Lord V Counters

By Zaaik, in Runewars Tactics

So, I love Lord V... he has completely changed things for me and the Waiqar, to an extent where I am on quite a considerable win streak with him in my army.

My local play group is having a real tough time dealing with him, and I was talking about possible counters and tactics to use against him with them and I thought I would come here and see if any body else had any specific tactics or advice for dealing with Lord V?

How are you finding playing with him or against him?

Chip damage is very weak against him, so your Latari players may need to change their lists quite considerably if they've been enjoying Archer/Fire Rune MSU. Direct wounds and non-attack damage are great, so Deathcallers and Obcasium's are strong, Uthuk heroes, Latari heroes, etc.

He walks a fine line with banes. He badly wants to transform at I4 with a rally to store up the Inspiration, so even so much as a Panic token interferes with that. Stuns are death. Corruption Rune is probably quite strong in general, and exploits a very real weakness in him.

Still, he is VERY strong, and has an incredible ability to disengage even if you make a mistake with him.

5 hours ago, Zaaik said:

where I am on quite a considerable win streak with him in my army.

May I ask how you are running Lord V and what you are putting in a list with him?

Disclaimer: I have never played against Lord V.

But I would suggest:

- 3x2 Spearmen with metered march, dialling in the long march at 8

- Any source of stun, as mentioned

- Setting a trap. Easier said than done but having a cavalry unit to counter charge may disuade him from engaging

- Ravos...

- Shield of Margath, since it interacts weirdly with Protected

11 hours ago, Qark said:

May I ask how you are running Lord V and what you are putting in a list with him?

This is my current list, sitting at 199. Its not really a specialist list, it just focus' on damage from archers and Lord V, with the reanimates/executioner ready to deal with high wound units and the deathknights acting as a support unit and the lancer as a blocker or objective grabber.

Lord Vorunthul [40] 1x1
Fortunas Dice [6]
Thirst of Bilehall [5]
Total Unit Cost: 51

Reanimate Archers [45] 3x2
Tempered Steel [3]
Raven-Standard Bearer [3]
Close Quarters Targeting [3]
Total Unit Cost: 54

Reanimates [35] 3x2
Executioner [6]
Raven-Standard Bearer [3]
Marching Drummer [2]
Total Unit Cost: 46

Death Knights [24] 2x1
Obcasiums Gauntlet [5]
Rank Discipline [4]
Total Unit Cost: 33

Carrion Lancers [15] 1x1
Total Unit Cost: 15

9 hours ago, Zaaik said:

This is my current list, sitting at 199. Its not really a specialist list, it just focus' on damage from archers and Lord V, with the reanimates/executioner ready to deal with high wound units and the deathknights acting as a support unit and the lancer as a blocker or objective grabber.

Lord Vorunthul [40] 1x1
Fortunas Dice [6]
Thirst of Bilehall [5]
Total Unit Cost: 51

Reanimate Archers [45] 3x2
Tempered Steel [3]
Raven-Standard Bearer [3]
Close Quarters Targeting [3]
Total Unit Cost: 54

Reanimates [35] 3x2
Executioner [6]
Raven-Standard Bearer [3]
Marching Drummer [2]
Total Unit Cost: 46

Death Knights [24] 2x1
Obcasiums Gauntlet [5]
Rank Discipline [4]
Total Unit Cost: 33

Carrion Lancers [15] 1x1
Total Unit Cost: 15

This looks like a very sensible list. Or in other words, you've put a lot of my favorite pieces together that I would gladly put on the table. The archers ought to be a credible threat to Vorun'thul, and the Reanimates can then threaten with a speed-3 march, modified by a turn using Marching Drummer + skill action. Boom: dead hero! Death Knights are small and simple, and of course you bring your own beatstick in Vorun'thyl the Cursed.

5 minutes ago, Parakitor said:

This looks like a very sensible list. Or in other words, you've put a lot of my favorite pieces together that I would gladly put on the table. The archers ought to be a credible threat to Vorun'thul, and the Reanimates can then threaten with a speed-3 march, modified by a turn using Marching Drummer + skill action. Boom: dead hero! Death Knights are small and simple, and of course you bring your own beatstick in Vorun'thyl the Cursed.

Yeah I’m really happy with it, I don’t know why I ever stopped using 3x2 archers, they can put in serious damage. I’d also never really tried a 2x1 deathknights before either and was very pleasantly surprised!

executioner is also a favourite of mine and he often turns out just to be there if and when he is needed, I’ve also never used marching drummer before this list and I’m loving that to!

Lord V is the star of the show though, one that Waiqar needed! Before he came out I had conceded to running heroless lists.

A favourite moment of mine the other day was when Lord V and the Renanimates charged up the map and cornered a 3x2 deepwood unit, both getting charges into it on the same turn after Lord V engaged, all by turn 3.

I like how unpredictable he can be, he is so versatile. I guess another tactic to prepare for him is just knowing his dial.

Know your enemy and all that.

I may actually try and play against him using another army, just so I can experience playing against him first hand. I’m also hoping my Waiqar will go against him at a tournament we are having this month.

Berserker star charge with perfect dice roll and one stable and burn a dude to add lethal 1 appears to work well.

I find anything with good defense does it.

If he is swinging on def 3, odds of him being able to recover a wound drops dramatically.

Remember deathcaller disco? Probably not the best way to deal with him, but it does do the job in theory.

Any way to apply direct wounds, or apply non attack damage is the best way around protected.

Ravos, deathcaller, executioner, lancer blight surge, magarth, fdice meagan surge, corruption rune, that daqan figure that turn inspiration into mortal strikes, to list a few off the top of my head.

Bane output limits him too. Latari have lots of bane throwing mechanics (especially figure upgrades). Armor also cuts his effectiveness greatly, so shield wall and hedge shroud work.

Don't forget captivating hexer, he can still teleport, but no more i3 attack and shift.