When coming up with a new idea I first announce the goal. For these ideas it is to bring strategy back into Battlemist combat, war, using the components from the box.
I am an opponent of luck. And Runewars is full of it. I love war games, however Runewars doesn't feel like one. In fact it feels like a FPS match instead of RTS. Enemies die and respawn just as quickly. Heroes play to large of a role in the game and make me wonder why I need to worry about territorial conflict. I think combat needs less luck and more choice and units should cost more or something....(that change will be the hardest).
First Combat:
When I read the first article that explained combat, my eyes went 0o because it was random card drawing. One card per unit type. Meaning some turns my necro wouldn't be able to raise dead or my demon berserker would forget how to get mad. This set off lights and immediately I jumped on the forums not so much trashing the idea (i respect Corey) but voicing my concerns. Sadly the product was already at printers...but I still attempted to get the combat changed.
Well time continued and I saw more and more evidence that combat was going to be random card draws. When game released I decided not to buy it. Instead I bought it when I get the Jungle expansion to Runebound. During my first game I played the Urthuk and my opponent played the Waiqar dead.
Lack of Stronghold Importance:
We had the rules pretty much down from vid demos and youtube examples. So we were studying the game. We had our doubts going into it. His concern was that the conquest was going to seem like a never ending struggle because units were easy to make and could come out in droves. He was right. Out of the many games we have played (both of us have separate groups we play with) we have yet to wipe out a race. My concern with the strongholds was that they were just going to push the spawning point closer to the enemy. I was correct. Helm's Deep was a stronghold...shouldn't strongholds feel just as crucial in Runewars? Instead when a stronghold goes down I think to myself, "bah got to build a replacement hold next turn".
To change these "flaws" to fit better with the war theme, I feel that borrowing from the old warcraft rts style or training up and then releasing onto the board is a must. I mean is this idea of war strategy not borrowed from games like warcraft and age of empires in the first place? The original Battlemist had warcraft: board game written all over it.
One of the reasons the term "zerg" came to be was because of how fast the zerg could train and march to war in Starcraft. It was a unique thing for RTS games.
Changes to Strongholds and Training Units:
I think building should take time to build. This is a simple change. When building a stronghold, first flip it on the "damaged" side. If it is attacked while "damage" then it will be destroyed after any combat takes place in the region, regardless of the result of battle. We started to play this way and it has done wonders to the pace of the game and importance of losing a battle, because now it takes time for units to move into the front lines (IE no more "zerging"). I should note we play this way with damaged strongholds period. The was of the hold can only take so much war before they come crashing down. Finally this stops players from build strongholds as walls on the front line.
For units we place our unit pool to the left of the army board and units being trained are place to the right. It take a season to train units. At the end of the season players may place any of their trained units on home or stronghold.
Simple Fix for Combat:
Finally we made a chart for the different icons found on the combat cards. Each symbol is replaced by a number. I borrowed this mechanic from Corey's WoW Adventure Game. Each unit ability now cost energy. When you reveal a combat card, instead of it telling you what you do, now it tells you how much energy you have for those units. Each unit can use its special once per combat. Energy provided by the card can be used for damage, activating special (once per unit), or forcing routs. It cost 1 point of energy to deal on damage. 2 energy to rout. And each units special cost a certain amount of energy.
For the most part without using a chart you can play so that a damage result grants energy equal to the amount of damage. A special (orb) result grants 3 energy (this is how much MOST specials cost). And a rout result grants 2 energy.
These are a few changes we have made. I will post more later.
Please don't be too critical. These changes saved our games and made the 100 bucks well worth it. So I don't really care for criticism unless it is constructive. Please if you have questions feel free to ask. And if you HAVE to complain please give a well thought out reason behind why you feel the need to be vocal.
Thanks. Hopefully I have increased amount of future plays for some of you.