Runewars Versus: Carnage and Decay

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Published 19 February 2018 | Runewars Miniatures

Runewars Versus: Carnage and Decay

The First Entry in a Matchup Series for Runewars Miniatures Game

Four powerful factions engage in massive, ground-shaking battles for control of Terrinoth in Runewars Miniatures Game, the tactical miniatures game of rank-and-file fantasy warfare. In the game, players command expansive armies, each with a distinct set of soldiers, monsters, magic, and skills which they will use to build their strategies and earn victory. Today, Fantasy Flight Games is pleased to offer you a look at the battles of Runewars Miniatures Game through the eyes of four new players with the beginning of our Runewars Versus series! 

Our four volunteers, all new to the game, have each taken command of a faction which they will lead into combat over a series of matchups. We will accompany them as they learn and adapt their military strategies, growing from inexperienced leaders to masterful commanders. To begin, the forces of darkness face off. Rose will lead the undead forces of Waiqar the Undying, while Lizzie will fight with the screaming hordes of Uthuk Y’llan.

Preliminary Reconaissance

Before the battle commenced, we had a word with our two commanders.

What is your background with Runewars Miniatures Game?

Rose: I would consider myself a VERY casual gamer. Miniatures have always looked complicated and intimidating, and I’m very worried I’ll forget the rules or abilities of my skele-dudes and make a big ole fool of myself. But I mean, why not try something new? What’s the worst thing that could happen?

Lizzie: I’m familiar with the mechanics of the game, but my actual playtime has been limited. I like the Uthuk because they are so unlike anything I’ve seen in other fantasy worlds, so I’m excited to give them a shot.

Is there anything you would like to say to your opponent?

Rose: Please, be gentle.

Lizzie: Bring. It. On.

Objective:
Supply Raid
Deployment:
Unprepared
Starting Army (Waiqar the Undying):
Ankaur Maro (1 tray, 40 points), Carrion Lancers (2 trays, 27 points), Death Knights (4 trays, 42 points), Reanimates (4 trays, 35 points), Reanimate Archers (6 trays, 32 points)
Upgrades (Waiqar the Undying):
Regenerative Magic (Ankaur Maro, 5 points), Shield of Margath (Death Knights, 6 points), Rank Discipline (Death Knights, 4 points), Bull Pennon (Reanimates, 3 points), Trumpets (Reanimates, 2 points)
Starting Army (Uthuk Y'llan):
Ravos the Everhungry (1 tray, 40 points), Spined Threshers (2 trays, 28 points), Flesh Rippers (2 trays, 38 points), Flesh Rippers (2 trays, 38 points), Berserkers (6 trays, 37 points)
Upgrades (Uthuk Y'llan):
Reaping Blade (Ravos the Everhungry, 4 points), War Crier (Berserkers, 5 points), Fear Incarnate (Ravos the Everhungry, 5 points)

Powers Collide

War and bloodshed consume Terrinoth. Resources have become scarce—especially for those forced to reside in the poisoned landscapes where only foul and evil things can flourish. But recently, word of a ravaged Daqan caravan on the edge of the Mistlands has reached the ears of two opposing militant leaders… and each have decided it’s time to launch a Supply Raid. At the site of the Daqan caravan, a throng of Waiqar the Undying’s followers happen upon an unprepared swarm of Uthuk Y’llan. Peace has never come naturally for either side, and now that they have been set in opposition, only one army can leave with the supplies from the Daqan caravan.

The two commanders eye each other from opposite ends of the field as they send out their forces. Both begin by setting their infantry, Rose’s Reanimate Archers and Lizzie’s Uthuk Berserkers, in the ideal position to gather supplies early while remaining shielded from the heart of the battle. As the deployment phase continues, Rose attempts to keep Ankaur Maro protected from the vicious Flesh Rippers, even if that means he is too far from her infantry to use Regenerative Magic. Rose tries to bait out the deployment of the demon dogs, but with fewer units in the Waiqar army, she must eventually deploy Ankaur Maro and as if reading her fears, the first unit of Flesh Rippers is deployed directly before him.

Dark Destruction

Waiqar the Undying has had little experience battling against the Uthuk Y’llan as their key quarrel, that which drives them from the peace of the grave, is against the Daqan Lords. This leads to the Waiqar commander underestimating her opponent’s speed. In the corner of the battlefield, the shrieking Berserkers rush towards the same supplies as Rose's Reanimate Archers, causing an unexpected collision in the first round. The bloodshed is destined to begin early in this battle and at the end of the round, Ravos’s all-consuming hunger drives him to the edge of insanity. With no other options for feeding on nearby units, he begins to tear at himself and suffers one wound.

This violent display disturbs the Waiqar command to the point of distraction, and the next round begins her opponent finding the four unstable energy runes needed for her champion, Ravos the Everhungry, to launch an early charge against Waiqar’s Reanimates at Initiative 4. Ravos wastes no time tearing the skeletal soldiers apart, wiping out nearly half their ranks before they can counter-attack.

Last Man Standing

With the beginning of the third round, nearly all units are locked in combat. Only Ankaur Maro, the Reanimate Archers, and a single unit of Flesh Rippers remain unengaged. As the bloodshed begins in earnest, the Uthuk Y'llan seem to have earned the blessing of the Ynfernael yet again, with four unstable energy runes at their disposal alongside one natural and one stable rune. Were he free to help his allies, this powerful display of unstable energy would enable Ankaur Maro to execute a ranged attack with a devastating four white dice. However, the Flesh Rippers still chase the scent of his blood and the sorcerer values his own life above those of his allies. Rather than provide aid, he flees from the demons who remain close behind.

Ravos continues to wipe out Waiqar’s infantry left and right with his Reaping Blade, ensuring that the dice roll in his favor even when they show blanks. Between this upgrade ability and his Brutal 1 keyword, the Uthuk Y’llan hero is able to take out two full trays of Reanimates, leaving just one steadfast soldier behind to face not only Ravos, but two scuttling horrors, the Spined Threshers, who approach from the north.

Can a dead man fear death?

Suddenly, the surrounded soldier is not nearly as alone as he once thought! A pair of Carrion Lancers charge in to aid their comrade and face the dreaded commander of the Locust Swarm. Ravos the Everhungy feels, perhaps for the first time in his life, a twinge of fear. He suffers three wounds at the hands of the Lancers, but he devours the final Reanimate using the consuming hunger of his unit card ability during the end of the round.

Turning the Tide

Seeing the last soldier fall fills Waiqar’s army with a sense of rage as the battle moves into the fourth round. The battle wears on, weakening the bodies and minds of both sides. Dazed by the heat of battle, the Berserkers and Reanimate Archers begin to falter. The Berserkers buckle down and prepare their defenses for a melee that never comes, while the Reanimate Archers launch a ranged attack, expecting their enemies would turn tail and flee. 

Rose’s Death Knights attempt to give succor to Ankaur Maro, taking off after the Flesh Rippers, pushing them to the edge of the battlefield, and allowing Ankaur Maro a chance to show his true power. As a necromancer, Ankaur Maro draws upon the dark, unstable power of the Ynfernael and executes a ranged attack with two white dice (and a mortal strike modifier!) against the Spined Threshers. The mortal strike modifier proves to be Ankaur Maro's only saving grace—his dice show only blanks.

“Rose,” the Uthuk Y'llan commander’s voice bellows from across the battlefield, “I’ve made a terrible mistake.” Indeed, going into round five, her orders have forced Ravos the Everhungry to shift directly into the path of the Spined Threshers. This collision that will be difficult to work out of, considering both units are hindered by a noxious swamp nearby. During the confusion, Rose’s Carrion Lancers launch an attack against the Spined Threshers and inflict another wound. But perhaps the Uthuk commander's greatest miscalculation comes in the seventh round, when the Spined Threshers use the last of their energy to charge Ankaur Maro. They fall just millimeters short of contact, almost as if some dark force is protecting the necromancer, who then charges straight into the crab-like horrors and manages to inflict a wound through their hard and bony carapaces.

Ravos the Everhungy, on death’s door, begins to feed on the flesh of his own allies to survive. At this point, the Uthuk Y'llan commander realizes that she does not stand a chance of destroying what remains of Waiqar’s battalion. The tide of battle has turned, and therefore, swallowing her pride, she changes course to flee. While a scant few of her high-value units still live, her only true hope for victory in the final round is to have claimed more objective tokens. Ankaur Maro continues his assault on the Spined Threshers, killing one as the other continues to limp forward. Finally, the smallest unit of Flesh Rippers manage to evade the cruel blades of the Death Knights, carrying the supplies their forces so desperately need. Will it be enough?

End of the Raid

In the end, Ankaur Maro and the Death Knights shrink back into the mists without having claimed any resources from the ravaged caravan. Meanwhile, the Uthuk Y’llan have survivors in most of their units, but all are dripping blood. Ravos and the remaining Spined Thresher survive, though both are severely wounded. The Flesh Rippers managed to gather three objective tokens between their two units, and the Berserkers gained one as well. With these, the Ru tribesmen will be able to bolster their strength as they prepare to extend their reach across Terrinoth.

Objective Tokens Claimed (Waiqar the Undying):
0
Objective Tokens Claimed (Uthuk Y'llan):
4
Remaining Army (Waiqar the Undying):
Ankaur Maro (40), Death Knights (42)
Remaining Upgrades (Waiqar the Undying):
Regenerative Magic (5), Shield of Margath (6), Rank Discipline (4),
Remaining Army (Uthuk Y'llan):
Ravos the Everhungry (40), Spined Threshers (18), Flesh Rippers (22), Flesh Rippers (22), Berserkers (27)
Remaining Upgrades (Uthuk Y'llan):
Reaping Blade (4), War Crier (5), Fear Incarnate (5)

Before dividing, the two commanders exchange a few final words.

How do you think it went?

Rose: It went really well… for Lizzie. You know, its not as intimidating as I originally thought. There was a lot to remember, but it was easier to remember the longer we played. I want to play as the other factions now so I can be a stronger Waiqar leader. #WaiqarForever 

Lizzie: I was hoping to kill all of her soldiers, but I'm happy with how it turned out. Next time, there will be no survivors!

What would you change?

Rose: Next time, I will definitely have Ankaur Maro start closer to the Reanimates. Rookie mistake. I started off fighting in close combat, which I think is influenced by the very first time I played Runewars, and I didn’t switch my tactics up until it was too late. Next time, I'd use ranged attacks much sooner.

Lizzie: I need to be more careful with how my units move. I sent in some of my guys too early, didn’t send some far enough, and just caused an awful traffic-jam. Also, I rarely used my upgrades, so I hope to use those more in the future.

Join The Fight

The battle went to the Uthuk, but the war has only just begun for our players. What tales will your own battles unfold? Over the coming weeks, we'll have several more matchups in the Runewars Versus series, chronicling the battles for the fate of Terrinoth as our players grow into seasoned commanders in the world of Runewars Miniatures Game!

To join the battle for Terrinoth, you can purchase Runewars Miniatures Game (RWM01) at your local retailer or the Fantasy Flight Game website here! Be sure to keep an eye on our webpage as our matchup series continues!

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Stomping into Battle

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- 02-17-18 03:42 - 0 Antworten

Published 16 February 2018 | Star Wars: Legion

Stomping into Battle

Preview the AT-RT Unit Expansion for Star Wars: Legion

“Prepare for ground assault.”
  
–General Rieekan, Star Wars: The Empire Strikes Back

The All Terrain Recon Transport, or AT-RT, was a common sight on the battlefields of the Clone Wars, piloted by Republic clone troopers and used in ground support, civil defense, and post-battle cleanup ops. By the time of the Galactic Civil War, the Empire has moved beyond the AT-RT—but the Rebel Alliance will take any advantage they can get, including salvaging and refitting these old walkers. Soon, you’ll be able to bring them to your own battles!

Within the AT-RT Unit Expansion for Star Wars™: Legion, you’ll find a finely sculpted, unpainted AT-RT. This easily assembled miniature offers a different sculpt from the AT-RT found in the Star Wars: Legion Core Set, along with three different weapons modifications that alter your AT-RT miniature to match the upgrades you’ve equipped. With unit cards and new upgrade cards to outfit your army, the AT-RT Unit Expansion has everything you need to expand your army.

The AT-RT Unit Expansion will be released on March 22nd, alongside seven other expansions and the Star Wars: Legion Core Set, so you can start building your armies from the very first day! You can pre-order your copies of the AT-RT Unit Expansion at your local retailer or online through our webstore today; then, read on for a preview of what you’ll find within!

Support the Advance

Although they’re commonly salvaged from abandoned Republic bases or bought on the black markets of the Outer Rim, the AT-RTs used by the Rebel Alliance have been fully repaired and newly customized. Though these walkers lack the awe-inspiring durability and firepower of the Galactic Empire’s AT-ST, they’re still dangerous—and at only fifty-five points, an AT-RT is a fraction of the cost of a massive AT-ST. What’s more, the AT-RT’s lighter build actually makes it significantly more mobile.

An AT-RT is no faster than an AT-ST: both have speed-two movement. When its path is blocked by walls or low buildings, however, the AT-RT has a distinct advantage. It bears both the Climbing Vehicle and Expert Climber keywords—which allow it to move vertically as easily as a trooper and easily clamber over obstacles in its path. An AT-RT also has the same heavy Armor as the AT-ST. Standard infantry weapons will have difficulty piercing this armor plating without the help of the Impact keyword.

For its own weapons, the AT-RT offers you a significant degree of choice. In melee, an AT-RT can stomp back and forth with deadly grappling claws, which can shred infantry troopers with ease. Alternatively, the Rebel piloting the AT-RT can take potshots with his A-300 Blaster Rifle, firing in any direction, no matter which way your AT-RT is facing. Still, the deadliest weapons for the AT-RT are equipped using its hardpoint upgrade slot.

Your AT-RT has a single slot for a hardpoint upgrade, but there are three different upgrade cards that you may choose to equip. (Each of these upgrade cards is matched by a different sculpted weapon that you can add onto your AT-RT miniature.) If you’re looking for a standard, generally useful weapon, you may look no further than the AT-RT Rotary Blaster. This weapon fires a devastating five black attack dice, capable of slicing through enemy troops at range. Alternatively, if you expect to face more armored vehicles, the AT-RT Laser Cannon may be more suitable. This laser cannon has longer range than the rotary blaster, and the Impact 3 keyword lets it smash through even heavy armor plating.

Finally, if you’re planning to use your AT-RT to mop up enemy infantry, you can’t do better than the AT-RT Flamethrower. This weapon ignores cover, and the Spray keyword lets you add the weapon’s dice to your attack pool once for each mini in the defending unit. In other words, when attacking an enemy unit with four Stormtroopers, you’ll roll eight black attack dice, giving you the firepower to wipe out entire units in a single attack!


The AT-RT uses its Flamethrower, rolling eight black dice to attack the Stormtroopers.

The AT-RT may have only one hardpoint upgrade, but it also has a comms upgrade to help you take advantage of Star Wars: Legion’s innovative command system. If your AT-RT is going to be ranging far from your commander, the Long-Range Comlink will let you issue orders to it from anywhere on the battlefield. Alternatively, you could choose to sabotage your opponent’s communications with the Comms Jammer. By equipping your AT-RT with a Comms Jammer and running it close to enemy units, you can prevent them from receiving orders, potentially leaving your rival’s plans in disarray!

With the chance to include up the three AT-RT units in your army, it’s plain to see that this fast, agile walker will be making an impact in many Rebel armies.

Mobilize Your Walkers

The breathtaking infantry battles of Star Wars: Legion will soon be arriving at your tabletop. Whether you’re fighting for the Galactic Empire or the Rebel Alliance, you’ll have access to powerful walkers. All you need to decide is how you’ll use these mechanized vehicles in your own army.

Pre-order your copies of the AT-RT Unit Expansion (SWL04) at your local retailer or online through our webstore today, and look for Star Wars: Legion to release on March 22nd!

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Enter the Hive

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- 02-16-18 04:41 - 0 Antworten

Published 15 February 2018 | Star Wars: Imperial Assault

Enter the Hive

The Mos Eisley Back Alleys Skirmish Map for Imperial Assault is Available Now

"Mos Eisley spaceport. You will never find a more wretched hive of scum and villainy."
   
–Obi-Wan Kenobi, Star Wars: A New Hope

Imperial Assault Skirmish Maps have seen you travel the Star Wars™ galaxy, from the palace of the vile Jabba the Hutt, to the forgotten junk piles of Coruscant, to Nelvaanian warzones. Now it’s time to take the fight to Tatooine’s most famous hive of scum and villainy.

Fantasy Flight Games is proud to present the Mos Eisley Back Alleys Skirmish Map for Imperial Assault, available now from from your local retailer!

A Wretched Hive

This natural rubber playmat provides an easy setup for your missions while also protecting your figures and tiles from unnecessary wear and tear.

Included with the playmat are the two mission cards corresponding to this skirmish map, introducing your objectives and inviting you to focus on the valuable crates that can be found in Mos Eisley. One scenario sees players vying for control of crates as more and more doors become unlocked. The second sees figures retrieving crates and delivering them to your private stash for points. In the Mos Eisley Back Alleys, making a profit is just as important as winning the battle.

A New Battle

Protect your figures with this slip-resistant map, and dive into the seedy underworld with the Mos Eisley Back Alleys Skirmish Map for Imperial Assault.

Dive into the shady streets of Tatooine and purchase the Mos Eisley Back Alleys Skirmish Map (SWI52) from your local retailer!

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The Masters of Yunkai

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- 02-15-18 22:32 - 0 Antworten

Published 15 February 2018 | A Game of Thrones: The Card Game

The Masters of Yunkai

Favor of the Old Gods Is Now Available for A Game of Thrones: The Card Game

“The glass candle is meant to represent truth and learning, rare and beautiful and fragile things. It is made in the shape of a candle to remind us that a maester must cast light wherever he serves, and it is sharp to remind us that knowledge can be dangerous. Wise men may grow arrogant in their wisdom, but a maester must always remain humble.”
  
–Armen the Acolyte, A Feast for Crows

There are many sources of wisdom in A Song of Ice and Fire. Some, like the maesters, find wisdom crying out among the ancient books and scrolls of Oldtown. Others look to their gods for guidance, whether it’s the Drowned God of the Iron Isles, the old gods in the north, or the fiery faith of R’hllor. And some carry the weight of tradition, of history stretching back to Old Valyria, and use that tradition to claim wisdom. No matter what the source, you have the chance to prove your own cleverness and wisdom with new cards for A Game of Thrones: The Card Game—the Favor of the Old Gods Chapter Pack is now available at your local retailer and online through our webstore!

The Flight of Crows cycle takes players on a journey through the events of A Feast for Crows, adding new cards with the bestow keyword and new incentives for players to build decks using the Banner agendas to bring two factions together. A new agenda invites players to explore what they will do with knowledge of the future, while characters like Selyse Baratheon and Ser Balon Swann lend their own strength to their factions. No matter which part of Westeros or Essos you’ve sworn fealty to, you’ll find new cards to support your faction in Favor of the Old Gods!

Arrogant in Their Wisdom

As Daenerys Targaryen travels through the Ghiscari cities on the shores of Slaver’s Bay, she conquers three powerful cities—Astapor, Yunkai, and Meereen. In Yunkai, the rulers of the city are known as the Wise Masters, and though they may never be truly loyal to you, this Chapter Pack gives you a chance to bring them into your service.

Wise Master (Favor of the Old Gods, 73) offers an intriguing proposition for any deck that’s allied with House Targaryen. You can bestow up to three gold on the Wise Master, and as an Action, you can discard one gold to return an out-of-faction attachment or event from your discard pile to your hand. In many ways, Wise Master is a fitting title for this card—its effectiveness is only limited by the combinations you come up with.

Perhaps you’ll bring House Tyrell into your Targaryen deck, using Wise Master to recur cards like "Lord Renly's Ride" (Guarding the Realm, 24). Maybe you’ll forge an alliance with the Night’s Watch to defend the Wall, and return Craven (Called to Arms, 26) to your hand whenever it’s discarded. You may even use Banner of the Dragon (Core Set, 204B) to take Wise Master into another faction’s deck, recurring Targaryen cards like Bloody Arakh (The Archmaester’s Key, 15) or The Silver Steed (The King’s Peace, 54).

If the Wise Master encourages you to forge alliances with other factions, the city of Yunkai (Favor of the Old Gods, 74) brings a new twist to one of House Targaryen’s most iconic themes. Burning enemy characters by lowering their STR is a classic play for the Targaryens, and Yunkai lets you use that power in a new way. Rather than killing characters once their STR reaches zero, Yunkai gives you a tool to remove characters from a challenge.

Yunkai reads, “Bestow (4). Action: During a challenge in which you are the attacking player, kneel Yunkai and discard X gold from it to remove each character with STR X or lower from the challenge (X cannot be 0). Then, if you win the challenge, place 2 gold from the treasury on Yunkai.” Suddenly, cards like Daenerys Targaryen (Core Set, 160), Astapor (The Fall of Astapor, 54), and A Dragon Is No Slave (Guarding the Realm, 34) have a new way to rule the game. You no longer need to reduce a character’s STR to zero. If you can drop their STR low enough, you can simply remove these characters from the challenge, letting you force whatever challenge you like as the attacking player. Even better, Yunkai has a way to reload itself, so long as you win the challenge. Still, if your opponent finds a way to win the challenge and keep you from placing more gold on Yunkai, this location can become useless… so you’ll need to weigh your choices carefully!

Conquering Essos

The continent of Essos is yours for the taking—but the Iron Throne in King’s Landing is your true objective. With the new cards included in Favor of the Old Gods, you can take your forces across the Narrow Sea and launch your assault.

Pick up your copy of Favor of the Old Gods (GT26) at your local retailer or online through our webstore today!

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