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Steel82

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  1. I noticed something strange recently that's been bugging me a little. I picked up a copy of Heroes of Terrinoth the other day. Inside the box was the typical FFG ad pamphlet. I flipped through the thing and there was no mention of Runewars in it. I found it strange because, I mean, Heroes of Terrinoth is a game BASED in Terrinoth. Why wouldn't a company advertise any crossover element possible in a game like that. Is it just poor marketing at play? In any case, I noticed it, it bothered me, and reading through these posts are disheartening to say the least. This game is hands down the best rank and file TTM game I have played. What a shame they aren't getting aggressive with the marketing of it.
  2. This was the direction I needed. I checked the Keywords section and this rule covers the question: RRG 45.7: If an upgrade or other game effect causes a unit to have one or more instances of a keyword that has an “X” value, treat the unit as having a single instance of that keyword with an “X” value equal to the sum of the “X” value of all of that unit’s other instances of that keyword. Thanks for the quick reply kaffis!
  3. Does the Lethal damage for the Darnati Warrior's surge ability stack? The card says "[surge]: Gain Lethal 1 for this {Melee}" If I were to roll hit/surge, hit/surge would the two surges end up causing the attack to gain Lethal 2? Or does the wording of the card imply that spending multiple surges would only cause the unit to gain lethal 1 (essentially wasting the second surge spent to activate the same ability)? I ask because of some crossover discussion that was had concerning Baron Zacareth's Runic Augmentation ability. This ability states - "After setup, choose up to 3 allies. Each of those allies receives 1 vitality token." It was concluded that if you picked the same ally multiple times they would only receive 1 vitality token because of the explicit wording of the ability; receives 1 vitality token. It would seem to be the same case for the Darnati's ability. Even though you can spend multiple surges to activate a surge ability, that surge ability (for each activation) only adds Lethal 1 to the damage pool. An example: 2 tray Darnati attacks and rolls - hit/surge, hit/surge, (third dice removed). (Step 1-5: Attack) (Step 6): Spend Surge: Darnati elects to spend both surge results to gain Lethal 1. Is this redundant? Have you added 1 to the damage pool or 2? Would the result look like: [Hit]*threat + [Hit]*threat + Lethal 1 + Lethal 1 (keep adding lethal 1) or [Hit]*threat + [Hit]*threat + Lethal 1 (lethal one has been added. replace lethal 1 with second surge spent)
  4. I'd like to see a mounted cavalry unit for the Uthuk. Less speed, more punch than the flesh rippers. Cavalry command units for all factions would surely be a hot seller.
  5. I think that would be my strategy using them. Similar to the beserker's, I'd rally turn one to pocket an inspiration which would give me at least two turns of dispatching at init 3. The benefit to the beserkers is dispatching at init 2 but they struggle in the late game with firing it off again. I typically rallied for two turns with them, dispatching by turn two or three and continued to fire it off until my inspiration tank was empty. Once that happened they became situational. Use them to augment a suffering area of the field or rally one more time to get it off in round 7 or 8. Like I said, I think you're on to something and I'll certainly be putting the concept to table for a couple games.
  6. Total cost for them is 34 points when you add the dispatch runner. It's nice that they can rally and fire off the dispatch but it happens at init 6 (if you're rallying the card back). Great for the early game, bad in the late game. In the early game you're waiting for engagements to begin occurring around you before dispatching so a higher initiative is more desirable. Once engagements are established, it's nice to fire off dispatch at an early initiative to weaken or kill a potential threat that may strike before your entangled unit can. It definitely has potential and I'm willing to give it a try. I ran a 4 tray unit of beserkers with dispatch runner and raven tabards to great effect at Nationals that allowed me to fire off attacks at initiative 2. It was a 36 point unit (as described) and takes 16 wounds to remove from play. I always had to bank a couple inspiration tokens though in the early rounds. You might be onto something.
  7. Yeah I agree that the ruling was off. Overlapping is the key issue that was missed, like Bhelliom mentioned. One of the comments concerning destroying an enemy occupying terrain made me think that it would be a cool option to be allowed to enter the terrain the unit was occupying if you destroyed it. Gives some incentive to tackling a unit inside of terrain and seems thematic enough. The battle begins at the edge of the terrain and your forces batter them into the terrain. Gives some strategic benefits to charging that terrain as well (if you can overcome it's occupant).
  8. Your crossbowmen came out very nice. Very clean looking. The ghost reanimates look great too. I haven't put brush to any of my Waiqar yet. I think there's some serious value in painting them in a way that is simple to churn out a lot of them quickly. Great job!
  9. As much fun as I'm anticipating having with the six tray version of these guys, I'll likely scale them back to a four tray and leverage their simultaneous orders to throw out a dispatch and rally during the same activation. I like firing off dispatch runner as it has come in clutch for me a few times, but leaving that stun on the unit hurts. With their rally on the action dial, I can reload and fire it off doubling up key attacks each turn. When I would run dispatch runner on a four tray of beserkers I had to rally the first turn or two to make sure I had some inspiration in my back pocket. This was primarily caused by their rally action being on the modifier dial. There are plenty of shenanigans to be had with the vipers in the mix. I'm looking at them as quite possibly the single most transformative unit to be released for the Uthuk because of how drastically they can alter the rest of the army's play style based on how you choose to tune them. Of course, I could be completely wrong...
  10. I've read through the debate and I'm honestly leaning toward the surge ability working with Bonecaster. My opinion on the matter is just that, my opinion as I read the card. Obviously, there is a swath of people who feel it shouldn't apply. The question that rises for me is this; what is the proper play etiquette at this point with there being no official ruling? I'm interested to hear other peoples take on it but this is mine: If I am playing an opponent who is fielding Kethra with Bonecaster I'll ask them their stance on using her surge with the ranged attack. If they are for it, I'll accept that as the terms of the game and play knowing they can deliver some damage with surges when attacking at range. If an opponent is against it, I'll accept that as the terms. I predominantly play as the Uthuk. Having played with the Bonecaster and Kings Bone Armor variations of her character I can truly say that I appreciate the armor version of her much more. What's your take? Do you play to the interpretation of the person fielding her or argue against it? (Not interested in tournament play where a TO could be asked upfront - only in casual play)
  11. Oh for sure. @Brikhause has been streaming our monthly store plays. You'll definitely get a chance to see this in action.
  12. Exactly. And if you nab a flank you’re rolling two red rocking a threat 3 front with a reroll. I think these guys are going to give so much flexibility to a rather one dimensional force. Even the four tray builds add enough range punch and strategic effect to transform play style for the faction. I can see some finess lists coming out that will frustrate opponents.
  13. This stuff is just AWESOME!!! I'm over here with a brush like -
  14. You can tack on Wind Rune and Simultaneous Orders to that shoot/charge build to help slide and reform into a flank charge - or shoot at one thing and reform to charge something else. I've also looked at using them in a dispatch runner/rallying shrieker combination to cause a unit to attack then remove the stun from them in the same activation. Man, I'm looking forward to these guys!
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