Runewars The Miniatures Game
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- A miniatures game of epic, rank-and-file Warfare in Terrinoth
- Control your units on the field of battle with innovative command tools
- Players can choose between the noble armies of the Daqan Lords or the undead legions of Waiqar the undying
- Includes forty-eight beautifully sculpted, unpainted figures for you to customize and enjoy however you choose
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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"For years, the armies of waiqar the undying have stayed within their borders, launching only minor raids across the border. But now, a nameless threat stirs within the Mistlands, and legions of undead cross into the realm of Terrinoth under waiqar's command! the Daqan Lords have sounded the call to war, and their finest generals lead armies of warriors and golems to take up defensive positions in the border territory of roth's Vale. The first battles of the next great war are about to begin. Runewars: the miniatures game is a game of massive battles between the great powers of Terrinoth. In each game, you and your opponent will gather armies of miniatures and lead them into battlefronts of infantry will maneuver for position, Cavalry wings will wheel and Slam into a weakened flank, and monstrous Rune golems or carrion lancers will smash through formations of lesser warriors. Innovative command tools, two distinct factions, and countless ways to customize your experience combine to offer an unparalleled miniatures gaming experience in runewars. Finally, with forty-eight beautifully sculpted, unpainted figures, you'll be able to paint and customize your armies to bring an entirely unique touch to your games and enter the hobby of miniatures painting!".
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If you've never tried a tabletop war game, this one is a perfect place to start. There are also other factions and additional units coming out by Fantasy Flight in the near future, too. Super cool.
ps. I have included some pics of some of the miniatures I just finished painting. This should give you an idea of how they look if you paint them.
1) Great play mechanics. If you've played X-Wing, you will be somewhat familiar with the dials, but I found a scalable depth of complexity in the game which has made it fun for different types of players. I also found that the game rewards strategic thinking; that is, planning your moves based on what will potentially happen 3 or four turns down the road. I know all tabletop minis games do this to some degree or another, but this one really has me trying to think as long-term as I can within the game.
2)The model sculpts: The models are very well-sculpted, and look good painted even by an untalented oaf such as yours truly. I used paints from Army Painter, Vallejo, and GW, and all of them worked exactly as they should on properly-primed surfaces.
3) The Price Point: $99 MSRP for what you get is a steal.
4) Relative Simplicity: It's refreshing to not have to read through a few hundred pages of rules, but still find enough complexity to keep the game interesting.
1) The Plastic: The plastic used for the models is flimsy; not Reaper Bones flimsy, but flimsy enough to make some of the snap-fit assembly an exercise in manual dexterity.
2) Mold lines: The mold lines are terrible. Not only are they highly visible, they run through parts of some the figures in such a way as to make removal somewhat difficult. A better painter than me would probably not find it to be a problem, though.
Overall, I think Runewars has the potential to become a fixture in miniatures wargaming. Its play mechanics set it apart from its many competitors, and I think potential players who have avoided wargaming due to its steep learning curve and cost now have a great gateway into the hobby.
So how does this game stack up?
First, the 'easy to assemble' part was true. All the figures came separated into baggies and the assembly instructions were basically self evident, even for me. I just dry fitted them all at once and tried the game out. Arms were coming off but really not that bad. Then I spent an hour or so gluing them all together. Since then, nothing has broken off or bent.
There were a few slightly bent weapons, but I didn't feel the need to go through the unbending process (I'm familiar with this from RPG minis).
Sculpt quality is better than I expected. Not as good as metal or resin, obviously, but comparable to Reaper Bones, or a bit better. In terms of mold lines or 'flash' or whatever I'm sure they are there, but I didn't notice it. I can see if you wanted super clean mini's that would be a pain.
Painting is going to be my downfall for sure, but that's hardly the game's problem. These mini's are taking paint well and look great. There is a painting guide online as well as support from a major gaming paint company.
Now to the game itself: I liked X-wing a good bit, but wasn't sure how this flight path system would work in a fantasy rank and file combat scenario. I mean are two large groups of enemies charging across the battlefield really going to miss each other? But if you don't take it too literally and imagine a fog of war and a commander giving orders, it makes a certain sense.
I like the custom dice resolution (a hallmark of many Fantasy Flight games) as it can lead to more outcomes than just success or failure. The skeleton archers can do damage but certain rolls create a debuff effect on the target instead, which might be combo'ed with other units at a later point.
Not 100% sold on the movement templates per se, as they don't seem to be any more precise than the tape measure and protractor of many games. But neither are they bad. Just something to adapt to.
All the units from the core game have different special abilities, keeping them feeling unique, but not bogging the game down too much.
The command dial system is straight from X-wing, but what's new is each command has a different initiative number, so you are weighing the effectiveness of any given order against the speed at which that would be executed in the turn order.
I did worry about how the constant change of the order of units round to round might slow the game down but it didn't seem to be much of a problem. The core game has 4 command dial per side for a 100-point skirmish game. I think expanding that out to 8 dials a side probably would slow things down, and it'd be better to increase your armies point value be creating more powerful units rather than having a whole bunch of small ones (though that's a legal strategy).
The objective, terrain, and deployment cards (which appear to me straight out of Diskwars), add another level of pregame strategy.
Overall I'm liking the game quite a bit. The real test as to whether I pick up any expansions is if I can the the mini's painted in a timely fashion or it get's relegated to the slush pile of unpainted mini and terrain pieces I've accumulated.
Sure you can play the game unpainted, but I don't know that the value proposition is quite there if you are going to skip the 'hobby' part of the game. Lot's of people talk of buying two core sets and splitting the armies, and there are I think four expansions per faction already at $25 bucks a pop. That much scratch buys a lot of board games.