Happy (early) Friday - Rune Upgrades

By Church14, in Runewars Miniatures Game

So, with the release of the latest wave, what are player’s favorite Rune upgrade and what do they do with it.

Wind Rune - the “**** you I’m leaving” rune

Fire Rune - the “Rule #2 - double tap” rune

Corruption Rune - the Monty Hall rune

Is anyone finding a preference or a home for these?

P.S. Yes Runecasters, Wind Rune Cavalry. We heard you. ;)

Bonus question: Since we have runes based on unstable runes, natural runes, and the morale deck, what will the rune that functions off of stable (blue) runes be called and what will it do?

I personally like Corruption Rune on Berserkers. Though I haven’t found quite what I want to have with it. As for the stable rune: Earth Rune - Protected Stable

Edited by Church14

Preference: Fire rune on Deepwoods Archers, backed by Maegan with Malcorne's Bequest.

Blue Rune:

Speed Rune: if [stable] is 2 or higher, decrease your initiative by 1.

I haven't had a chance to try Corruption Rune yet, but I'm very much looking forward to it. I tried Berserkers with Fire Rune and loved being able to reform and shoot at initiative 3. I'm looking forward to doing the same with Corruption Rune.

I think Water Rune and Earth Rune would be obvious inclusions. Water Rune makes sense for stable. With the 50/50 nature of Stable runes, it is perfectly suited for representing the eb and flow of the tides. Instead of doing something numeric like we see with Fire and Wind runes, it could be two different effects that are related but distinct, depending on if there is only one stable rune or if there are two.

[For example: While exactly 1 {stable energy} is active, you gain: {Skill} The initiative of your {shift} actions is decreased by 1 and you do not receive a panic token for disengaging.

While exactly 2 {stable energy} are active, you gain: {Skill} The initiative of your {march} actions is decreased by 1. The speed of your {march} actions is increased by 1.]

Although the 4 standard elements make a lot of sense, it would also be neat to see the elven elements represented. They believe in Light, Air, Life, and Dreams.

It may also be fun to see old favorites like Blasting Rune. "Blasting Rune? Shouldn't that read, 'Rune closed?'" (That's a Brian Regan reference.) But Blasting Rune is in the RPG and Legacy of Dragonholt.

Edited by Budgernaut

Earth rune feels like a certainty at this point. Protected stable is awesome, but so far the runes have all been special actions. Special action for protected 1-2? Could be good I guess.

It's a hard choice between wind rune and fire rune. As Latari, both are super good.

Fire rune: Gives a great 'splat, splat' feel. Loaded with CQT it's a beast of a chip damage output platform. It also couples up well with meagan embedded for even more chip damage. Only drawback is red runes are the most fickle.

Wind rune: Can make deepwood archers **** near untouchable, unless fighting rippers or Ravos. Allows constant shoot, move, aim gameplay. Can become 6 pts of deadweight if a big unit catches you. I usually still run it with CQT just in case.

I think current metawise, I prefer fire rune, but I like the gameplay of wind rune a lot more and hope it'll find it's way back into my builds with future units.

As for the possible runes...Protection Rune?

1 stable, protected 2, 2 stable, armor +1

Probably too strong, but it could be fun.

I love just having the choice of fire or wind rune when I'm playing Daqan. For Uthuk I dunno just have a hard time devoting the points to either.

I've been experimenting lately with large blocks of Deepwood Archers. Interestingly I like wind rune on the larger blocks to make them more dodgy, but I like fire rune on the smaller blocks to make them more damagy.

I know @xelveki played in nationals with wind rune on a 6 tray block of crossbows, which he did well with.

I also really had fun playing berserkers with fire rune. That added a bit of a different dimension to the Uthuk since they dont have Viper Legion yet.

I haven't thought of a good use of corruption rune yet. I may have to play around with that once Darnati come out.

To tell the truth, the most mileage I have gotten out of a Rune upgrade is Fire Rune on a 2x1 Berserkers. I think both Initiative One and Runecasters have poked fun at it as it was a symptom of not having enough.. everything.

Nonetheless in a OP season/quarter with Bounty, Demoralize, and Supply Raid as objectives, it was critical to all three. Instead of a solo siege being sent off to pick up tokens or try to survive, I kept what was essentially a bipolar archer that shot at initiative 3 in a 360 arc.

It certainly wasn’t efficient, but it delivered more than I expected. I will be trying Corruption Rune on a 2x1 sometime here as well

15 minutes ago, Church14 said:

It ce  rtainly wasn’t efficient, but it delivered more than I expected

If you flip your expectations to efficiency fire rune on any 2 tray unit punches way above it's weight. 23 point berserker unit (16+7) or a 24 deepwood archer unit or a 25 point unit of spearmen can inflict way more than an equal number of points in damage on your opponent.

They are annoying little units, that must be dealt with, but giving your opponent a tough choice is the best part. Do I go after a 2 tray with fire rune that is ruining me with the red rune flips, and possibly open myself up to an attack by a bigger unit? Or do I deal with my opponents more "dangerous" units and get ripped up piece by piece by these 2 trays with fire rune?

Making your opponent make those choices is why I love this game so very much.