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Best Combos for Runewars


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#1 The Death

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Posted 25 December 2013 - 08:06 PM

Hello, I am a huge fan of runewars and have played really a lot of games and have figured out some nice combo's. I hope that we share here some good techniques for enhancing our runewars skills,

 

I like playing a lot with commander cards for generals ans seek them for my strategies. Sorry for my english mistakes, I am from Chile, a spanish speaking country.

 

Letary Elves, fast kill. I love combining Leonx riders upgraded with predator's will with lots of archers. If you manage as well to get the hero card Zealous fanatic your first line of archers attack as rectangles and the you have hexagon leonx riders. Some pegasus come pretty nice as well.

 

Humans, Love this faction for defense. If you have a stronghold with development (+2 strength), a rune tokken in the área with the "commander of the warrior's guild (for the +2 strength bonus) and hopefully a hero with a huge wisdom stat with the commander card Zealous fanatic (specially recomended is Landrec the wise for his ability that practically makes him inmune to duels, he has a 4 score that can be enhanced to 6 with his training) you can get without counting units from 9 to 15 strength (depending on your luck with fate cards) this can make a huge army to retreat and then you can make a nice counter attack to routed units.

 

Undeads, Dark knights attack, Experience playing runewars have teached me that hexagons are mostly useless (unless you wan't to demotivate an adversary or intimidate him), this is not true with dark knights if you combine them with a commander with the card flanking chargem that allows them to attack before the first round of combat. It can even be usefull to buy them their upgrade (horror riders) since you can win a battle before the first round with their special ability with no limits. You can also combine it with unholy ballistics (archers fight as squares with initiative 2) and liches (for recruiting archers). You would basically do, first dark knights, then liches for recruiting archers, and then squared fighting archers attack. This is a technique for making the usually slow undead faction attack faster and with lots of srength.

 

Uthuk, I like this faction, is very offensive, specially with an early use of the desert of Yllan and the titles of the merchants. For fighting I love the combination of infernus upgraded warlocks with frenzy upgraded berserkers, wich can be also combined with a commander using teh zealous fanatic (either for warlocks or berserkers). Also some flesh rippers can be Handy for extra hp if they are lucky.

 

This are mainly fighting combo's, I know there are plenty of them and know some more but would love that we start sharing some of them in order to enhance our abilities.

 

Best regards to all of you!

 

The Death



#2 Budgernaut

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Posted 07 January 2014 - 11:41 AM

Thanks for posting! I'm looking forward to trying out the undead combo!


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#3 The Death

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Posted 23 January 2014 - 08:04 PM

The other day, playing a game I had enough luck to start with the udead combo. You should have seen the face of the poor attacker when he realized that my Dark nights acted before and routed 6 of his units. I also realized that this Works very well with vampires since they can use their special ability (which is almost never activated).

 

I would like to encourage you all to share some tactics here in order to enhance our gaming experience.


Edited by The Death, 23 January 2014 - 08:05 PM.


#4 Zaltyre

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Posted 10 February 2014 - 10:38 AM

I hadn't considered using Flanking Charge with the Dark Knights- that's ruthless! However, I'm a big fan of combining Unholy Ballistics with Liches. Without Liches, Unholy Ballistics looks like a moderate trade - slower, but heavier archers. Once you've got Liches, though, the initiative 2 change allows you to raise undead archers first, and then attack with them before moving on to initiative 3, which is much faster than waiting for reanimates.

I've never gotten deserts of Y'llan to work that well for me, but for the Uthuk, I'm a supporter of Blood sisters with the upgrade to allow 2 for every one recruited. Wonderfully abundant cannon fodder, especially if you get to use some special abilities. 



#5 The Death

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Posted 27 February 2014 - 04:40 PM

Come on! nobody else have any good combination for attacking? here is another for the undead, usually its very hard to use the vampires special ability, since it requires a circle or  triangle units to be routed. You may combine them with razor wings that rout with special abilities (since it is likely for oponents to rout circle or triangle units since they are  weaker. Also having nara the fang to start with one rout can help. I think we can share some good tactics and enhance our gaming skills!!!


Edited by The Death, 27 February 2014 - 04:41 PM.


#6 MarcelloKing

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Posted 30 August 2014 - 11:05 AM

Are these tactivs with the expansion i guess?



#7 Zaltyre

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Posted 01 September 2014 - 02:18 PM

Are these tactivs with the expansion i guess?

A few of these require expansion units/cards, yes. Banners of War is a great expansion.


Edited by Zaltyre, 01 September 2014 - 02:18 PM.

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#8 The Death

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Posted 08 September 2014 - 09:46 AM

The expansion really enhancess the game! When I bought Runewars I inmediately bought the expansion as well!! amazing game!

 

Lately I have been playing a lot with Uthuk, las game I managed to use desert of Yllan combined with a tactic card that allows you to put 2 desolation tokens if you are Uthuk, so In the second year I already had desolation tokens three lands away from my home realm and started chaos with Famine/drought cards in powerfull lands and cities. The good thing of this strategy is that the enemy does not have many incentives to attack desolated lands (unless he has reviving rain), so later, when I played my victory card opponents where far away and couldn't get to my runes since I had a lot of land thanks to this, so instead of fighting 3 opponents I just had to manage one for which I was very prepared and easily won.

 

best regards!


Edited by The Death, 08 September 2014 - 09:53 AM.

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#9 MarcelloKing

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Posted 09 September 2014 - 11:10 AM

dont you destroy your own land with the desolation tokens  aswell? 



#10 The Death

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Posted 10 September 2014 - 07:21 AM

Yes you do, this can be prevented with the merchants title (not the destruction of the land, but the posibility of dials being reseted by season cards), but even if you don't have the title whenever a drought or famine season card come you can put desolation tokens in your enemies lands, making a city for example absolutely worthless. you first sacrifice your lands, but whit a bit of luck you can destroy great lands of your enemies.

 

There is also a very risky strategy, that is using it only in your lands and having the title of the merchants, this can boost your resources really fast and give you a fast and powerfull start, but if by any chance you lose the title you can have the strategy backfire in an awfull way.

 

With my group we play in a weekly basis so we have had many chances to make some experiments like this, but to work it usually has to be backed up with some tactics cards (reviving rain as an insurance and/or political control).


Edited by The Death, 10 September 2014 - 07:23 AM.


#11 Ctol

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Posted 11 September 2014 - 08:34 AM

A very nice combo is special ability of the Leonx with Keepers of the Sigils.

- Firstly: the Sorcerer select an opponent to retreat

- Secondly: you Rout a Leonx to destroy that unit

- Thirdly: you use Keeper of the Sigil to stand the Leonx.

:)


Edited by Ctol, 11 September 2014 - 08:35 AM.

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#12 The Death

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Posted 11 September 2014 - 12:05 PM

Good one Ctol! looking foward to try that combo next time I play with the elves (which with the uthuk are my 2 favorite races)

 

I also use a nice combo with the Uthuk that allows me to not lose units in the first years. It consist's on buying the flesh reapers upgrade (that allows you to rout them before a battle dealing 1 damage), to most of the initial battles attacking with 2 flesh reapers and another unit allows you to inmediately win the battle without the need to risk the health of your units, then you just retreat one space the flesh reapers to keep them safe.

 

Going further, combining this strategy with rally cries and a commander card that allows you to unrout a unit with a stat check you can start a big battle routing as many flesh reapers as possible, then un rout them and have them hopefully gain their special ability giving them 3 hp, so in the optimal case you deal 8 damage and then have 8 flsh reapers with a total hp of 24 ready to kill any army). Since there are not many rally cries is a one shot strategy, but it can be critical if played in the right battle.

 

Having reinforcement's tactic card make this strategy even better, specially if played in the first year (where it could be convenient to buy the upgrade for flesh reaper in summer or even spring depending on the map setting).

 

I use a lot this tactic with the uthuk and find it more convenient in the early game than upgrading first the berzerkers (which is more popular), also as already said, depending on the layout you can play first year desert of Y'llan.

 

There are many very good combos, lets keep sharing them, I have some more but would love to see more people share!



#13 sigmazero13

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Posted 11 September 2014 - 01:02 PM

Good one Ctol! looking foward to try that combo next time I play with the elves (which with the uthuk are my 2 favorite races)

 

I also use a nice combo with the Uthuk that allows me to not lose units in the first years. It consist's on buying the flesh reapers upgrade (that allows you to rout them before a battle dealing 1 damage), to most of the initial battles attacking with 2 flesh reapers and another unit allows you to inmediately win the battle without the need to risk the health of your units, then you just retreat one space the flesh reapers to keep them safe.

 

If you win the battle, you can't retreat the units you routed during the battle unless you have more than 8 units in the area after the battle.  They have to stay in the area that you just conquered.



#14 The Death

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Posted 20 September 2014 - 09:03 PM

Hi Sigmazero13,

 

Didn't knew that, where is it stated? I found on page 22 routed units thay they cannot move, but can't find the rule.

 

Best regards and as always thanks a lot!



#15 sigmazero13

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Posted 25 September 2014 - 09:50 AM

You have to use a couple rules together for it.

 

The first is on page 21, in Step 7 (Resolution), sub-step d (Replace Units), where it says the winner of the battle takes all his units that survived and places them in the contested area.  Units that were routed in the battle remain routed.  This rule does not allow you to voluntarily retreat routed units to keep them safe - you place them all in the area.

The only exception is found on page 18, where it talks about being allowed to exceed 8 units in an area during a battle if you are the attacker.  In that rule, it says "If he wins the battle, any excess units must retreat to a single area."  The key word there is "excess".

 

So the only time you could retreat the routed flesh rippers after winning is:

- If you were the attacker when you win

- You have more than 8 units in the area after the battle is over.

 

If so, you can retreat units (including units routed during the battle), but only enough to keep you at 8 units.  If you have 8 or less units in the area after you win, they must all stay in the area, routed or not.



#16 The Death

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Posted 28 September 2014 - 10:12 AM

Totally right! thanks a lot, we where doing that wrong!






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