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Posts posted by jek
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Just now, garek365 said:This I 100% agree with, it seems you can either make him into a Damage dealer with VF or raise units with Regenerative Magic, doing both does not work out very well.
It makes me wonder if it is every worthwhile even taking regenerative magic considering the infantry figure upgrade.
With Magic, Ankaur comes to 45 pts and you can pretty much raise a unit every other turn, 1 turn raise, 1 turn heal.
BUT
if you are running Ardus, you can include Ankaur in a 2*2 reanimate unit for a total of 48 pts (a 3*2 totals 57 pts if you do not run Ardus) and with that and the base regeneration on reanimates you can pretty much raise every turn as you have added wounds (16 vs 5) you can take and at end of turn (as long as you took less then 4 dmg) regenerate a few of those wounds.
Ankaur is a weird unit...
Oh yes if I wanted PURELY support figure I would through the unit upgrade into a group of skells with lingering dead and just move them around the board... I just enjoy the 55pt maro version in my list above because he is mainly support but CAN shoot at things through other guys and if you need a wound on something he can just dial it in...
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22 hours ago, Rhargar said:At the moment i´m not sure, which item is better, regenerative magic or violent forces. Both seem very interesting and have their right to exist.
But i tend more to the violent force, so Maro become a DD over distance with the abilty to grow up your units.
Does he though? with VF you have stable damage at 2 white dice and brutal so the damage is there for sure, but if your aim is to bring trays into the game VF will kill you fast than you can ever heal, I mean with 2 whites you can max out at 5 surges and that's if you roll no damage and dial in the safety surge. So on a no damage turn he heals 1 wound. With Regenerative magic he can dial in a heal, and roll fairly regularly another heal or two. My game I played I was able to bring back several trays and still fully heal in the following turns while dealing ok damage. He was more utility and he functioned as such. If you want a damage dealer than go for VF but if you add things under VF you leave yourself open to a very easy one shot, especially if you are going up against Kari since her surges might as well be mortal strikes.
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If you don't mind the fact that they are 3x3 and you need two they are awesome, and the movement trays GLIDE along them...
flightmaster101 reacted to this -
Regenerative Magic or whatever really helps with healing, and just keep him boxed in other units, and away from a melee engaged Kari...
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yeah that 2x2 spearmen unit is in for some pain...
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yeah otherwise you could argue all sorts of shenanigans on different cards
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I think that neither benefit. Both examples are separate actions from the revealed action on the dial, and from how the rules reference explaining the attack action, you are only performing a modified action on the initial revealed action not any subsequent bonus attacks.
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I've used this list recently. I want to keep working on it because it seems to be pretty effective despite my mistakes and miscalculations. I may lose the necro for something else, he tends to die before doing anything...
Reanimate Archers x2 [18]
--Training: Combat Ingenuity [6]
----------Total Unit Cost: 24
Reanimate Archers x2 [18]
--Training: Combat Ingenuity [6]
----------Total Unit Cost: 24
Ankaur Maro x1 [40]
--Artifact: Heartseeker [10]
--Unique: Regenerative Magic [5]
----------Total Unit Cost: 55
Oathsworn Cavalry x4 [34]
--Training: Rank Discipline [4]
----------Total Unit Cost: 38
Reanimates x9 [50]
--Champion: Necromancer [3]
--Heraldry: Raven-Standard Bearer [3]
--Training: Lingering Dead [3]
----------Total Unit Cost: 59 -
I typically use gel super glue but found for most of the runewars models gel glues put more glue on the model then I would need and it has a tendency to bead out of the seam to I went with just standard gorilla glue super glue...
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7 hours ago, Daverman said:Column Tactics!
Yeah that could work...
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I understand I quoted your discussion more because it was more recent not because I was making a point off what you were saying lol I'm dumb like that at times
flightmaster101 reacted to this -
Ankaur Maro cannot add to threat because he can only add trays to the back rank, and only until you have a full back rank. If the back Rank of a tray is full then you create a new rank.
66.1 A unit’s front row of trays is that unit’s front rank, and a unit’s back row of trays is that unit’s back rank. • When a unit is made up of a single rank, that rank is both the front and back rank.
66.2 A full rank is any rank that contains as many trays as the front rank for the unit.
66.3 A rank is partial if it contains at least one tray, but fewer trays than the front rank of the unit
66.4 A unit’s front rank is not full or partial.In a 2x1 unit the unit begins the game with a full BACK rank as per 66.1, the front rank and back rank are the same rank. So while 66.4 states that the front rank is neither full nor partial, the back rank is going to always be full as it will always be an equal number of trays to the front rank.
With that if you were to lose a tray and have a 1x1 unit your ranks would then be added as a single tray for each rank.
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12 minutes ago, Willange said:As someone who is collecting all the first 4 factions, it sucks that they need to put the same neutral upgrades in every faction. I understand the necessity of it, but it's super lame to open a box and have nothing new to drool over. I mean, I did want a couple more trays of spearmen, but in contrast the reanimates box was way more fun!
For me, that's the beauty of faction specific upgrades. They're thematic. FFG doesn't have to stick it in every box for the rest of forever. They increase the uniqueness of each faction. I get new stuff to drool over. I really hope they increase the amount of faction specific stuff we get in the future. I know we're getting some more here and there, but it'd be awesome if the tempo of that increased.but I don't even think that is my issue, its just there the spearmen didn't have really ANY uniqueness to the upgrade it was just like this was the catch all expansion for some neutral cards...
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18 minutes ago, stet2 said:They are but I already have a copy of each from the Waiqar Command and Reanimate Archers respectively and will get another 2 copies from the Latari and Uthuk armies. As I don't need the miniatures and there are no non-generic upgrades I don't feel it is value for money (at least for me).
Yeah the spearmen box was a let down in regards to the upgrades...nothing daqan specific or unique to the box..
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8 minutes ago, ryolacap said:yes exactly, you will most likely get 2-3 kills but it all depends on hit and defense values of course and its consistent for the most part. I watch a how to play video in Runewars, the very first roll was 12 hits which practically wiped out the skeletons and ended any chance for the undead player. You get a lot less of that type stuff happening unless as a designer you want it, you could cause it by simply having a easy to hit and a horrible defense value. You have a much better range to play with in this type of system, and you could you custom dice for it too
Which how to play video?
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Just now, ryolacap said:you might roll 8 dice and say get 4 successes then the defense roll is 4 dice (same as each success)
Yeah I understand that I meant that you end up with maybe 1-2 successful hits after the defensive saves...but regardless in the grand scheme of statistics a sample pool or 4 and a sample pool of 10 are not going to be THAT much different especially when you compare a standard d6 to the customized d8/d12s there are a lot more situations where the custom dice that have a greater chance of doing SOMETHING will be more effective than a pool of d6's rolling 4+, and I have seen some pretty devastating effects with no actual hits rolled on my part.
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17 minutes ago, ryolacap said:Actually this game is seems pretty reasonable, I have not seen a card with more then 10 dice, which is not that many
so then it is just ten dice to 3 hits to 1 defensive save? I honestly have not watched any of the videos because I don't feel like investing the time in a game that to me just seems in concept like garbage...and I REALLY like the source material...
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Also @flightmaster101 I'd really like to have an in depth conversation with you about your thoughts on the game so far.
flightmaster101 reacted to this -
17 hours ago, flightmaster101 said:There's a joke in here about massive dice in hands, but I'm not gonna make it cause I don't want to get banned.
LOL, I have played a lot of games with fistfuls of dice, and I always hate it because usually there is such a compounding effect (I am not a math person so that is probably the wrong term) with all the rolls, I roll for my twenty dudes that have 2 attacks so I break out my two bricks of dice and chuck 40 d6's on the table, i throw out all the dice that are under 5's ok cool, i'm left with roughly 12 hits, now i go ok cool they have armor 4 so I am rolling those 12 dice against armor 4 chuck dice...get 6 4+'s, and then they have a 5+ saving throw...ok so now I chuck out my 6 dice and now my opponent throw 6 dice and gets 2 5+'s so I would 4 dudes...out of 40 dice...and the game STOPPED for this whole time... that is needlessly convoluted and just slows gameplay down drastically. Sure you COULD do more stuff that really does anything with you big old fistfuls of dice but in the end 40dice=4wounds and that is very often the case... So i'm sorry but yeah averages are more likely but I think the less dice+multiplier+modifier wheel adding guaranteed results as long as the attack happens coupled with the reroll mechanic is a preferred system to me and it is much smoother and allows for the action of the battle to move quickly...and also rolling 4 hits on a 3x1 unit that is probably going to die next round is great!
Budgernaut reacted to this -
What is the draw of a fistful of dice? I've never understood the whole I like rolling 40 dice and killing 3 dudes. Also why do you prefer an defense roll to a static armor?
flightmaster101 reacted to this -
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Also I think waiting for gencon to announce Uthuk when they basically ended the leonx article with "whelp we are done with elves scary barbarians are on the horizon" would be stupid...and upsetting. I think gencon would be a better place to announce future models for the factions and how the OP is going to function in the upcoming seasons.
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Best tutorials for magnets + bases?
in Runewars Painting and Modeling
Posted · Edited by jek
@docForsaken These go in the hole on the model, 95% of the time you won't even need glue
https://www.kjmagnetics.com/proddetail.asp?prod=DH11
Then clip out the peg in the tray, sand it a little if there is enough plastic still there that prevents these discs from sitting flat, put down a drop of glue then these discs
http://www.buttonboyinc.com/steel-metal-discs-3-4-19mm-for-use-to-make-magnetic-pendants-500-discs/
the result is a solid hold that even cavalry will stay in tray when held upside down, and minimal if any noticeable lift to the model in the trays.