Happy Friday. Fun ideas for army buffs.

By Church14, in Runewars Miniatures Game

Alright. Some heroes bring in other faction units, some give banes.

What is a buff/debuff/effect you’d like to see in a hero.

Mine: I want the first dwarven hero to allow you to place 3 bomb/mine tokens on the map after terrain but before units are deployed. Have them so when you move over them you take damage equal to the number of runes up.

I want a Latari leader who brings in an extra piece of terrain. Our, alternately, let's you place terrain inside deployment zones.

I also want a Makhim leader who brings in an extra rune token.

Edited by Xelto

I actually wondered about a Waiqar hero that lets you count the blank sides on the energy tokens as green runes

A hero with Rune manipulation. I want more consistency from Fire and Corruption Rune

1 minute ago, Darkjawa said:

A hero with Rune manipulation. I want more consistency from Fire and Corruption Rune

That is definitely something I do not want. But if it exists, I will have to bring my own rune manipulation to put an end to it...or bring my own runic equipment.

2 hours ago, Church14 said:

I actually wondered about a Waiqar hero that lets you count the blank sides on the energy tokens as green runes

1 hour ago, Darkjawa said:

A hero with Rune manipulation. I want more consistency from Fire and Corruption Rune

These sound more like hero abilities than army buffs. How would you make them army buffs?

Edited by Xelto

An Uthuk Warlock hero who gives all non-unique units an effect that makes blanks become mortal strikes, but the unit also suffers a wound for each blank rolled. I just think the Uthuk need a little more self-destruction than what we see now. The trouble with most of their self-wounding (Ravos being an exception) is that you can the effects are optional so you can see whether it is worth the drawback before you trigger it. This gives the Uthuk too much flexibility, in my opinion. It's a risk-reward playstyle where you can mitigate all the risks unless the reward is greater.

A latari forest guardian hero.

Gives 2 units overgrowth tokens at the start of the game. These units are treated as overgrown terrain by allies, and have cover 1 and deadly 2.

Waiqar

Friendly units may treat cavalry units as infantry units while resolving skills actions.

Ressurect everyone. Summon Wraiths. CLAUNCAR CAVALRY.

Make it a corpse wagon or smthg.

Edited by Polda

Waiqar is slow, right? What if there were some way to protect them, like from that one bonus objective/deployment combo with the mists? So this hero steps onto the battlefield and the Terrifying Mists follow him.

Terrifying Mists: Friendly units cannot be targeted by ranged attacks from enemies beyond range 3.

Might be too strong, but "beyond range 4" seems weak. It would be a pain to fight against this dude with a ranged army, especially if he were supported by a horde of Reanimate Archers.

EDIT: I found the objective, and it does say "beyond range 4", which seems a little more fair.

But you know, these hero setup abilities are very much tied to the character they represent. I think this character would be some kind of fallen hunter, who fell in the Mistlands, but whose soul was strong enough to beg for undeath, rather than end his existence. He would probably look something like Umarak the Hunter from Bionicle, even though that does come close to Ardus Ix'Erebus' aesthetic.

71310_Umarak_the_Hunter_Review_21.jpg

Edited by Parakitor
2 hours ago, Xelto said:

These sound more like hero abilities than army buffs. How would you make them army buffs?

I was thinking about thmine being the ability listed on the backside of the hero’s unit card. Correct or not, we’ve always called that an army buff.

2 hours ago, Xelto said:

These sound more like hero abilities than army buffs. How would you make them army buffs?

24 minutes ago, Church14 said:

I was thinking about thmine being the ability listed on the backside of the hero’s unit card. Correct or not, we’ve always called that an army buff.

Ah... just to make sure we're talking about the same thing (the cards don't have an official front or back, so far as I know), I think you're talking about the side with the unit's cost, and on the heroes, some sort of ability like "Your army can include 1 non-unique infantry unit from the Latari Elves", right?

Assuming that's correct, I'm interested in the actual mechanics of how you would go about counting blank rune tokens as being natural.

The reason I'm saying that is because, with all the heroes so far, everything on that side of the card resolves during setup, and then is finished. Units are modified, tokens are placed, units are repositioned... and then, once that happens, you never have to flip the unit card during play. But your suggestion of allowing blank energy tokens to count as natural is an ongoing effect, which normally are placed on the other side of the card.

I love the ability. It's my favorite of the ones listed so far. I just wanted to see how it would actually work in play. (I liked the thread concept a lot, too. We've talked about unit abilities to death, but not much about the setup-stuff of heroes.)

I had assumed we were specifically NOT talking about "setup abilities."

2 hours ago, Budgernaut said:

I had assumed we were specifically NOT talking about "setup abilities."

The thread is to generate fun ideas. If I wasn’t clear and you were generating ideas for something else, let them fly in here anyway. I’m just aiming to make conversation.

What do you have? I’m listening

6 hours ago, Church14 said:

What  do you have? I’m listening

12 hours ago, Budgernaut said:

An Uthuk Warlock hero who gives all non-unique units an effect that makes blanks become mortal strikes, but the unit also suffers a wound for each blank rolled.

A Waiqar Lich King whose ability resurrects dead enemy units and puts them in your service when a tray is destroyed.

1 hour ago, Viktus106 said:

A Waiqar Lich King whose ability resurrects dead enemy units and puts them in your service when a tray is destroyed.

This one would be cool if it was all units gain: skill; regen 1 figure for each tray removed from an enemy during your activation. Would be really good for death knights. Wouldn't work for Lancers which would also be good.

Not a hero, but a theme upgrade Id like to see.

Daqan spearmen- Pike equipment. When defending against a charge that contacts your front edge, the attacking unit gains a panic token. If your command dial is unrevealed , additionally calvary units take a morale test during the resolve moral step of combat.

Or something along those lines.

On 8/31/2018 at 3:08 PM, Budgernaut said:

An Uthuk Warlock hero who gives all non-unique units an effect that makes blanks become mortal strikes, but the unit also suffers a wound for each blank rolled. I just think the Uthuk need a little more self-destruction than what we see now. The trouble with most of their self-wounding (Ravos being an exception) is that you can the effects are optional so you can see whether it is worth the drawback before you trigger it. This gives the Uthuk too much flexibility, in my opinion. It's a risk-reward playstyle where you can mitigate all the risks unless the reward is greater.

I would worry just a little about how powerful this would make Flesh Rippers.

But I do agree about a hero that gives Uthuk an army wide self harming buff being a good idea.

I was completely stoked when Uthuk were announced to hear that self-harm for more power would be in their playbook. I haven’t seen enough to me.

I think there's more room to explore Daqan's theme of using Inspiration tokens. Something like [melee]: Spend any number of your Inspiration tokens. Gain Lethal(x) for this attack, where x is equal to the number of Inspiration tokens spent.

It might be too weak an effect since Inspiration tokens are almost always worth more than a single point of damage, but it does provide nice damage flexibility army-wide, and the more Lethal and Protected in the game, the more variety there is in damage math.

42 minutes ago, Bhelliom said:

I think there's more room to explore Daqan's theme of using Inspiration tokens. Something like [melee]: Spend any number of your Inspiration tokens. Gain Lethal(x) for this attack, where x is equal to the number of Inspiration tokens spent.

It might be too weak an effect since Inspiration tokens are almost always worth more than a single point of damage, but it does provide nice damage flexibility army-wide, and the more Lethal and Protected in the game, the more variety there is in damage math.

I actually like the idea of Inspiration can be used by Daqan for Protected X over using them for Lethal X.

1 minute ago, Church14 said:

I actually like the idea of Inspiration can be used by Daqan for Protected X over using them for Lethal X.

Ooh that is nice. Plays really well with their high Defense values!

May spend an inspiration to gain Protected 2? Limits the amount of damage mitigation and takes account of the value of an inspiration