What makes the Uthuk Y'llan strong?

By Budgernaut, in Runewars Miniatures Game

Probably, I like to in most cases rush across because it's much better (in my opinion) to fight on my terms and not let the enemy prepare for the onslaught. I also want to get Ravos in early and don't want him to be lonely.

@Curlycross Thanks for the vote of confidence and the commentary.

I agree with the main points. Whatever list you take against any faction, you need some way to generate multiple unreturnable hits on the same targets to whittle them down and remove them from the table.

9 hours ago, Budgernaut said:

Maybe they're not, but most units are restricted to doing their frustrating things by the initiatives on the command tool. When a Thresher scuttles, it still has the whole command tool open, so you have more possibilities to consider than you do with other units. That extra mobility means a single action on the tool could have them ending up in three different places. And you'll probably say that shift-shift does the same thing, but if you shift-shift, there are usually only 1 or 2 initiatives that work. Scuttling Horror adds way more options to this unit than what appears to be abailable to other units.

There, that's the way I was looking for to phrase it. When you're restricted to the command tool's initiatives to initiate your shenanigans, they can be preempted and nullified by clever play or the right unit in a good position. When the shenanigans happen at the beginning of the turn, but after dials have been set, the Scuttling player benefits from the knowledge, the Scuttlee is at a disadvantage for not having the the knowledge, the Scuttle has the opportunity to nullify actions taken before what the Scuttler's dials in if there's a collision, and the Scuttlee can't even block the Scuttle and nullify the Scuttler's dial by beating it to the punch. It's all upsides, with no risks or opportunities to be outplayed.

At the risk of repeating myself, I'm going to compare the Scuttle to a Leonx bounce. A Leonx is looking for one of two things: 1) disengage before you attack so your attack is canceled and they can charge thecnext turn,or 2) stay engaged so that your march gets canceled while they get to attack. This is as much a guess for the Latari player as for their opponent! And if they do win, they have at the least negated one of your actions, or at the worst, delayed your actions and attacked that unit.

Compare with a Spined Thresher disengaging. If you guess wrong and it doesn't stay engaged, it doesn't just end its activation one tray away from you. It can still march or shift or do anything else on its command tool. It can even charge into a different one of your units, canceling that unit's march, getting an attack, and preventing the first unit from attacking. And if you anticipate the charge and it doesn't come, you've probably dialed in a march on the engaged unit, too, and now you've sacrificed 2 activations because of 1 Scuttling Horror ... for 3 Points. And your opponent may have several of these on the table. Now every single command phase is an exhausting game of 50/50 guesses. It's different from predicting normal command tool selection because you have to plan for 2-3 different positions from which to plan your command tools while the Uthuk player only has to plan for one, because they know where the Scuttling Horror shift will end.

I don't want to start talking about fixes here, but @Maktorius has a good solution, in my opinion.