=20160111070053

Barghests!

Model them two barghests per cavalry slot (still one model) and make them 1/2. Keep their attack fairly weak from the front, with a decent Lethal boost from a flank. Make their dial like trying to drive an overcharged superbike and suddenly Waiqar won't feel quite so sluggish.

So... Flesh rippers?

I get there would be differences, but just adding a fast unit to Waiqar doesn’t jive to me. It needs something that fits with the rest of the Waiqar before I’m sold on it

5 hours ago, Church14 said:

So... Flesh rippers?

I get there would be differences, but just adding a fast unit to Waiqar doesn’t jive to me. It needs something that fits with the rest of the Waiqar before I’m sold on it

Waiqar had these in battlelore 2nd ed. Fleshrippers had bonuses to pursuing opponents and wrecking damaged opponents. Barghests had bonuses to their speed when they were isolated and had a special version of panic that they applied. They were especially good at maneuvering around lines to go after squishy targets like archers.

In this game they could be balanced to lose to things like spearmen but be extremely difficult to catch, so they can wreck backlines. Fleshrippers are pretty much just fast in this game, though they are also good at catching fleeing opponents due to the free speed-1 marches.

EDIT: Depending on how wraiths play out, the role I describe might be filled by them, but so far Wraiths seem more about the frontline flanks and disruption than backline. I could be wrong on that though.

Edited by Willange