by buondiavolo
Thematically routed unity that still give strenght is not very realistic.
This argument holds no water. Thematically, there are LOTS of things that aren't very realistic with the combat mechanics. It's a very abstract system.
If you return to the original Battlemist combat mechanics you'll see that was not abstract,but very close to a rela medieval battle. Archers battle before cavalry that kill enemy different form archers.
Cavalry that kill hard overall cavalry, and in the final the fantery.
Runewars changed this and put more variety (and magic) with the orbs.
But in Battlemist there were a battle where one wins or for killing allenemy units or for demoralize them.
Runewars changed this,permitting after a full round to decide the winner on the strenght of standing units.
From the stategical guide
Triangle: (30 total)
Rout 1 unit – 4 copies (13.3%)
Deal 1 damage – 8 copies (26.6%)
Special Ability – 6 copies (20%)
Do nothing – 12 copies (40%)
Circle: (30 total)
Rout 1 unit – 2 copies (6%)
Deal 1 damage – 4 copies (13.3%)
Special Ability – 12 copies (40%)
Do nothing – 12 copies (40%)
Rectangle: (30 total)
Rout 1 unit – 2 copies (6%)
Rout 2 units – 3 copies (10%)
Deal 1 damage – 6 copies (20%)
Deal 2 damage – 4 copies (13.3%)
Special Ability – 6 copies (20%)
Do nothing – 9 copies (30%)
Hexagon: (30 total)
Rout 1 unit – 1 copy (3%)
Rout 2 units – 5 copies (16.6%)
Deal 1 damage – 5 copies (16.6%)
Deal 2 damage – 4 copies (13.3%)
Deal 3 damage – 3 copies (10%)
Special Ability – 6 copies (20%)
Do nothing – 6 copies (20%)
Rout 1 unit – 4 copies (13.3%)
Deal 1 damage – 8 copies (26.6%)
Special Ability – 6 copies (20%)
Do nothing – 12 copies (40%)
Circle: (30 total)
Rout 1 unit – 2 copies (6%)
Deal 1 damage – 4 copies (13.3%)
Special Ability – 12 copies (40%)
Do nothing – 12 copies (40%)
Rectangle: (30 total)
Rout 1 unit – 2 copies (6%)
Rout 2 units – 3 copies (10%)
Deal 1 damage – 6 copies (20%)
Deal 2 damage – 4 copies (13.3%)
Special Ability – 6 copies (20%)
Do nothing – 9 copies (30%)
Hexagon: (30 total)
Rout 1 unit – 1 copy (3%)
Rout 2 units – 5 copies (16.6%)
Deal 1 damage – 5 copies (16.6%)
Deal 2 damage – 4 copies (13.3%)
Deal 3 damage – 3 copies (10%)
Special Ability – 6 copies (20%)
Do nothing – 6 copies (20%)
Now i comment your most appreciated answer
DAQAN
Bowman – Unaffected
The Dakan archer special ability remember the old tradition: however sometimes could be more useful be able to choose to kill one one-point enemy that has still to fire than to a tank.
Footman – Unaffected
Novice Wizard - Greatly strengthened, go from being a support unit to a decent damage dealer. (I can't see using their innate ability very often anymore, as dealing damage is almost always better than forcing a card discard)
Novice Wizard - Greatly strengthened, go from being a support unit to a decent damage dealer. (I can't see using their innate ability very often anymore, as dealing damage is almost always better than forcing a card discard)
So this is better for a good units :arrrh:
Knight - Could be used, but only rarely, as often if you want to win a battle, a rout is better than just one point of damage, and you get a tactics card to boot.
Yes, rarely as when you guess that the enemy has a rally cry.
Seige Tower - Could go either way, but I think most players would opt to boost their own strength to win the battle than deal a single damage.
Roc Warrior - Could be used if you have less tactics, but then I think most people would opt to deal damage than just draw a card.
Roc Warrior - Could be used if you have less tactics, but then I think most people would opt to deal damage than just draw a card.
As you say depends from situation:but is you that should choose not a fixed mechanics !
LATARI
Archer - Unaffected
Sorceress - Mostly Unaffected (retreating someone out of battle is going to ALWAYS be stronger than just one damage, unless you are really bent on killing a unit)
Sorceress - Mostly Unaffected (retreating someone out of battle is going to ALWAYS be stronger than just one damage, unless you are really bent on killing a unit)
For example if your enemy is all the same unit or if the tank need just one point to kill it...
Pegasus Rider - Mostly unaffected unless the opponent only has circle or hexagon units (for similar reasons as the Knight)
Thing that is not so uncommon,in fact it is a tactical move in battle against Pegasus to bring overall circles units
Leonx Rider - Could be used, not sure it makes this unit any stronger, just a new option
Really Sure ? :shake: It is better have a routed Leonx that has just win or may be able to win with that hit ? :devil:
Warrior - Unaffected
Forest Guardian - Unaffected
WAIQAR
Skeleton Archer - Unaffected, unless the opponent only has Hexagon units
Reanimate - Stronger with this change when alone, unaffected when with other reanimates.
Forest Guardian - Unaffected
WAIQAR
Skeleton Archer - Unaffected, unless the opponent only has Hexagon units
Reanimate - Stronger with this change when alone, unaffected when with other reanimates.
Yes: if with other renimates they do two hits it is realistic that alone he does one hit
Necrrmancer - Stronger, especially when Waiqar has all reanimates on the board already.
Yes,but with the deployment cardt that bring 8 reanimate is no so unbalanced for evils races against good
Vampire - Stronger
Dark Knight - Mostly unaffected, as you'll deal at least one rout, and like the Knight above, routs are usually better than damage
Dark Knight - Mostly unaffected, as you'll deal at least one rout, and like the Knight above, routs are usually better than damage
But there is the situation when The D K is alone against one point enemy so kill is better.
Great Wyrm - Unaffected
UTHUK
Berserker - Stronger, because now you can use the orb to just deal a damage and not have to make the choice to sacrifice a unit to deal 2. The innate ability could still be used sometimes, but if the 2 damage is used to kill 2 units, the effect is a wash in terms of strength (because you kill 2 strength and lose 1 of your own, for a net change of 1).
Warlock - Slightly stronger, especially when the opponent has no Triangle or Rectangle units.
Blood Sister - Stronger; likely the 1 damage dealt will be more useful than their own ability.
Chaos Lord - Mostly unaffected; the routs/destroys Sorcerer - Stronger. Before, they were a support unit for absorbing damage, now they can also dish out a decent amount of damage.
Hellhound - Unaffected
Obscene - Hard to say, but the option of doing damage makes it at least slightly stronger for them.
UTHUK
Berserker - Stronger, because now you can use the orb to just deal a damage and not have to make the choice to sacrifice a unit to deal 2. The innate ability could still be used sometimes, but if the 2 damage is used to kill 2 units, the effect is a wash in terms of strength (because you kill 2 strength and lose 1 of your own, for a net change of 1).
Warlock - Slightly stronger, especially when the opponent has no Triangle or Rectangle units.
Blood Sister - Stronger; likely the 1 damage dealt will be more useful than their own ability.
Chaos Lord - Mostly unaffected; the routs/destroys Sorcerer - Stronger. Before, they were a support unit for absorbing damage, now they can also dish out a decent amount of damage.
Hellhound - Unaffected
Obscene - Hard to say, but the option of doing damage makes it at least slightly stronger for them.
Flesh ripper :insanely stronger if you permits one orb to bring to 3 life to all the Flesh ripper and the other orb of another to make one damage!
NEUTRAL
Sorcerer - Stronger. Before, they were a support unit for absorbing damage, now they can also dish out a decent amount of damage.
Dragon - Stronger, especially if the enemy has no triangle units.
Giant - Slightly stronger (only if the present Giants have no damage)
Dragon - Stronger, especially if the enemy has no triangle units.
Giant - Slightly stronger (only if the present Giants have no damage)
Yes this is positive in my opinion: In Runewars the neutrals are just see as hindering and not has any respect for the majesty of Dragons and Giants.
You are right that Uthuk gains more than Elves,but as they are is Uthuk what need more help
Changing arguments with in mind to see when the changes (expansion) affect the game.
Take this lightly(or written from an Uthuk ;) point of view)
The best unit Wurms was given to the most strong battle faction. And to be sure all people invidiate them they now also if routed draw cards.
Undead weakness were the reanimate finite number,so Lands of blight resolve the problem
To the master of Influence(elves) was given the only influence deployment card (silverstable)-To one,now of the most useful unit is given the rally cry power(Keepers of sigil):
So now you want your Pegasus killed to recruit next time and make a new poweful combo many sorceress with some leonx .Archer and warriors in another army army .
Human become more tactis master than Uthuk (novice wizards with Journeuman wizards D card, Paladins and “failed “rocs) is a lot more than the uthuk deployment token):
They are strong at tally force now still better with Nerekall Rangers.
And enemy stronghold becomes damaged spending 2 influence.
To the Uthuk they say : you are very cheap Blood Sisters (covenant of blood) and as the tradion of orcs teach to his units also Caos Lord have to learn to suicidate (into the undefires).
Flesh ripper could survive so rout them before battle to score some hits
And your routed Obscene shall be safe at home.
Just Frenzy helps Berseker so choose The desert of Y'llan and put on a food territory!
NEUTRAL
Razorwing - Mostly unaffected, as routs are usually better than 1 damage, especially early on when you can keep units from fighting.
Beastman - Unaffected
Sorcerer - Stronger. Before, they were a support unit for absorbing damage, now they can also dish out a decent amount of damage.
Hellhound - Unaffected
Dragon - Stronger, especially if the enemy has no triangle units.
Giant - Slightly stronger (only if the present Giants have no damage)