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  1. #1

    Lightbulb Runeshaper question

    I'm looking to add some Runeshapers to my army and noticed their tactical tip saying 'Tremor - this attack role is boostable'. What's the best way to do that?

    Also, does anyone run pDoomies tier list? Can you have too many Runeshapers?


    Thanks

  2. #2
    Destroyer of Worlds Steampunk Jim's Avatar
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    Quote Originally Posted by fossilu View Post
    I'm looking to add some Runeshapers to my army and noticed their tactical tip saying 'Tremor - this attack role is boostable'. What's the best way to do that?
    You need to keep in mind that tactical types are generic, and are applied to all models with that ability. In this example, Tremor, which originated on the Ironclad, stated that so people knew their jack could spend a focus to boost the attack.

    Off the top of my head, I don't think we have anything that boosts attack rolls, so it's effectively a useless tip in reference to Runeshapers. But if, in the future, we get some sort of spell or ability that allows it to be boosted, we'll be able to.

    I'm also curious about the second part of your question: How many runeshapers are too much?

  3. #3
    Conqueror
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    I believe that it is a carryover tip from other models like the Ironclad, that may have boosting abilities. In the case of the runeshapers, I can't think of a way to boost the roll. (took to long typing here...)

    I really like his theme force, and find it is the only way I can play him now. As for too many - They are a bit pricey. I personally stopped at two units and have run up to 50pts with the list - Tend to go for Mulg, EBDT, 2xAxers and maybe a bouncer/pyre troll and just go nuts on Arm. Let the Runeshapers take flanks, or mingle in the brick to KD key things and gum charges with Forcelock.

    Mostly stopped at two units, cause there were other things I wanted to buy more, and I am not a huge fan of duplicate models, so having more than 2 units means a lot of extra (minor) conversions that would be required.

    I could see his theme being particularly effective with more than the two units, but like I said, I never had the drive to purchase, model and field more than the base FA.

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    Destroyer of Worlds Goldstep's Avatar
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    Particularly because he lacks any other units besides the Stonescribes and the bearer, the shapers are very important for his lists.
    Too many is just as hard to answer as "how many beasts should I feel comfortable with" and "how many points should I play?"
    The difference between a just and righteous warrior and a selfish and arrogant bully is razorwire thin and just as dangerous.

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    Destroyer of Worlds whitekong's Avatar
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    I played his tier list proxying 4 units of them, it was a lot of fun to play with. In all fairness it was vs a cryx army with a lot of infantry, probably the best kind of match up for it.

    Over all I think it would work pretty well vs a lot of different kind of armies. Beast selection is going to be really important in my opinion, if you want to keep things competitive.
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  6. #6
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    I play him with five units on a regular basis, sometimes even six (without proxies). Add Mulg, Earthborn, Axer, Ksb+UA, Janissa and some Whelps. Very annoying list for the opponent.

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    Destroyer of Worlds Ravir's Avatar
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    Yeah, it's hard to have "too many" Runeshapers. At 35pt, pDoomshaper's Tier 4 list with 7 units is terrifying. But that's $300 in Runeshapers that you can ONLY use in that list, or in an Unbound game, so...

    I've really come to love my Runeshapers way more than I thought I would. They turn up in nearly every list, I have a hard time NOT taking them. For 4 points for three magical POW 14 AoE's that can wipe out an entire unit of high-DEF/low-ARM models if the opponent doesn't spread them too far out. Add arbitrary knockdown power (Trolls loooove knockdown) and you've got a winner. Considering how many lists I had before them that had NO magical weapon outside of the warlock and sometimes Mulg, and that's a major tool buff for our faction.

  8. #8
    Conqueror
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    janissa + 4units runeshapers -> fill the min KSB+Elder via tier bonus
    i will aim for that, when i start my pDoomy tier list
    if pointlevel goes to 50+ i will think about getting max KSB+Elder and then i'll aim for 6units

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    I can't think of a way to boost, with an additional die, the Tremor attack roll.

    Grim's Feat works to reduce DEF in an area.
    Alas, pDoomie's Fortune won't work on Tremor ('skornergy' there)

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    Destroyer of Worlds The Happy Anarchist's Avatar
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    One thing I do watch out for when doing Runeshaper spam is anti-magic. It can take a huge bite out of the theme list when they have strong anti-magic like Kromac, Druids or some Menite builds.
    Quote Originally Posted by Devilsquid View Post
    I also employ a "Darkwing Duck" philosophy, when the game starts going against me...it's time to get Dangerous...
    Quote Originally Posted by Impostor View Post
    And then, Grim Angus said "Trollbloods shall be the one true people entitled to Tough."

  11. #11
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    Not really a runeshaper thing, but some general Theme force Thoughts:

    As I mentioned it above, and another poster mentioned as well - Beasts are really integral to winning with this theme force. I know it is a play style thing, but I don't think I would care to run more than 4 units + max KSB&UA. I would find the bases too obstructive (but I am always one for running really light on tarpit infantry anyway).

    In my experience, It is unlikely for Runeshapers to pull off a caster kill on their own (bar a KD and good dice on a squishy caster), so you need vectors that can help there (Doomshaper almost certainly won't be doing it...) - in this case it equals beasts with Reach + Goad more often than not. I know it is limiting on a single target, but I tend to put Fortune on my beasts more often than infantry, with the free upkeep I don't mind switching it to others at the right time if it makes sense.

    The way to operate without the tarpit for me, is to really use any existing terrain, the tier wall(s), and Janissa to disrupt movement, Buff all the lights up to arm 22-23 with EC+Aura and use the Shapers to block charges at your really important beasts (see Mulg) by ridiculous things like Angels / ghostly nasties etc. Once the enemies front line gets bogged in some really tough Axers / rune shapers (or even Stone scribes who are fearless, if this is an issue) you should be able to engage the enemy heavies with your own (even if you rush+run at them and feat!) then Beat Face / Goad chain / to the enemy caster as you see fit.

    Also look for every possible use of rampager, as it is always hilarious - as is forcing their own beasts to frenzy on them with the scroll!
    I almost only use Stranglehold nearing end game if I still have enough to screen Doomie should it fail to work, and I can get one of the enemies last remaining threats locked down.

    I am sure Purification needs little explanation. Banishing ward is most typically cast on Doomshaper himself, if the ememy is likely to try some arcnoding spell nonsense.

    All in all I think it is a really fun Theme force, and quite different from the more traditional Troll armies that work well with multiple casters. Not likely to yield a perfect win record maybe, but well worth it overall.

  12. #12
    Destroyer of Worlds FearMeMortals's Avatar
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    It also future proofs against getting a warlock with transference or similar
    If you're a brand new Menite please read this thread before posting: http://privateerpressforums.com/show...-the-battlebox

  13. #13
    Destroyer of Worlds The Happy Anarchist's Avatar
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    Quote Originally Posted by FearMeMortals View Post
    It also future proofs against getting a warlock with transference or similar
    I'm not sure I follow this. What were you replying to?

    As an aside, the Runeshapers are the tarpit in the theme force. Don't be afraid to throw them in. They can still throw their AOEs at will, Tremor in melee and Arm 17 with 5 boxes survives much better than you might expect, especially if you don't get charge bonuses. They can hold their own as a tarpit.
    Quote Originally Posted by Devilsquid View Post
    I also employ a "Darkwing Duck" philosophy, when the game starts going against me...it's time to get Dangerous...
    Quote Originally Posted by Impostor View Post
    And then, Grim Angus said "Trollbloods shall be the one true people entitled to Tough."

  14. #14
    Destroyer of Worlds Goldstep's Avatar
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    He means "Transference on a future troll caster will already be handeled in the tactical tip of 'Tremor' as would any other boosting ability."


    Although if I'm handing out abilities on future casters to aid the runeshapers, I'd prefer something to help the crit... which transference would also do.
    The difference between a just and righteous warrior and a selfish and arrogant bully is razorwire thin and just as dangerous.

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    Destroyer of Worlds Sobek's Avatar
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    Quote Originally Posted by Goldstep View Post
    He means "Transference on a future troll caster will already be handeled in the tactical tip of 'Tremor' as would any other boosting ability."
    I believe Transference allows you to boost only melee attack rolls. So it wouldn't work for Runeshapers anyway.

    That said, I bring 4 squads of them in my 35 point pDoomy list. When I add to it for 50, I simply add more beasts.
    "Either way, sometimes an Exemplar gets in the way of your horse and you have to put a spear in his face." -PPS_Dougseacat

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    Destroyer of Worlds Goldstep's Avatar
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    Quote Originally Posted by Sobek View Post
    I believe Transference allows you to boost only melee attack rolls.
    You're right. I'm not defending as much as translating.
    The difference between a just and righteous warrior and a selfish and arrogant bully is razorwire thin and just as dangerous.

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