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Oloh

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  1. 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.
  2. 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.
  3. Like
    Oloh got a reaction from TallTonyB 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.
  4. Like
    Oloh got a reaction from MegaSilver in Runic Maths   
    I took a crack at some math relating to the rune mechanic and figured that I would share some information.  The first chart below shows every combination available from the 5 runes cast at the start of each turn, and the percentage chance of getting that exact combination.  Using the table below, you can calculate the likelihood that you will have an appropriate "mana curve" for the abilities you take and can determinate the exact percentage you will have of getting what you need each round.
     
    The second table shows you the min / max of each rune, and the percentage chance you will get a specific number, with the percentage chance you will get "at least" a specific number.  
     
    The TLDR version is that there is a 62.5% chance each round that you will get one of each color of runes.  That probably means that most builds will have a way to "dump" each color of runes so the army isn't wasting resources.
     
    Just wanted to share.
     
  5. Like
    Oloh got a reaction from Leowulf in Lore resources   
    There are not many really good resources out there, but here are a few:
     
    The Collected Histories of Terrinoth
     
    Terrinoth Wikia
     
    List of all Games set in the Universe
  6. Like
    Oloh got a reaction from Muz333 in Runic Maths   
    I took a crack at some math relating to the rune mechanic and figured that I would share some information.  The first chart below shows every combination available from the 5 runes cast at the start of each turn, and the percentage chance of getting that exact combination.  Using the table below, you can calculate the likelihood that you will have an appropriate "mana curve" for the abilities you take and can determinate the exact percentage you will have of getting what you need each round.
     
    The second table shows you the min / max of each rune, and the percentage chance you will get a specific number, with the percentage chance you will get "at least" a specific number.  
     
    The TLDR version is that there is a 62.5% chance each round that you will get one of each color of runes.  That probably means that most builds will have a way to "dump" each color of runes so the army isn't wasting resources.
     
    Just wanted to share.
     
  7. Like
    Oloh got a reaction from Leowulf in Runic Maths   
    I took a crack at some math relating to the rune mechanic and figured that I would share some information.  The first chart below shows every combination available from the 5 runes cast at the start of each turn, and the percentage chance of getting that exact combination.  Using the table below, you can calculate the likelihood that you will have an appropriate "mana curve" for the abilities you take and can determinate the exact percentage you will have of getting what you need each round.
     
    The second table shows you the min / max of each rune, and the percentage chance you will get a specific number, with the percentage chance you will get "at least" a specific number.  
     
    The TLDR version is that there is a 62.5% chance each round that you will get one of each color of runes.  That probably means that most builds will have a way to "dump" each color of runes so the army isn't wasting resources.
     
    Just wanted to share.
     
  8. 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.
  9. Like
    Oloh got a reaction from Doodlebug 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.
  10. Like
    Oloh got a reaction from Leowulf 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.
  11. Like
    Oloh got a reaction from Supertoe 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.
  12. 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
  13. Like
    Oloh got a reaction from druchii7 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
  14. 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.
     

  15. Like
    Oloh got a reaction from Bhelliom in Images, Icons, Fonts and Random Information   
    I am trying to put together a list of random imagery from the game together as a resource.  I'll keep adding as I create/come across these.
     
    Tray Formation Icons
    These have been formatted to be stackable, with a 1 pixel inner and outer white border, no anti-alias to be easy for website use.  Included are all permitted formations for all known units.
     
    Solo: 
     
    Two Tray: 
     
    Four Tray: 
     
    Six Tray Calvary: 
     
    Six Tray Infantry: 
     
    Nine Tray: 
     
    Twelve Tray: 
     
    Upgrade Icons
    These are normalized for height at 20 pixels.  The Heroes seem to have two unique upgrade icons, but I can't find a good enough picture of them to photoshop it.
     
    Musician: 
     
    Banner: 
     
    Leader: 
     
    Symbol: 
     
    Siege: 
     
    Armor: 
     
    Fonts
    The initial letter for all units seems to be a custom outlined version of the "Vinque" font, downloadable for free HERE.
     
    Remainder of the letter unknown at this point.  If anyone has tips on the remainder of the letter or a "celticized" version of the Vinque font, let me know.
     
    Heraldry
     
    Daqan Lords

     
    Waiqar the Undying
     

     
    Uthuk
     

     
    Latari Elves
     

  16. Like
    Oloh got a reaction from Blackfire0 in Images, Icons, Fonts and Random Information   
    I am trying to put together a list of random imagery from the game together as a resource.  I'll keep adding as I create/come across these.
     
    Tray Formation Icons
    These have been formatted to be stackable, with a 1 pixel inner and outer white border, no anti-alias to be easy for website use.  Included are all permitted formations for all known units.
     
    Solo: 
     
    Two Tray: 
     
    Four Tray: 
     
    Six Tray Calvary: 
     
    Six Tray Infantry: 
     
    Nine Tray: 
     
    Twelve Tray: 
     
    Upgrade Icons
    These are normalized for height at 20 pixels.  The Heroes seem to have two unique upgrade icons, but I can't find a good enough picture of them to photoshop it.
     
    Musician: 
     
    Banner: 
     
    Leader: 
     
    Symbol: 
     
    Siege: 
     
    Armor: 
     
    Fonts
    The initial letter for all units seems to be a custom outlined version of the "Vinque" font, downloadable for free HERE.
     
    Remainder of the letter unknown at this point.  If anyone has tips on the remainder of the letter or a "celticized" version of the Vinque font, let me know.
     
    Heraldry
     
    Daqan Lords

     
    Waiqar the Undying
     

     
    Uthuk
     

     
    Latari Elves
     

  17. Like
    Oloh reacted to Ubul in Dice and rune faces   
    I mapped the layout of the dice and runes if anyone interested:
     
    Red die: blank / blank / hit / hit / morale / hit-hit / hit-morale / hit-surge
     
    Blue die: blank / hit / hit / surge / accuracy / hit-surge / hit-accuracy / surge-surge
     
    White die: blank / mortal strike / hit / hit / hit / hit-hit / hit-surge / hit-surge / hit-accuracy / hit-moral / surge-surge / surge-moral
     
    Rune 1: blank / red-red
     
    Rune 2: green / red-red
     
    Rune 3: blank / green
     
    Rune 4: green / blue
     
    Rune 5: blue / blue
  18. Like
    Oloh got a reaction from Dosiere in Rules cards from Team Covenant Video   
    I think that is correct.  
     
    Someone can correct me if I am wrong, but I think that is the number of dice you roll for damage.  The number of ranks allow you to re-roll bad rolls, making damage more consistent.  As you lose models, I think you take them away from the back ranks, which will reduce the numbers of re-rolls available but will not reduce your threat until you have lost models from your front rank.  This has the effect of creating "sweet spots" in the formation listing.  
     
    For example, Reanimates at 2 trays and 4 trays do the same top end damage, but 4 trays is just more consistent because of the rerolls.  The top end damage jumps at 6 trays, but not at 9 trays.  Finally, at 12 trays, the top end damage jumps again.  Compare to Spearmen, who only have a single top end damage jump from 4 to 6 trays.
     
    For this reason, I predict that you will generally see Spearmen in units of 6 trays and will see Reanimates in max formation of 12 trays.  The Regeneration mechanic also makes large units of Reanimates more likely.  Note that a 12 tray unit of Reanimates is a very large unit, even by Skaven (in Warhammer Fantasy) standards....48 models.
  19. Like
    Oloh got a reaction from Fomorian 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.
     

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