Another Future Unit Thread

By Zaaik, in Runewars Miniatures Game

Daqan: 3 Infantry (Spearmen, Crossbowmen, Scouts), 1 Cavalry (Oathsworn), 1 Siege (Rune Golem), 3 Heroes (Kari, Hawthrone, Baron Z).

Waiqar: 2 Infantry (Reanimates, Archers), 2 Cavalry (Death Knights, Wraiths), 1 Siege (Carrion Lancers), 3 Heroes (Ardus, Maro, Lord V).

Latari: 2 Infantry (Deepwood Archers, Darnati Warriors), 2 Cavalry (Leonx, Ventala), 1 Siege (Scion), 3 Heroes (Aliana, Maegan, Prince F).

Uthuk: 2 Infantry (Berserkers, Viper Legion) 1 Cavalry (Flesh Rippers), 2 Siege (Spined Threshers , Obscenes) 3 Heroes (Ravos, Kethra, Beastmaster)

Going by this, the factions need the following units if they're all going to match up.

Daqan: 1 Cavalry, 1 Siege Unit.

Waiqar: 1 Infantry, 1 Siege Unit.

Latari: 1 infantry, 1 Siege Unit.

Uthuk: 1 Infantry, 1 Cavalry.

Any hopes/dreams/wishes for future units to fill these gaps?

As Waiqar player I am hoping for some infantry that is a little bit faster than Reanimates and is exciting enough for me to want to take Maro to make sure they can get trays added to them. In regards to Siege Unit, we know one must be on the way for Lord V to fit into... something that is being discussed in another thread.

At this point do we need/want the armies to line up? All the armies have the various archetypes covered. I would want the hero count to match, but I would be fine if elves ended up with more range/calvery units than uthick who had more infantry and seige, etc.

To me having a mismatch could allow for a more thematic feel for the various armies.

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But yeah I really want waiqar to get another infantry unit. I like some of the ideas going around where they can regenerate based on the damage dealt. Add in some more blight mechanics as well would be nice, something like the beserkers lethal where you can sacrafice a unit to apply a blight to the defender.

I also still want pegasus riders for elves that can move through terrain and other units.

I can't remember where or who came up with the idea, and it might not be feasible for FFG to do this, but I thought having a heavy infantry option with 3 bases per tray instead of 4 could open up some really cool options for balance/feel of heavy hitting infantry.

I think Vampire infantry would be so choice for this. I also think they would be really cool if they were 2Armor/1Health and 3 to a base and allowed for regenerating wounds off surges.

3 hours ago, Xquer said:

But yeah I really want waiqar to get another infantry unit. I like some of the ideas going around where they can regenerate based on the damage dealt.

3 to a base still allows for some awesome regen mechanics and if Heavy/Elite Infantry is a different unit type than regular Infantry, then it wouldn't be weird for Maro to be able to bring trays of vampires from the... uh... vampire-dimension?

For regular infantry, I think either zombies (like a suuper cheap unit to balance Waiqar's expensive units) or a Grave Guard type skeleton infantry that's more armored/faster than regular reanimates, but I don't know if that's too similar to Reg-animates.

I think it would be cool to have a special action or modifier that simulated a zombie horde:

[Special Action/Modifier]: Add one full tray to this unit.

That would be pretty awesome with hero upgrade slot for Maro.

Edited by Wraithist

Yeah, I wouldn't expect future releases to adhere too strictly to keeping unit type balance, though internal variety should push it at least somewhat in that direction. Certainly it feel like there's room for:

  • more mobile, fragile Daqan cavalry (bad ranged attack?)
  • a Daqan siege unit with a fuller dial (siege golem perhaps)
  • Waiqar siege with a champion slot (great big vampy-wolfy monsters yes please)
  • Waiqar cavalry for Ankaur to hang out in (bone horrors?)
  • Yeron riders!

I wouldn't expect to see Infantry with 3 models per tray, but then I suppose it's really just a matter of new trays. Still, I think they'd be more likely to make durable heavy infantry with Protected (2) or something.

Waiqar
A mutated undead/white walker Spined Thresher:
Exactly the same as a normal Spined Thresher but this one also has Steadfast {Fear}

Mist Walker:
Exactly the same as Uthuk Warsprinter.

Daqan
A Rune Thresher:
Exactly the same as a normal Spined Thresher but this one has Brutal {Unstable} instead of Brutal 1.

Marathon Runner:
Exactly the same as Uthuk Warsprinter.

Latari
A Winged Thresher:
Exactly the same as a normal Spined Thresher but this one has wings and counts as Flying.

It's huge so a single model takes up the same amount of space as a 2 x 2 tray. Purchasing this unit comes with two models, one grounded and another in a flying pose which has a special peg base to represent being in the air.

Essentially at deployment, you choose a stance: Grounded or Flying and you represent it with the corresponding model. As a SKILL action, you can transition between grounded and flying. Whilst grounded you follow all the normal rules. Whilst flying however you ignore terrain and other units (although you cannot end your march in a spot already occupied by another unit.) You cannot be selected as the target of melee attacks and any melee action you choose is also ignored, however any damage you sustain from any source will automatically ground you and give you an immobilize token.

You have Impact 2 as well as "Flying Terror" which automatically gives enemy units a panic token if they do not already have one at the end phase - no line of sight - range 1 - 3.

Wildwood Long Strider:
Exactly the same as Uthuk Warsprinter.

Uthuk:
NOTHING for the next four release waves THEN they get:

Mawlocs:
All look like Gorgemaw. During deployment, you place only their bases, not the models. This represents them as being underground.

Whilst underground they cannot target and cannot be the target of any action/skill/ability but otherwise function as normal.

As a Skill action, they can opt to resurface. To do this, simply place the model back on the base. If this Skill action is performed when touching another unit, count this as a charge. If done when touching or overlapping terrain, replace the terrain with the "resurface" punch board. If the terrain was "dangerous", the Mawloc rolls a blue dice equal to the capacity of the terrain and takes damage for each hit rolled. If the terrain has 0 capacity, the Mawloc takes a automatic wound.

Mawlocs
Brutal 2
Resilient 1
Steadfast: {Fear}

I think this balances things out quite nicely.

13 hours ago, Bhelliom said:

Yeron  riders  !

yass

I think besides Prince Faolan, they'll be one of the only brutal elf units. I also hope theyre a siege unit instead of a cav.