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Oloh

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  1. Like
    Oloh got a reaction from maxam in Expansions announced   
    My guesses:
    RWM01           Core Set (Daqan / Waiqar)
    RWM02           Dice Pack

    RWM03           Oathsworn Cavalry 
    RWM04           [Spearmen]
    RWM05           Daqan Command
    RWM06           [Rune Golem]
    RWM07           [Mounted and Unmounted Hero shown at GenCon]

    RWM08           Reanimate Archers 
    RWM09           [Reanimates]
    RWM10           Waiqar Command  
    RWM11           [Carrion Rider]
    RWM12           [Mounted and Unmounted Hero shown at GenCon]


     
  2. Like
    Oloh got a reaction from S0L in Expansions announced   
    My guesses:
    RWM01           Core Set (Daqan / Waiqar)
    RWM02           Dice Pack

    RWM03           Oathsworn Cavalry 
    RWM04           [Spearmen]
    RWM05           Daqan Command
    RWM06           [Rune Golem]
    RWM07           [Mounted and Unmounted Hero shown at GenCon]

    RWM08           Reanimate Archers 
    RWM09           [Reanimates]
    RWM10           Waiqar Command  
    RWM11           [Carrion Rider]
    RWM12           [Mounted and Unmounted Hero shown at GenCon]


     
  3. Like
    Oloh got a reaction from Taki in Expansions announced   
    My guesses:
    RWM01           Core Set (Daqan / Waiqar)
    RWM02           Dice Pack

    RWM03           Oathsworn Cavalry 
    RWM04           [Spearmen]
    RWM05           Daqan Command
    RWM06           [Rune Golem]
    RWM07           [Mounted and Unmounted Hero shown at GenCon]

    RWM08           Reanimate Archers 
    RWM09           [Reanimates]
    RWM10           Waiqar Command  
    RWM11           [Carrion Rider]
    RWM12           [Mounted and Unmounted Hero shown at GenCon]


     
  4. Like
    Oloh got a reaction from CraftyAndroid in Plastic colors for each faction   
    If you hate painting, or never tried painting, and want Runewars to be your first where you give it a go, my suggestion after over a decade being a relatively hardcore painter is to buy the following from Army Painter:
    1. The spray primer that is your color of choice (will likely be Ultramarine blue for Daqan or perhaps Alien Purple for undead).  Army painter will almost certainly release tutorials telling you what to get.
    2. Buy 2-3 accent colors for the faction.  Barbarian Flesh (Daqan)/Skeleton Bone (Waiqar), Greedy Gold (Daqan)/Gun Metal (Waiqar), and maybe Angel Green for the Waiqar cloaks. 
    3. A Regiment Brush to paint the colors above.
    4. A can of Quickshade Dark Tone.  
    Total cost of the above will be around $50 and will quickly give you: (1) a very decent paint job for the time/money invested, and (2) the baseline if you want to grow into more "serious" painting (i.e. that doesnt include dipping, but instead basescoating/washing/shading that takes more varied paints and a lot more time.  The method above will take you about 5 minutes per figure, tops for even a brand new novice painter.
    I'm not affiliate with Army Painter in any way, but they have a really good set of products that are very beginner friendly (much more so than Citadel) but can also scale to a "master level."
  5. Like
    Oloh got a reaction from jek in Plastic colors for each faction   
    Can't recommend Army Painter products enough.  Their spray primers are top notch and have 100% color match with their standard warpaints.  I just bought the complete set of them in anticipation of Runewars after using Citadel paints for years and years.  I will never go back!  They are really really good.
  6. Like
    Oloh got a reaction from flightmaster101 in Why I don't buy this game   
    In fact, I suspect that Runewars was FFG's response to GW pulling the license.  "Taking your ball and leaving?  Fine.  We will build our own ball and let's see who plays with it more."
  7. Like
    Oloh got a reaction from Muz333 in Latari Elves confirmed as third playable faction   
    I think perhaps we can get a unit of, say Latari archers, that are released before the true "Latari Expansion" and this card could be the justification for doing so.  It could be a way to introduce something like Skirmisher rules without force feeding into the Daqan or Undead faction where it might not fit.  Obviously speculation, but the inclusion of that ability on a hero in the core set leads me to believe it will be useful at some point in the very early game.
     
    I suspect we will get a Latari unit in advance of the full faction.
  8. Like
    Oloh got a reaction from Fomorian in Flaws?   
    My guess is you will see the "expansion" factions announced in some form before the core set is even released.  Elves first.
  9. Like
    Oloh got a reaction from The Black Man in Why I don't buy this game   
    In fact, I suspect that Runewars was FFG's response to GW pulling the license.  "Taking your ball and leaving?  Fine.  We will build our own ball and let's see who plays with it more."
  10. Like
    Oloh got a reaction from Leowulf in Flanking and ranged limitation   
    I think what we have heard through the demo so far is:
     
    1. Flanking and rear charges add a yet unknown number of panic tokens.  
    2. The damage dice gained through formation will be adjusted in some way if you are flanked or rear attacked (presumably lost).
    3. Shooting damage will be mitigated by the range template in some unknown fashion.
     
    A lot of people have been talking about how powerful the reanimates ranged attacks are, but remember that the demos we have watched, the models were either set up in or moved directly into the range of the archers.  Once folks understand the ranges and mechanics, you will most likely be able to avoid/mitigate damage via good deployment and movement.  Note that the archers cannot move and attack, nor can they charge (which makes sense), so the gameplay around archers will likely be to treat them as a threat zone where only good trading units enter their zone.  
     
    For example, assuming they can fire at a range of 4 out of 5, approximately 8 inches (we are not sure if this is the case, but 5 is the maximum that the range template permits and I assume things like siege engines would be higher than bows).  That a unit of spearmen can advance 3 and defend, advance 3 and defend again, then charge with 2 with higher initiative...each of the two volleys they have to eat will be at +2 armor with a 16 model unit.  If the archers try to move to avoid, they cant attack.  If they stand and shoot, then the spearmen can close the gap.  Once they charge, the spearmen will crush the archers, even if they lose half of their models getting there.  The point cost is 32 archers to 30 spearmen, so it would be a win for the spearmen.
     
    The point isn't that this is exactly how it would play out, but seeing relatively squishy fast moving Calvary charge blindly into an arrow volley and watching the damages isn't the best indicator of power.  Even if the Calvary does just rush the archers, but defends on the way, that changes them to a 3/1 with a 4 movement.  They could reach the archers in 2 turns, eating one volley.
     

  11. Like
    Oloh got a reaction from Leowulf in What happens when stuff runs into each other?   
    Here is what we generally know about running into "things":
     
    Running into Enemy Units
    1. If you select a charge action and run into another enemy unit, you square up and get a free attack.
    2. If you select a move action and run into another enemy unit, you square up, but not not get a free attack.  Also, you take a panic token.
     
    Here is what we don't know:
     
    Running into Friendly Units
    3. What happens when you run into friendly units?  My guess: don't square up, but take a panic token for both friendly units...i.e. really bad because its fully in the control of the player.
     
    Running into Terrain
    4. What happens when you run into difficult terrain?  My guess: you subtract some number from your movement dial...probably 1 or 2....if you run into difficult terrain at any time along your template movement.
    5. What happens when you run into Impassable Terrain/Terrain Objects?  My guess: you take a panic token if you run into impassible terrain at any time along your template movement.
    6. Special Terrain?  There is the possibility that either the core rules, or expansion packs introduce the concept of special terrain that will have special rules.  For example, a hot tar pit that counts as difficult terrain and also inflicts 2 red die of damage on the unit or something.
     
    Again, mostly conjecture, but I think its an informed guess based on what we know so far.
  12. Like
    Oloh got a reaction from dcgoose86 in Flanking and ranged limitation   
    I think what we have heard through the demo so far is:
     
    1. Flanking and rear charges add a yet unknown number of panic tokens.  
    2. The damage dice gained through formation will be adjusted in some way if you are flanked or rear attacked (presumably lost).
    3. Shooting damage will be mitigated by the range template in some unknown fashion.
     
    A lot of people have been talking about how powerful the reanimates ranged attacks are, but remember that the demos we have watched, the models were either set up in or moved directly into the range of the archers.  Once folks understand the ranges and mechanics, you will most likely be able to avoid/mitigate damage via good deployment and movement.  Note that the archers cannot move and attack, nor can they charge (which makes sense), so the gameplay around archers will likely be to treat them as a threat zone where only good trading units enter their zone.  
     
    For example, assuming they can fire at a range of 4 out of 5, approximately 8 inches (we are not sure if this is the case, but 5 is the maximum that the range template permits and I assume things like siege engines would be higher than bows).  That a unit of spearmen can advance 3 and defend, advance 3 and defend again, then charge with 2 with higher initiative...each of the two volleys they have to eat will be at +2 armor with a 16 model unit.  If the archers try to move to avoid, they cant attack.  If they stand and shoot, then the spearmen can close the gap.  Once they charge, the spearmen will crush the archers, even if they lose half of their models getting there.  The point cost is 32 archers to 30 spearmen, so it would be a win for the spearmen.
     
    The point isn't that this is exactly how it would play out, but seeing relatively squishy fast moving Calvary charge blindly into an arrow volley and watching the damages isn't the best indicator of power.  Even if the Calvary does just rush the archers, but defends on the way, that changes them to a 3/1 with a 4 movement.  They could reach the archers in 2 turns, eating one volley.
     

  13. Like
    Oloh got a reaction from Fomorian in What happens when stuff runs into each other?   
    Here is what we generally know about running into "things":
     
    Running into Enemy Units
    1. If you select a charge action and run into another enemy unit, you square up and get a free attack.
    2. If you select a move action and run into another enemy unit, you square up, but not not get a free attack.  Also, you take a panic token.
     
    Here is what we don't know:
     
    Running into Friendly Units
    3. What happens when you run into friendly units?  My guess: don't square up, but take a panic token for both friendly units...i.e. really bad because its fully in the control of the player.
     
    Running into Terrain
    4. What happens when you run into difficult terrain?  My guess: you subtract some number from your movement dial...probably 1 or 2....if you run into difficult terrain at any time along your template movement.
    5. What happens when you run into Impassable Terrain/Terrain Objects?  My guess: you take a panic token if you run into impassible terrain at any time along your template movement.
    6. Special Terrain?  There is the possibility that either the core rules, or expansion packs introduce the concept of special terrain that will have special rules.  For example, a hot tar pit that counts as difficult terrain and also inflicts 2 red die of damage on the unit or something.
     
    Again, mostly conjecture, but I think its an informed guess based on what we know so far.
  14. Like
    Oloh got a reaction from Taki in Flanking and ranged limitation   
    I think what we have heard through the demo so far is:
     
    1. Flanking and rear charges add a yet unknown number of panic tokens.  
    2. The damage dice gained through formation will be adjusted in some way if you are flanked or rear attacked (presumably lost).
    3. Shooting damage will be mitigated by the range template in some unknown fashion.
     
    A lot of people have been talking about how powerful the reanimates ranged attacks are, but remember that the demos we have watched, the models were either set up in or moved directly into the range of the archers.  Once folks understand the ranges and mechanics, you will most likely be able to avoid/mitigate damage via good deployment and movement.  Note that the archers cannot move and attack, nor can they charge (which makes sense), so the gameplay around archers will likely be to treat them as a threat zone where only good trading units enter their zone.  
     
    For example, assuming they can fire at a range of 4 out of 5, approximately 8 inches (we are not sure if this is the case, but 5 is the maximum that the range template permits and I assume things like siege engines would be higher than bows).  That a unit of spearmen can advance 3 and defend, advance 3 and defend again, then charge with 2 with higher initiative...each of the two volleys they have to eat will be at +2 armor with a 16 model unit.  If the archers try to move to avoid, they cant attack.  If they stand and shoot, then the spearmen can close the gap.  Once they charge, the spearmen will crush the archers, even if they lose half of their models getting there.  The point cost is 32 archers to 30 spearmen, so it would be a win for the spearmen.
     
    The point isn't that this is exactly how it would play out, but seeing relatively squishy fast moving Calvary charge blindly into an arrow volley and watching the damages isn't the best indicator of power.  Even if the Calvary does just rush the archers, but defends on the way, that changes them to a 3/1 with a 4 movement.  They could reach the archers in 2 turns, eating one volley.
     

  15. Like
    Oloh got a reaction from Richardbuxton in Why I don't buy this game   
    In fact, I suspect that Runewars was FFG's response to GW pulling the license.  "Taking your ball and leaving?  Fine.  We will build our own ball and let's see who plays with it more."
  16. Like
    Oloh got a reaction from pancakeonions in Why I don't buy this game   
    In fact, I suspect that Runewars was FFG's response to GW pulling the license.  "Taking your ball and leaving?  Fine.  We will build our own ball and let's see who plays with it more."
  17. Like
    Oloh got a reaction from Fomorian in Rules cards from Team Covenant Video   
    For those that are looking into the points.
     
    Starter Boxes Points
     
    Undying
    15 Carrion Lancer
    18 Ranimate Archers
    26 Reanimates
    37 Ardus
     
    96 points
     
    Humans
    17 Rune Golem
    20 Calvary
    30 Spearmen
    32 Kari
     
    99 total points
     
    Interestingly, you can mess with the point totals by splitting up your units.  For example, if the Undying player broke his Reanimates into 2 8 model units instead of 1 16 model units,the point value for his army would be 102 points.
  18. Like
    Oloh got a reaction from Dosiere in Rules cards from Team Covenant Video   
    Filling out most of the details on the cards and wheels from this and this excellent summary video made by KrisSherriff:
     
    Kari

     
    Golem

     
    Calvary

     
    Spearmen

     
    Ardus

     
    Carrion Lancer

     
    Reanimate Archers

     
    Reanimates

     
    Finally, here is a pic of an additional "Modifiers" reference card that hasn't been updated on the main post.
     

  19. Like
    Oloh got a reaction from CaribbeanNinja in Master Product & Promo List   
    Last Updated 05-11-2017 (Added Promos Section)
    Released
    Wave 0 - Initial Release (April 13, 2017)
    RWM01 - RuneWars: The Miniatures Game (Core Set) (LINK)
    RWM02 - RuneWars: The Miniatures Game Dice Pack (LINK)
    Announced
    Wave 1 (May 18, 2017)
    RWM03 - Oathsworn Cavalry Expansion (LINK) - Shipping Now!
    RWM05 - Daqan Infantry Command Expansion (LINK) - Shipping Now!
    RWM08 - Reanimate Archers Expansion (LINK) - Shipping Now!
    RWM10 - Waiqar Infantry Command Expansion (LINK) - Shipping Now!
    Wave 2
    RWM04 - Rune Golems Expansion (LINK) - On the Boat as of 5/5/2017 (estimated Q2, 2017)
    RWM06 - Lord Hawthorne Hero Expansion (LINK) - On the Boat as of 5/5/2017 (estimated Q2, 2017)
    RWM07 - Spearmen Expansion (LINK) - On the Boat as of 5/5/2017 (estimated Q2, 2017)
    RWM09 - Carrion Lancers Unit Expansion (LINK) - On the Boat as of 5/5/2017 (estimated Q2, 2017)
    RWM11 - Ankaur Maro Hero Expansion (LINK) - On the Boat as of 5/5/2017 (estimated Q2, 2017)
    RWM12 - Reanimates Expansion (LINK) - On the Boat as of 5/5/2017 (estimated Q2, 2017)
    Wave 3
    RWM13 - Essentials Pack (LINK) - At the Printer as of 5/8/2017 (estimated Q3, 2017)
    RWM14 - Latari Elves Expansion Pack (LINK) - At the Printer as of 5/8/2017 (estimated Q3, 2017)
    Wave 4
    RWM15 - Latari Elves Infantry Command Unit Upgrade Expansion (LINK) - In Development as of 4/28/2017 (estimated Q3, 2017)
    RWM16 - Deepwood Archers Unit Expansion (LINK) - In Development as of 4/21/2017 (estimated Q3, 2017)
    RWM17 - Leonx Riders Unit Expansion (LINK) - In Development as of 4/21/2017 (estimated Q3, 2017)
    RWM18 - Aymhelin Scion Unit Expansion (LINK) - In Development as of 4/21/2017 (estimated Q3, 2017)
    RWM19 - Maegan Cyndewin (LINK) - In Development as of 4/28/2017 (estimated Q3, 2017)
    RWM20 - Heavy Crossbowmen (LINK) - In Development as of 5/8/2017 (estimated Q3, 2017)
    Rumored
    RWM?? - Uthuk Y'llan Expansion - Revealed on Release Poster 

     
    RWM?? - Kyndrithul - Revealed in the Army Painter Waiqar Painting Guide, page 15. 

    Promos
    Launch Adventure
    Kari Wraithstalker Extended Art Card Ardus Ix'Erebus Extended Art Card Skirmish Deployment Card Launch Adventure Campaign Card
  20. Like
    Oloh got a reaction from Ecgtheow in Big News!   
    RuneWars is at the Printer!  No official announcement yet, but the Upcoming page was updated!
     
    https://www.fantasyflightgames.com/en/upcoming/
  21. Like
    Oloh got a reaction from Leowulf in Big News!   
    RuneWars is at the Printer!  No official announcement yet, but the Upcoming page was updated!
     
    https://www.fantasyflightgames.com/en/upcoming/
  22. Like
    Oloh got a reaction from TallTonyB in Big News!   
    RuneWars is at the Printer!  No official announcement yet, but the Upcoming page was updated!
     
    https://www.fantasyflightgames.com/en/upcoming/
  23. Like
    Oloh got a reaction from Taki in Super interested in the mechanics   
    The short answer is we don't know for sure because the full rulebook was not at play, but based on everything I have seen so far, below are my thoughts:
     
     
     
     
    I believe you lose your action.  Anticipating your opponent's move and dialing up your counter-play is the main strategy to the game.  That is why moving forward as a movement, and charging forward has two different results.  If you move forward into an enemy, without charging, you don't get the attack and get a panic token.  If you charge and fail to reach your opponent, you get a panic token.  This will create a lot of "cat and mouse" type play.  
     
     
    I suspect that it would go by initiative.  If you have a better initiative and go first, your attack will be lost.  One obvious place this will come into effect is when charging.  Do you anticipate that a unit will move forward, putting itself into charge range, or will it shift back, trying to cause you to fall short of your charge?  Note that Spearmen have two different attacks on their dial...one quicker, lighter hitting one (initiative 3) and one slower, harder hitting one (initiative 7)...which represents their flexibility and discipline (and gives the player options for this sort of thing).
     
    If you want to "hold for a charge" you would pick the 7 initiative option, let your opponent charge you, and still have the counter attack when your initiative comes up.  Once engaged, you would likely switch to the 3 initiative attack on the next round to clear out as many of the enemy as possible before they get to attack the second time (first being the charge).  If you think about it that way, a unit of spearmen can technically hold for a charge, get charged, but have an extra hit on their die for the counter attack which can mitigate the effects of the charge, and then the next round, attack again before the enemy.  
     
     
    I dont think so under the default rules.  Of course, upgrades and different units may have special rules, but I think as a general matter if you try to perform an action but your opponent does something to you to stop, it, you lose it.  For example, if you pick to move forward, and you get charged and engaged in combat, you lose your move action.
  24. Like
    Oloh got a reaction from Leowulf in Super interested in the mechanics   
    I think the best part about the system is you can already see how units can leverage the two dial system to feel and play very different.  For example, it wouldn't surprise me to see Latari Archers with various blue movement options on the first dial, and then have a blue ranged attack modifier on the second dial, which would allow them to play a more mobile, run and gun style.  That is even before you do things like special abilities and the like that are more typical in wargames.
  25. Like
    Oloh got a reaction from TallTonyB in Images, Icons, Fonts and Random Information   
    I removed the "Upcoming Models" because they are handled in more detail HERE.  I added the heraldry of the four major factions to the first post.
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