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Post by knoffles on Jul 22, 2019 7:16:44 GMT
Gents, I’m doing a bit of research on combos and wanted to know what are your favourite combination of runes/heirlooms? What do you take them on and why? They don’t necessarily have to be competitive but could be more fun and fluffy. I of course am reasonably well versed in certain combos but it’s easy to find yourself stuck in a pigeon hole, using the same combos over and over again, which is why I thought I’d enquire about your preferences. One area I’m particularly keen to hear about is weapon rune combos (whether on lords or slayers etc).
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Post by Horace on Jul 22, 2019 9:05:40 GMT
For Shieldbearer Lords I always tend to use a mixture of the first two runes of Iron or fortitude for the extra Toughness/Wounds/Ward Save. If you are taking a Rune of Stone to get your Armour Save to the 1+ you can only take 2 of Iron/Fortitude so it is a toss-up between taking double Fortitude (5++, +1 T for 50 points), double Iron (+1 T, +1 W for 45 points) or double Iron and combining it with some Talismanic runes to get access to the Ward Save. Either way you end up with a Tanky Shieldbearer Lord and then it is a matter of what points you want to invest in actually killing stuff. Due to Dwarf initiative if I am trying to save points it is always tempting to just throw a Great Weapon at it and call it done, you still get 4 S6 attacks with Hatred re-rolls.
In terms of Weapon Runes I can never get away from Rune of Might and Rune of Cleaving. Fury/Fire/Parrying are all okish runes and some of the others can be fun in one-offs but they seem a bit expensive.
On Daemon Slayers Parrying and the ASF rune are always sound investments so you definitely get to make your hits and get a least a morsel of survivability. That leaves you 50 points for additional runes which you can pick to flavour. Fury/Might/Cleaving/Striking are all viable. If you don't take the ASF rune Snorri Spangelhelm and Alaric the Mad could be useful too since you are making them re-roll their Ward Saves as standard. I keep intending to make a Rune of Flight axe-throwing Daemon Slayer..
The only other combo I tend to use is a Runelord on Anvil who can make a nice roadblock and area denier. He comes with T5 W5 Unbreakable and a 5++ so once you take the compulsory 2 Runes of Spellbreaking you are left with 105 points to spend. If you spend 30 points on a 1+ AS you have 75 points to either spend making him truly unkillable, but limiting yourself to a Great Weapon and only 2 Attacks. Or spending some of those points giving him some Weapon Runes. the + attack runes are obvious contenders, especially since you can't be Frenzy baited, as is the Rune of Might as always
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Post by knoffles on Jul 23, 2019 6:25:08 GMT
Thanks Horace. Your thoughts aren’t too different from my own. The double cleaving and Ro Might combo is probably the best available on anything not a slayer. I quite like the idea of the fiery ring of Thori and a rune of stone on an engineer. It’s still reasonably cheap and as a lone character he’s potentially one who could actually make the most of the template (and the 2d6 hits in combat could be a nasty surprise to any chaff looking to take out the machines). Edit: an engineer can’t take ancestral items only runic so it would have to be done through 2 Ro Fire rather than the fiery ring.
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Post by Horace on Jul 23, 2019 8:32:49 GMT
The Fiery Ring is always a solid choice. Double Cleaving/Might is nice for 60 points but you will still be striking last. 6 points for a Great Weapon gives you S6 Vs 60 points for S5 Armour Piercing and double S Vs T5 and above. Sometimes I cheap out
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Post by knoffles on Jul 23, 2019 17:17:18 GMT
The Fiery Ring is always a solid choice. Double Cleaving/Might is nice for 60 points but you will still be striking last. 6 points for a Great Weapon gives you S6 Vs 60 points for S5 Armour Piercing and double S Vs T5 and above. Sometimes I cheap out I completely agree. It’s a rare day I take weapon runes on a lord or thane over a great weapon. It’s why I was especially curious about others. I rarely even both with a ward if I can get a 1+. I’m a cheap date lol. I do occasionally chuck a single very cheap magic rune on a runesmith. If he’s my general it’s normally to both give him a Ro Striking for +1 WS to take him to WS6 as it helps defend him vs elite troops and gives him help vs ethereal. A Ro Fury for +1 attack can be useful as it takes him to 3 attacks. Sure they are lower strength but a shield and Ro stone gives him a 2+ save so he’s fairly protected to. On my bsb I do like the extra wound (1st Ro Iron) and the 1+ save from the MRo Gromril and the great weapon but I’ll often not bother with the Ro Iron to save points. (BSB is 126pts without the wound, 146 with). If he’s not the bsb I’ll rarely take the extra wound as them you get a decent combat character for only 101pts. Bargain! The lord on shieldbearers gets a GW, Ro Stone and perhaps a Ro preservation (for the 2++ vs KB). Without preservation he’s ‘only’ 196pts (221pts with) That said, I find it too easy to spend loads of points on character runes so now rather spend them on more bodies or banner/warmachines instead.
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Post by thorpyuk on Jul 25, 2022 12:43:07 GMT
I know this is an old thread, but i'm quite partial to: MRO Snorri, Fury, Might on a lord..
This gives 5 attacks, hitting on 2s and with double strength against big nasties. If i need the points i drop Snorri.
An alternative is MRO Alaric, Fury, Might... if i expect to see lots of high-armoured foes, this means 5 attacks, double strength against nasties, and no armour save
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Post by oldmandan on Jul 26, 2022 5:32:07 GMT
I know this is an old thread, but i'm quite partial to: MRO Snorri, Fury, Might on a lord.. This gives 5 attacks, hitting on 2s and with double strength against big nasties. If i need the points i drop Snorri. As am I, though I like to do Snorri, rune of parrying and rune of striking for hitting on twos, minus one to hit and the added WS means a Chaos Lord needs a five to hit me. My mate uses two runes of fire to get the breath weapon, that also makes for a nasty surprise.
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Post by knoffles on Jul 26, 2022 11:37:02 GMT
I know this is an old thread, but i'm quite partial to: MRO Snorri, Fury, Might on a lord.. This gives 5 attacks, hitting on 2s and with double strength against big nasties. If i need the points i drop Snorri. As am I, though I like to do Snorri, rune of parrying and rune of striking for hitting on twos, minus one to hit and the added WS means a Chaos Lord needs a five to hit me. My mate uses two runes of fire to get the breath weapon, that also makes for a nasty surprise. I rarely take magic weapons but on the list to try is a Defensive runelord with 2 runes of fire (and maybe initiative) and the fiery ring of thori. I like the idea of the double breathweapon. He’s likely go in my weakest unit (perhaps greatweapon warriors) and the boost to his initiative will help the breath weapons hit before the opponent (dependant on who you are fighting of course!). I can’t remember if ASF also applies to breath weapons. If so, that might be an option instead! And why a runelord? Mainly due to the increased magic point allowance and it helps with highlander lists.
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Post by oldmandan on Jul 26, 2022 12:21:26 GMT
Interesting, not sure on taking a Runelord, always feel an extra thane and another runesmith or two runesmiths to be the better options. No the breath weapon doesn't benefit from ASF, but then it's all about surviving to hit back with it. Dwarves are best at tanking.
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Post by knoffles on Jul 27, 2022 7:26:00 GMT
Interesting, not sure on taking a Runelord, always feel an extra thane and another runesmith or two runesmiths to be the better options. No the breath weapon doesn't benefit from ASF, but then it's all about surviving to hit back with it. Dwarves are best at tanking. Normally I wouldn’t go near a RL, like you I’d take thanes or the Runesmith at first instance (if only due to cost/flexibility) but a few of us at the club have been discussing highlander lists (no duplicate choices in lists) and maximising comps scores and the RL helps on both of these (in the triple crown comp you get +1 for a RL and +3 for highlander), so that’s why I’ve been toying with the idea of taking him. I also like the MR2 he gives.
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Post by jamesacon on Jul 27, 2022 14:00:51 GMT
I will be using the following once I build my Lord. -master rune of flight -rune of might *2 -rune of parrying
I like the idea of potentially doing 3 wounds on a stand and shoot reaction to a monster, some chariots, and some characters. (Looking at you demonic steed mounted chaos heros!) Plus you can March into range and throw, so a possible 18" range. Take that doom wheel! Also love the Thor image of a flying hammer and it's still very decent in close combat!
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Post by oldmandan on Jul 27, 2022 14:59:03 GMT
I will be using the following once I build my Lord. -master rune of flight -rune of might *2 -rune of parrying I like the idea of potentially doing 3 wounds on a stand and shoot reaction to a monster, some chariots, and some characters. (Looking at you demonic steed mounted chaos heros!) Plus you can March into range and throw, so a possible 18" range. Take that doom wheel! Also love the Thor image of a flying hammer and it's still very decent in close combat! Be careful with that combo, while it sounds cool you're now reliant on your opponent having those troop types and actually being in range, 12" is okay but if you're maneuvering in such a manner to be able to use master rune of flight then the jig is up and a seasoned vet will smell a trap. You don't want to waste points no matter how small, two dwarves can be the difference between defeat or a resounding victory.
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Post by oldmandan on Jul 27, 2022 15:08:05 GMT
Ah I forgot he granted MR2, good point. Also as you said Knoffles a runelord does have 150 points allowance for magic items. Thinking on that if you make him almost impossible to kill and give him a great weapon then it doesn't matter his fighting prowess he'll still be able to mash regular troops. Also I did something similar with a master engineer in the 6.5 edition where he just had a great weapon and a 1+ reroll-able armour save. When I challenged my mates big orc warboss he couldn't kill the engineer and because the engineer was unbreakable the unit did nothing for the entire battle.
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Post by knoffles on Jul 27, 2022 16:10:00 GMT
I will be using the following once I build my Lord. -master rune of flight -rune of might *2 -rune of parrying I like the idea of potentially doing 3 wounds on a stand and shoot reaction to a monster, some chariots, and some characters. (Looking at you demonic steed mounted chaos heros!) Plus you can March into range and throw, so a possible 18" range. Take that doom wheel! Also love the Thor image of a flying hammer and it's still very decent in close combat! The one issue on that combo is you have taken 4 runes and 3 is the max 😔 It’s such a shame the range isn’t 24” on the Ro flight.
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Post by jamesacon on Jul 28, 2022 2:35:47 GMT
I will be using the following once I build my Lord. -master rune of flight -rune of might *2 -rune of parrying I like the idea of potentially doing 3 wounds on a stand and shoot reaction to a monster, some chariots, and some characters. (Looking at you demonic steed mounted chaos heros!) Plus you can March into range and throw, so a possible 18" range. Take that doom wheel! Also love the Thor image of a flying hammer and it's still very decent in close combat! The one issue on that combo is you have taken 4 runes and 3 is the max 😔 It’s such a shame the range isn’t 24” on the Ro flight. Doh! That's what I get for being a beardling I will drop the parrying rune then for some protection. I will make this happen haha!
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