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killercactus
August 27th, 2007, 01:17 PM
If you would like to write a strategy guide like this one and join our writing circle, please contact us here (http://www.heroscapers.com/community/private.php?do=newpm&u=94). We ask that you don't use this format without permission to preserve the high quality of the strategy guides and avoid confusion. Thanks!

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Unit Strategy Review
Unit: Runa
Author: killercactus (With thanks to the other Unit Strategy Reviewers)

Runa, the unreliable, evil Kyrie rumored to be the bed companion of Taelord, is perhaps the most maligned figure in all of Heroscape. Her base stats are very average and her special ability is a complete longshot. She can kill her own companions in battle and usually can't hold her own against the opponent's forces when placed close enough for her special power to affect many of them. In this article, I will discuss potential strategies to mitigate these problems and find advantages that are hidden between the lines.

Let’s take a look at Runa's stats:

Analyzed Statistics
Cost - 120 – Knight Class Unit
Size - Medium - Vulnerable/Concealable
Life - 5 – Average
Move - 6* - Fast
Range - 1 - Close Range
Attack - 3 - Average
Defense - 3 - Vulnerable
Tournament Readiness - Low
Helm of Mitonsoul Aura – 5% chance of automatic destruction on all figures within 3 clear line-of-sight hexes – longshot
* Move is enhanced by Flying, not affected by terrain.

In-Depth Analysis

Each unit is complex, and must be well analyzed to be truly understood. For Runa, let us begin with her cost. By cost, we refer mostly to her value in points, but also to her importance in your army. To simplify analysis, Agatagary has created several categories of cost, based off of chess, for comparison and nomenclature. For reference,

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Runa is a Knight class unit. Like others with auto-kill abilities that rely upon the D20, she can significantly impact the game with one lucky roll. However, the chances of this happening are slim (only 5% per roll) and Runa is only a 120 point figure. In order for Runa to earn back her points, she needs to be within three spaces of enemy units, and so may very well be killed. As I will discuss below, there will be situations where sacrificing Runa will help your army more than protecting her.

Offense:
With a range of 1, Runa has got to be adjacent to an opposing figure to attack. However, with an attack rating of 3 and a threat range of 7, she is still capable of destorying a squad figure with her normal attack and that should not be overlooked. She can also fly, which gives her the ability to gain height advantage on many squad figures. Runa is drafted for offense, but not for her meager attack. Her Helm of Minonsoul Aura is where she can do the most damage, as it is able to kill any figure instantly, regardless of size or race. It also affects all figures she can see within 3 hexes, and has a threat range of 9. What this means is that Runa can, in theory, destroy your opponent's entire army with one use of her Aura (and your own, if they are near her), although the chances of that (5% per roll) are astronomically slim. What this does not mean is that Runa should be charged directly into the largest cluster of squad figures you can find, hoping for the best.

Survivability:
Runa's survivability is mediocre, with 5 life points and her defense of 3. With her Medium height of 5, she is susceptible to nearly all special abilities that reduce defense dice or automatically destory units. There are also certain other aspects of Runa that are detrimental to her survival. Runa has an auto-kill D20 ability, which, like her counterpart D20 killers, paints an invisible bullseye on her back because she poses a potential threat.

The temptation also exists to charge Runa into the biggest pack of figures available, in order to maximize the chances of destroying a figure. She will die very quickly if she is alone in a cluster of your opponent's figures after she's failed to destroy anyone via her Helm of Mitonsoul Aura. Even if you succeed on one squad figure out of 12 rolls, chances are that the other 11 are going to rip you apart.

One last note that should be mentioned in this section is her sculpt - much like Sudema, Runa is very thin. Therefore, she can sometimes be hidden from line-of-sight behind trees, one-hex glaciers and some other figures quite effectively. The Minions of Utgar, with their impressive wing span, would be a good figure behind which to hide Runa, as are Krug and Nilfheim. Places like those may be excellent places to put her the turn before she brings her assault to the enemy.

Tournament Readiness:
Runa excels much more in a counter-drafting role than she does in a tournament setting. When Runa is counter-drafted, you know she will have decent targets to try and assassinate. Tournaments tend to include many common squad figures, which reduce Runa's effectiveness. However, being a Kyrie Warrior that follows Utgar, she benefits from Utgar's Orders and therefore has synergy with a very strong squad in the Minions of Utgar.

The Helm of Mitonsoul Aura:
The only real reason to draft Runa is her Helm of Mitonsoul Aura. It is what sets her apart from the other Kyrie figures, all of whom posses the same set of stats. Therefore, I have chosen to devote an entire section to analyzing it.

As I said above, a great temptation exists to send Runa, alone, directly into the largest pool of figures the opponent has clumped together as quickly as possible. Runa is usually the first character to get order markers, valiantly charging out into battle to try and devestate a cluster of enemies with her Aura. Some will even use Brunak to slingshot her into the fray with Ornak's Red Flag of Fury to get her there faster. The logic behind this, of course, is to maximize the amount of rolls you get for the Helm Aura, and also minimize the amount of rolls for the Helm Aura on your own figures.

While this may seem to make sense, this is not the way to maximize the power of the Helm of Mitonsoul Aura. It should be remembered that Runa is not a Valiant character (she's Tricky, as a matter of fact). She should not charge directly at the opponent alone, and realistically cannot destroy an entire cluster of squad figures alone. But what she can do is attempt to destroy a vital part of the opponent's army while the other units in battle with her acts as a distraction. Runa, as her personality would suggest, should attack when the opponent is least expecting it, and then continue to attack while the opponent is focusing his thoughts and efforts elsewhere. This is the only way she will get multiple chances to destory a vital part of the opponent's army, and thus earn back her points. So, how is that accomplished?

Strategy:
Strategy for Runa really begins during the draft phase. Contrary to popular belief, do not draft Runa if your opponent is heavy on common squads. The exception to this rule would by synergistic armies, such as the Orcs. Orc armies usually have many common squad figures, but also a couple of heavy hitters that are worth Runa's time. I would even go as far as saying do not draft Runa unless your opponent has at least one hero in his army greater than 120 points in cost, or a lower-cost unit that is very valuable (Laglor and Raelin come to mind). If your opponent is fielding 2 or more valuable heroes, Runa might be a good choice. I view Runa as an assassin for those heroes, and any squad figures killed by her along the way are collateral damage if they die while Runa is attempting to kill her target--they are complete icing on the cake.

So, now that Runa has at least one worthy target, let's not send her straight after it one-on-one. Odds are Runa loses that fight. Her 5% chance to kill it and her measley 3 attack and defense won't hold up in single combat against most 120 point and above heroes. We need to send her in with backup - backup that is a threat to your opponent. Backup that will draw their fire and hopefully last a while. The Minions of Utgar seem perfect for this task - they are a great threat with their Deadly Strike ability, can survive for a while with 6 defense and you can also use Utgar's Orders to move Runa instead - the ultimate surprise attack. Now, with the Minions and Runa closing in, your opponent has to make a choice. Does he attack Runa, with her Helm Aura that has a 5% chance of killing something? Or does he attack the Minions, who can threaten to wound his troops severely, but have big defense? This puts you at an advantage, because with your order markers on the Minions, you can choose to move either the Minions or Runa, and your opponent doesn't know with whom you're planning to attack. The truth is, you should be planning to attack with whoever your opponent does not attack. If he focuses his attack on the Minions, they should survive long enough that Runa will get many rolls for the Helm Aura at her target, along with anything around it. If he attacks Runa, her 5 life should keep her alive long enough for the Minions to close in and begin their slaughter. I believe this approach gives Runa a decent chance to earn back her points.

If Runa is attacked first, or if there are multiple targets in the vicinity you need to kill soon, you should seriously consider sacrificing Runa. By this, I mean flying Runa into engagement with the vital hero you were targeting, attempting her Aura, and attacking. This will force the hero to either attack Runa, or take a leaving engagement attack to go after the Minions. Many times the opponent will attack Runa, because everytime she fails with her Helm of Mitonsoul Aura, she is one roll closer to succeeding and your opponent fears that. He fears it because the character you are targeting is a vital part to his army. So, if she is just killed by that hero and never Mitonsouls anyone, the Minions flying around unchecked, killing at will while that hero is chipping away at her 5 life should make up for her downfall.

If you don't have the Minions, Runa can still be dangerous but she has to be much craftier. She needs to charge at opponents who you believe do not have any turns, so she will get fewer chances, and they must still be worth her time. Squads usually are not worth her time, because she can't kill her points-worth before going down. Large heroes are better targets but normally have order markers on them[] because they represent a large portion of the opponent's force. Without backup, Runa will need to choose her targets very carefully in order to survive.

It is vital to remember that using Runa will always be a crapshoot. Even with backup, Runa will still need some luck to do the damage she has the potential to do. As a Knight class unit if she does fail, the game isn't over, so don't despair. But if she succeeds, you stand a much better chance of winning this game. Do not rely solely on the Helm of Mitonsoul Aura, because it will let you down. Instead, rely on Runa to use her Aura as a diversion to protect the Minions, draw enemy fire and maybe get lucky once with the Aura. If Runa does get lucky, make sure the kill is worth it.

Optional Strategy:
The Minions are not the only units that compliment Runa well: the Airborne Elite are a great compliment to the above strategy. The Airborne can drop anywhere on the board--far enough away from Runa to be safe--which gives them the unique ability to catch up with your army that is halfway across the board and provide excellent ranged support. They also have the uncanny ability to draw all of your opponent's attention. It is worthy to note here that this strategy does not work as well if the Airborne Elite are dropped in the first or second round. In this strategy, it may be best to forego the Drop until later in the game. If the Airborne Elite dropped while Runa and her Minions were attacking, I would probably give them the 1 and X markers, while giving the Minions 2 and 3. The opponent will probably assume the Elite have 2 turns and focus a lot of firepower on them. If the Airborne Elite win initiative, they fire off their four rounds of 4 dice and then draw fire. If not, hopefully 2 or 3 Elite are still available to fire, and the opponent will probably at least use 2 order markers this round to kill them. This gives Runa and the Minions at least one free turn to wreak havoc.

Units to Avoid:
Agent Carr - Carr is tough for Runa, even with the supprort of the Minions of Utgar. If Runa engages him, his 4 defense will ensure he doesn't take too much damage. He can then disengage, Ghost Walk through her if necessary, and kill a Minion with his Sword of Reckoning. If he decides to attack Runa, she won't last long either.

Most common squads should be avoided if possible, since they present more potential risk than reward, but these units should be given extra space by Runa:

Deathreavers - The robo-rats of Heroscape give Runa all kinds of headaches. She has no special attack to avoid Scatter, no disengage, and her attack of 3 will not pierce their armor that often. It isn't as bad if she is with the Minions since you can activate them instead, but even they will take a long time to clear the Deathreavers off of her.

4th Massachusettes Line / Ashigaru Harqebus / 10th Regiment of Foot - All of these units have the Wait and Fire special power and are usually encountered en mass. If Runa charges into a large pack of them, she may get to roll for Mitonsoul a dozen times, but will only kill two or less (probably less) and then get ripped apart by Wait and Fire. If you can avoid drafting Runa against these opponents, do so.

Braxas - Not quite that scary to Runa, but the Minions are petrified of the Dragon Queen. I wouldn't draft Runa and the Minions against Braxas, but if you must face her, try to engage her with Runa and divert her attention from the Minions.


For additional information see the Book of Runa (http://www.heroscapers.com/community/showthread.php?t=8574)

Junge Roman
August 27th, 2007, 01:48 PM
Runa is one of my favorite units, and I really like the article. I was curious if you did it in collaboration with other "Unit Strategy Review"ers.

In any case... I fielded Runa and 3x minions yesterday. Unfortunately, the way it played out, I was not able to utilize Runa until most of my Minions had been wiped out by Braxas and Q9. The distances involved meant that I had to use most of my turns to advance the minions, who with their 4 move, were sitting ducks. In a tighter arena with more LOS blockers, this strategy has played out decently for me.
I am thinking she would also be great with rats! Oh, I cursed 3 rats that time? Oh well, I also took care of Charos.

Fezzikthedoor
August 27th, 2007, 01:51 PM
Edit: What a great article!

Scape_Scrub11
August 27th, 2007, 01:57 PM
:roll: Here we go again...your P.M. is in the mail.

What?

jcb231
August 27th, 2007, 02:12 PM
:roll: Here we go again...your P.M. is in the mail.

What?

Fezzik doesn't like people making their own guides, so he PM'd killer cactus to tell him so, I assume.

Fezzikthedoor
August 27th, 2007, 02:15 PM
Edit: No, really, this is a great post!

theodorelogan
August 27th, 2007, 02:19 PM
Fezzik doesn't like people making their own guides, so he PM'd killer cactus to tell him so, I assume.

Really?

That's lame. What's wrong with other people adding more content? Just don't sticky the ones you don't like. Problem solved.

Aldin
August 27th, 2007, 02:21 PM
Fezzik doesn't like people making their own guides, so he PM'd killer cactus to tell him so, I assume.

Really?

That's lame. What's wrong with other people adding more content?

Nothing wrong with content. Lots wrong with stealing someone else's format. I've changed the title.

~Aldin, who notes we're pretty serious about protecting original work around here

theodorelogan
August 27th, 2007, 02:25 PM
Well, it's your site.

killercactus
August 27th, 2007, 02:39 PM
Edit: Thanks!!

Fezzikthedoor
August 27th, 2007, 02:41 PM
First off -

I would like to apologize to all writing "Unit Strategy Reviews" for using their format without asking (no hint of sarcasm). I give full credit for the format of the article to Agatagary and the others who have joined him in writing the strategy guides.

I wrote the guide on a whim of inspiration I obtained from successfully playing Runa two nights ago, and borrowed this format for the sole reason of simplicity and consistency. I should have known, especially on these boards, to ask permission first and will immediately PM Agatagary, Taeblewalker and Fezzikthedoor apologizing and belatedly asking permission to use it. I honestly was not aware that something like this would be viewed as something close to plagiary - I just thought Agatagary presented a format to the forum to outline a strategy article. Again, I apologize.

Secondly, I'm glad someone enjoyed the article....

Hey, man, I know you didn't do it to be a crap. No worries.

Edit: Plus, this is a great article! I honestly haven't changed my opinion of a unit this drastically since I read Agatagary's original Dund write-up. I'm jazzed to have KC in our writing circle. :D

killercactus
August 27th, 2007, 03:02 PM
Runa is one of my favorite units, and I really like the article. I was curious if you did it in collaboration with other "Unit Strategy Review"ers.

In any case... I fielded Runa and 3x minions yesterday. Unfortunately, the way it played out, I was not able to utilize Runa until most of my Minions had been wiped out by Braxas and Q9. The distances involved meant that I had to use most of my turns to advance the minions, who with their 4 move, were sitting ducks. In a tighter arena with more LOS blockers, this strategy has played out decently for me.
I am thinking she would also be great with rats! Oh, I cursed 3 rats that time? Oh well, I also took care of Charos.

Edit: Thanks again!!!

Anywho, that is one problem with it. I don't think I would use it on a large board (the Minions have problems on large, flat boards), and I actually meant to add a "Units to Avoid" section but ran out of time on my lunch hour. Braxas would've been a "Unit to Avoid" :D She's a hero that the Minions have a real problem with, unless Runa can hit that D20 roll early.

Malechi
August 27th, 2007, 03:26 PM
I put the title back. It is a well thought out, well written article.

I fully understand Agatagary, Fezzikthedoor and Taeblewalker wanting to keep a handle on these, but instead of getting angered let's just see if we can't widen the sewing circle and bring killercactus and his thread into that sewing circle, you've already supplied the needles and barbs.

The first post is easily edited by the author and/or an Administrator (I already went back and edited the article to add bold titles to the individual sections). There are plenty of units yet to be done, so unless you are like Dnutt and can pump out 10 - 15 of these a day it could be quite a wait for only three writers to get this caught up to the current releases.




I would suggest starting a thread or perhaps even a private group for Strategy Writers. In the future when uninitiated writers, not within the sewing circle, post a new thread, that thread is immediately LOCKED until the group has a chance to look over and edit the info bringing that writer into the flock.

killercactus
August 27th, 2007, 03:35 PM
I put the title back. It is a well thought out, well written article.

I fully understand Agatagary, Fezzikthedoor and Taeblewalker wanting to keep a handle on these, but instead of getting angered let's just see if we can't widen the sewing circle and bring killercactus and his thread into that sewing circle, you've already supplied the needles and barbs.

The first post is easily edited by the author and/or an Administrator (I already went back and edited the article to add bold titles to the individual sections). There are plenty of units yet to be done, so unless you are like Dnutt and can pump out 10 - 15 of these a day it could be quite a wait for only three writers to get this caught up to the current releases.




I would suggest starting a thread or perhaps even a private group for Strategy Writers. In the future when uninitiated writers, not within the sewing circle, post a new thread, that thread is immediately LOCKED until the group has a chance to look over and edit the info bringing that writer into the flock.

Malechi,

I appreciate that, (and the bold titles, thank you) but I would like the sewing circle to accept it in before this thread is called a Unit Strategy Review. It's their title and their idea. I would also like them to edit it however they see fit if they do decide to accept it, and when I have some more time, I will add a Units to Avoid section.

jcb231
August 27th, 2007, 04:12 PM
I put the title back. It is a well thought out, well written article.

I fully understand Agatagary, Fezzikthedoor and Taeblewalker wanting to keep a handle on these, but instead of getting angered let's just see if we can't widen the sewing circle and bring killercactus and his thread into that sewing circle, you've already supplied the needles and barbs.

The first post is easily edited by the author and/or an Administrator (I already went back and edited the article to add bold titles to the individual sections). There are plenty of units yet to be done, so unless you are like Dnutt and can pump out 10 - 15 of these a day it could be quite a wait for only three writers to get this caught up to the current releases.




I would suggest starting a thread or perhaps even a private group for Strategy Writers. In the future when uninitiated writers, not within the sewing circle, post a new thread, that thread is immediately LOCKED until the group has a chance to look over and edit the info bringing that writer into the flock.

I agree. That red section is a good idea. There's no way such a small handful of writers can handle all the units.

TheOtherGuy
August 30th, 2007, 09:19 PM
I just thought I'd mention that the most important aspect of Runa strategy is to yell out "Helm of Mitonsoul!" in the most evil, dramatic voice you can manage, every single time you roll. Runa kills somebody every game at my house. The first time I discovered the evil yell, Runa was the last piece on the board on my team and I killed Grimnak, a MacDirk Warrior and Agent Carr in 5, maybe 6 turns, while avoiding 3 chomp attempts in the process. It's the yell. You'll never get a 20 without it. :twisted:

Oh yeah, I still lost. But what a way to go!

Lord_Paul
August 31st, 2007, 08:50 AM
If you're using a castle map, she's great on the castle, due to the "3 clear sight spaces" part of the ability.

killercactus
August 31st, 2007, 08:58 AM
If you're using a castle map, she's great on the castle, due to the "3 clear sight spaces" part of the ability.

Just be aware that she can get her own units as well. It would really suck if she Mitonsouled your Q9 that was defending the castle with her....

Note: this guide will be updated shortly with the strategy section modified and a Units to Avoid section, thanks to the other Unit Strategy Reviewers.

Jexik
August 31st, 2007, 02:43 PM
I agree. That red section is a good idea. There's no way such a small handful of writers can handle all the units.

But I think the original intent was (and still is) to write primarily about units that are probably gathering dust.

I don't think we'll see a strategy guide on (m)any 'A-list' units like Krug, Raelin, Q9, Kaemon Awa, Deathreavers, 4th. Mass, etc. Using a lot of units is pretty self-explanatory.

Not to say that the 'sewing circle' can't get bigger, but it doesn't need to be huge.

killercactus
September 2nd, 2007, 11:44 AM
This guide is now updated as an official Unit Strategy Review, with thanks to the other members. The Strategy is updated and Units to Avoid has been added.

theats
September 4th, 2007, 09:17 PM
I flew her with eldegrim, a seven speed, atop a 30 hex high tower, allowing her to kill the defending taelord and one sniper.

Sisyphus
September 4th, 2007, 09:39 PM
Runa is good up in a tower?

theats
September 4th, 2007, 10:06 PM
Runa is good up in a tower? she was on the offensive.

Clarissimus
September 4th, 2007, 11:26 PM
everytime she fails with her Helm of Mitonsoul Aura, she is one roll closer to succeeding

Actually not. This is called the "gambler's fallacy." For example, if you flipped a coin 99 times and got heads every time, what would be the odds of getting heads again? Still 50%.

theats
September 5th, 2007, 07:14 AM
everytime she fails with her Helm of Mitonsoul Aura, she is one roll closer to succeeding

Actually not. This is called the "gambler's fallacy." For example, if you flipped a coin 99 times and got heads every time, what would be the odds of getting heads again? Still 50%.

unless, your logic is "Out of ten rolls, I have a 50% chance of rolling a 20, because five out of twenty times ten is twenty out of eighty possibilities. If the die was completely fair, tehn you would have it not repeat a number until all have been rolled, however I had a one in 320,000 chance. I consequentially rolled four twenty's(on different turns, and not with runa:

1x.....20-1 in 20
2x.....20-1 in 400
3x.....20-1 in 8000
4x.....20-1 in 320,000

Your logic is correct when compared with individual rolling, yet rolling a single number over and over is 1/5/5/5/5/5......
With a set, you do not always have that five percent chance. You cannot say, and I dare you to test me, try it twenty times to make sure, roll the d20 and have that five percent chance to roll a twenty four times in a row.

killercactus
September 5th, 2007, 09:39 AM
[quote]everytime she fails with her Helm of Mitonsoul Aura, she is one roll closer to succeeding

Actually not. This is called the "gambler's fallacy." For example, if you flipped a coin 99 times and got heads every time, what would be the odds of getting heads again? Still 50%.[/quote

I understand that, but it's a mental thing with your opponent. I know that I can roll the D20 a million times, and my odds are 1/20 each time. However, if you keep rolling and keep missing, your opponent gets more apprehensive each roll, thinking "he's gonna hit it sooner or later."

ArcturusII
September 5th, 2007, 02:35 PM
The only real reason to draft Runa is her Helm of Mitonsoul Aura.
I disagree.

The Helm of Mitonsoul is too unreliable to be the "only real reason" to draft her.

The real reason to draft Runa is for Utgar's Orders.

What you have is a movement 6, attack 3 flyer that is partially bonded to a common squad of DEF 6 tanks.

Runa is a figure of opportunity. Once you see your opponent's order marker placement, you can make reasonable guesses about which figures are helpless, and which ones are capable of fighting back. If you see a squad of figures with no order markers on them, you can use Utgar's Orders to fly Runa in for 3 surprise attacks without fear of retaliation. The Helm of Mitonsoul is just added gravy (especially if you are preying on your opponent's starting zone).

Even if this tactic leaves the Minions in a vulnerable position, you can rely on their Defense of 6 (7 with height) to shrug off most attacks while Runa focuses on her adventurism.

If your opponent places order markers in a way to focus on Runa, you can either fly her to safety or sacrifice her to give the Minions a chance to take a threatening position somewhere else on the map.

In many ways, Runa is the opposite of Taelord. Taelord is a synergy unit that must be kept close by to maximize his potential, while Runa is a "lone wolf" that does best when scavenging on the edge of the map, far from the main battleground.

My 500-point Runa army:

120 Runa
330 Minions of Utgar x3
050 Marro Warriors

500 TOTAL

killercactus
September 6th, 2007, 10:43 AM
The only real reason to draft Runa is her Helm of Mitonsoul Aura.
I disagree.

The Helm of Mitonsoul is too unreliable to be the "only real reason" to draft her.

The real reason to draft Runa is for Utgar's Orders.

What you have is a movement 6, attack 3 flyer that is partially bonded to a common squad of DEF 6 tanks.

Runa is a figure of opportunity. Once you see your opponent's order marker placement, you can make reasonable guesses about which figures are helpless, and which ones are capable of fighting back. If you see a squad of figures with no order markers on them, you can use Utgar's Orders to fly Runa in for 3 surprise attacks without fear of retaliation. The Helm of Mitonsoul is just added gravy (especially if you are preying on your opponent's starting zone).

Even if this tactic leaves the Minions in a vulnerable position, you can rely on their Defense of 6 (7 with height) to shrug off most attacks while Runa focuses on her adventurism.

If your opponent places order markers in a way to focus on Runa, you can either fly her to safety or sacrifice her to give the Minions a chance to take a threatening position somewhere else on the map.

In many ways, Runa is the opposite of Taelord. Taelord is a synergy unit that must be kept close by to maximize his potential, while Runa is a "lone wolf" that does best when scavenging on the edge of the map, far from the main battleground.

My 500-point Runa army:

120 Runa
330 Minions of Utgar x3
050 Marro Warriors

500 TOTAL

You make a valid point about Utgar's Orders, but that alone does not make a figure with her stats and one attack per turn worth 120 points. The Aura is the only thing pushing her up to that high of a point cost, and if you're going to spend the points on her, I think you should do as much as possible to get the most out of it before she gets killed.

Also remember, for the above strategy to work, there has to be a squad of figures within reach of Runa that do not have order markers. In a 500 point game, this means that your opponent must be moving basically his whole army up at once, and have them spread out enough so that the figures with order markers can't reach the figures without. I hardly ever see something like that utilized. Plus, flying Runa alone into a cluster of squad figures almost certainly means she will not earn back her points. Even, in that round where she flies over to take 3 unanswered shots at squad figures, if she kills 4 of them (assuming she Helm's one of them), she's probably killed between 70-80 points and your opponent has just taken 3 turns worth of shots at the Minions without having to worry about Runa auto-killing one of their heroes. They can focus their hard hitters straight on the Minions, who are the real threat to their army.

It's got to be remembered that every turn Runa takes could've been a Minions turn, so it's got to be worth it. I think that strategy is probably a good way to keep Runa alive, but it requires the right conditions and may cause the Minions to suffer some casualties they could've avoided. I like keeping Runa near the Minions, right in the fray so that the opponent has to make a choice on who to attack. When they have a big hero in range of Runa, she becomes a threat to the opponent and can draw fire from the Minions, allowing the Minions to close in (with their slow 4 move) and start attacking.

After all of that, my 500 pt Runa army is very similar to yours :D

Runa - 120
Minions of Utgar x2 - 220
Airborne Elite - 110
Marro Warriors - 50

Total - 500

Junge Roman
September 6th, 2007, 10:50 AM
6 move flying is awesome. Runa can be a good flanker for the Minions, which is almost as important as the Mitonsoul threat.

ArcturusII
September 6th, 2007, 03:21 PM
You make a valid point about Utgar's Orders, but that alone does not make a figure with her stats and one attack per turn worth 120 points. The Aura is the only thing pushing her up to that high of a point cost, and if you're going to spend the points on her, I think you should do as much as possible to get the most out of it before she gets killed.
Well, truth be told, she really isn't worth 120 points, even when taking the Helm into account. I'm all behind flying her into a cluster of figures to make as many 20-sider rolls as possible. However, she will live a lot longer if those figures don't have order markers on them than she will if they do.

Fly her into an embankment of 4th Mass with 3 order markers on them? She will die. And she won't kill much in the process.

If you really want to maximize the value of the helm, what matters most is the point value of the figures caught in her radius, rather than the number of figures. Each roll of the helm will destroy, on average, 1/20 the value of each figure you roll against. Rolling once against Jotun is far better than rolling 8 times against Blade Gruts. It also exposes her to fewer disengage rolls if she chooses to fly away later.

It's a crapshoot, yes, and sometimes it will hit. I think in the long run, however, you will probably get more kills from the 3 attack dice (4 with height) than you will from the Helm of Mitonsoul. However, the combination of both is more powerful than either by itself.

I'm still holding to the assertion that Utgar's Orders is absolutely vital with her. I would never consider using her without the Minions of Utgar. Having the option of activating Runa OR 3 Minions of Utgar, as the situation warrants it, makes all the difference.

It's got to be remembered that every turn Runa takes could've been a Minions turn, so it's got to be worth it.

Absolutely. This is why Utgar's Orders is so valuable. It's easy to see whether or not your 4-move flyers can get in any attacks. If so, use them. If not, use Runa instead.

Example: a squad of Krav Maga are 7 spaces away from the Minions of Utgar. Runa is also 7 spaces away from the Krav, but behind cover.

This is a perfect opportunity for Runa to fly in, use her helm, and roll a 3 die melee attack against a Krav, bypassing Stealth Dodge. On the other 2 turns, Runa can finish off the Krav. She would probably take heavy damage in the process, but I'd say it would be worth it.

Activating the Minions in this scenario would only invite the Krav to retreat to 7 spaces and fire again, with no danger of counterattack.

This strategy can be executed without putting any turn markers on Runa, due to Utgar's Orders.
After all of that, my 500 pt Runa army is very similar to yours :D

Runa - 120
Minions of Utgar x2 - 220
Airborne Elite - 110
Marro Warriors - 50

Total - 500
Nice. I like the addition of the Airbore Elite.

killercactus
August 27th, 2008, 05:09 PM
I wanted to bump this, because I have a couple more suggestions for Runa, and it's exactly a year to the day that I wrote it :D.

1st, Runa is very proficient at weakening the Krav Maga Agents. She is fast enough to catch up to them and has enough punch in her normal attack to take them down. Also, the agents are usually within 4 spaces of Raelin, Laglor, or both, who are nice targets for the Helm of Mitonsoul.

Second is using Runa to engage dangerous heroes. Fast heroes with large attacks are scary for the Minions. The hero usually gets the first strike because of the Minions lack of speed, and can kill Minions before they get to attack. However, utilizing Utgar's Orders, Runa can fly in and engage the hero. Not only does she get a chance at Mitonsoul and an attack, but she can force the hero to take a wound to leave or deal with the threat she brings to the table. Either one is a win for Runa, because if the hero stays to deal with her, the Minions are free to catch up.

Man, I need to play Runa some more....

gamjuven
August 27th, 2008, 06:01 PM
How to use Runa?

Hope and pray that your opponent either drops out of the game and forfeits, uses 1 squad of every common squad out there, or spontaneously decides to jump his/her entire army into the lava in hopes of making a comeback victory (which he/she will if there are any figures left in the army)

killercactus
August 27th, 2008, 07:19 PM
How to use Runa?

Hope and pray that your opponent either drops out of the game and forfeits, uses 1 squad of every common squad out there, or spontaneously decides to jump his/her entire army into the lava in hopes of making a comeback victory (which he/she will if there are any figures left in the army)

Don't make me play her on the 6th.... I was set on trying out Sonlen and some other figures. If I have to play Runa, I'm gonna be upset.

MalignantT
September 1st, 2008, 04:40 AM
I agree that the 'threat' of using Runa is more powerful than actually rolling for Mitonsoul. She acts as a magnet, either drawing fire, or repelling figures away from her.

That said, I have only ever killed one figure with Runa's Mitonsoul Aura, and that was my own figure.

Moral of the story - Positioning matters.

Just_a_Bill
February 24th, 2009, 04:04 PM
This is why Utgar's Orders is so valuable. It's easy to see whether or not your 4-move flyers can get in any attacks. If so, use them. If not, use Runa instead.

Example: a squad of Krav Maga are 7 spaces away from the Minions of Utgar. Runa is also 7 spaces away from the Krav, but behind cover.

This is a perfect opportunity for Runa to fly in, use her helm, and roll a 3 die melee attack against a Krav, bypassing Stealth Dodge. On the other 2 turns, Runa can finish off the Krav.

I'd say she doesn't even need to completely finish off the Krav to earn her pay. Against a unique squad, often you only need to pick off one or two members to make the opponent abandon that squad in favor of some other unit that (now) squeezes more juice out of each order marker. (This logic applies also against a common squad, if it's the only copy of itself that's in or near the fray, but of course many common squads are not really worth Runa's time.)

If you pick off the remaining (now sleeping) Krav later on at your convenience, or if the battle just moves on and leaves the Krav behind to wallow in their own inconsequentiality, Runa has essentially destroyed, i.e. neutralized, a fearsome 100-point unit with two hits.

killercactus
November 30th, 2009, 05:01 PM
I'm bumping up this review to link my latest tournament report (http://www.heroscapers.com/community/showpost.php?p=964462&postcount=30), which featured Runa.

I played the games with a lot of what I wrote here in mind, though I never skipped out on the Drop for the Airborne Elite. In each game where they dropped early, I had high-priority targets that I wanted to kill, so I dropped them.

The army I used is based on the 500 point Runa army I suggest in this guide. When I had to play games at 450 points, I dropped the Marro Warriors. When I had to play at 550, I exchanged the Marro for the Krav.

In my first game against Braxas, I luckily killed Braxas very early with the AE. With no heroes left in the fight (Dwarves and Marro Warriors), I only activated Runa once because she had a chance to reach and tie down a few of his squad figures, allowing my AE and Marro to shoot without fear of engagement. I'd originally planned to move the Minions up that turn, but that's the beauty of Utgar's Orders. She killed a dwarf with Helm of Mitonsoul and might have got a Marro with her attack. My opponent got 0 points out of me.

In my second game, I tried to use the AE early to kill Grimnak (Heavy Gruts + Champions), but only got 4 wounds through. He stormed down the road towards my Minions, and when he was 6 spaces away, I used Runa to tie him down. My opponent didn't expect that, and it slowed him down and forced him to change plans. Unfortunately for me, my dice weren't helping me at all, and neither Runa nor my remaining AE managed to kill Grimnak, and I lost rather handily. Orcs + Chompy are a pretty tough matchup for this army though, especially at 450 points.

In my third game, I faced a Vydar Range pod which makes Runa and Minions drool. Once the pod got close enough, I activated Runa to fly in and target the Nakita Agents (since Engagement Strike isn't much of a threat to her) while getting Helm rolls at Raelin and Q10 as well. She killed the Nakita I sent her after and also put a couple of wounds on Raelin. She might have killed one of the Krav too on her way. I'd have targeted the Krav first, but a couple of them had already died thanks to ranged whiffs. She drew all of the fire until she died and slowed the Vydar Pod from taking all of the high ground as well. Once she was dead, Utgar's Orders allowed me to follow up with the Minions instead of losing turns.

In my fourth game, I was against Q9, Venom and Stingers x2 with my 450 point version. I made a mistake by not targetting the Stingers with my AE early on - always remember that Runa and the Minions excel against heroes. If the AE/Marro can take out any cheap squaddies, they should do so. This was my favorite Runa game. I sent in the Minions first, but Q9 and Venom gained the upper hand. I then retreated, hiding the Minions behind a ruin. My opponent didn't follow because he didn't want to allow the Minions a free attack. Thanks to Utgar's Orders, I was able to forget about my Minions (who were safe) for the moment and activate Runa. When I put her in range, Q9 and Venom moved in to attack. I quickly moved Runa into engagement with Q9 to tie him down, got to try Helm on both of them(!), and even put 2 wounds through on Q9. Not only that, once she died, they were close enough to my Minions that I could engage them on the next turn, which I did, killing them both without taking any additional losses. Unfortunately for me, the Stingers I failed to kill at the beginning of the game finished me off.

In my last game, the Glyph of Astrid was on the board, and I was against all squad figures (Minions x2, Stingers x2, Rats x3). The minute I had a chance to take the glyph with Runa, I did so because I knew she wouldn't be very effective for me here as an attacker, but could be very effective if she boosted the attack of my Minions, AE and Marro. My boosted Minions and Marro did very well, although Runa was killed fairly quickly by high-ground Stingers. Still though, I'll use Runa to take an Attack glyph with the Minions any day of the week.

At 500 Points, my army of Runa, Minions x2, AE and Marro Warriors went 2-0, and gave me my two most convincing wins of the tournament. I finished 3-2, 6th place out of 22, which is respectable, I think. I also made that big error in Round 4 that probably cost me the game.

Raudulfr Shieldcrusher
December 1st, 2009, 05:55 PM
I was the fourth-game opponent. Runa scared me. I don't care what the odds are, she will hit the right number when it will hurt you most! And if anyone is going to take down Q-9 it will be three attacks from Minions. So Runa's mere presence made me think about what my next move should be. Especially going into the third order marker. And in order to take her out quickly I moved in Venom. With six attack dice, I figured she wouldn't last long. I wanted her out of the game, now!

DeadEye
December 6th, 2009, 12:44 AM
I agree, just her meer presence in a game makes the opponent less confident and makes them think twice. Giving the chance for a bad move. She is a unit I love to play for fun and just to see what I can do with her.

DeadEye

kolakoski
February 2nd, 2010, 03:51 PM
I could see her getting many opportunities behind a Deathreaver screen.

Kroz
February 2nd, 2010, 05:46 PM
That just goes to show that Runa isn't all that bad and actually does well in tournaments.

gamjuven
February 2nd, 2010, 06:18 PM
My strategy when playing with Runa: Find lava, put her in lava, hope for everything but a 1 on my lava roll.

But seriously she is frightening when she gets all close to your whole army and you're forced to play russian roulette with all of them.

rednax
February 28th, 2010, 07:05 PM
Thank you KC. This review got me to play Runa today.

Minions x3 330
Runa 120
Atlaga 90
Total 540

vs.

Blastatrons x3 180
Q9 180
Q10 150
Total 550

I rolled two 20's in a row and killed Q9 and Q10 in one turn.

Thanks.

YakRoller
February 28th, 2010, 08:46 PM
Thank you KC. This review got me to play Runa today.

Minions x3 330
Runa 120
Atlaga 90
Total 540

vs.

Blastatrons x3 180
Q9 180
Q10 150
Total 550

I rolled two 20's in a row and killed Q9 and Q10 in one turn.

Thanks.

I still can't believe I saw that happen! Drew was very unhappy with that. He was actually going to be OK with the insta-kill on Q9, but then you had to go and fry Q10 on the very next roll.:shock:

He'll definitely never forget that lesson, respect Runa!!!

Myst9
March 1st, 2010, 09:31 AM
I think another aspect, that was sort of already touched upon, is the metagame: Runa is a scary unit and is tricky, and unlike Raelin can go and do whatever she wants; no Defensive Aura! Keep that in mind, as well.

Personally, I think this army has potential:

Runa-120
Tor-Kul-Na-220
Ornak-100
Nagrubsx2-60
TOTAL-500

Ornak allows both heroes to be activated causing massive damage and chaos, as well as a place to put a single OM, the X, to psyche out your opponent. Careful not to get TKN too far ahead of the nagrubs, though! Best for flatter terrain.

killercactus
March 6th, 2010, 07:31 AM
Thank you KC. This review got me to play Runa today.

Minions x3 330
Runa 120
Atlaga 90
Total 540

vs.

Blastatrons x3 180
Q9 180
Q10 150
Total 550

I rolled two 20's in a row and killed Q9 and Q10 in one turn.

Thanks.

No problem - I love getting under-used units into play.

That's the thing about Runa - once in a while, she just wins a game for you all by herself, especially if you're rolling for Helm against big, dangerous figures.

I'm really hoping the whole D&D movement back to Heroes gets Runa into a couple more games. Sure, Helm is really fun aganist Heroes, but also the Minions are really brutal against a lot of heroes and Runa likes to roll with them.

I just hope that Torin and the Lawnmower don't start replacing her, though... (and Torin actually has some decent Minion synergy)

dok
March 6th, 2010, 10:12 AM
I'm not convinced Torin has particularly good synergy with figures like Minions or PKs. I think you need range yourself to really take advantage of the adjacency bonus of a non-bonding hero. That's why I keep bringing up stingers and AGs, and why the Marro Warrior/Zettian ratpodge is mildly interesting, too.

If I had 120 points left in a Minion build, I'd pick Kaemon every time. If it's Utgar only, I'd probably just take more Minions.

killercactus
March 6th, 2010, 11:21 AM
If I had 120 points left in a Minion build, I'd pick Kaemon every time. If it's Utgar only, I'd probably just take more Minions.

You know, I think the next time I play a 500 Point tourney, I'm going to play this:

Kaemon Awa - 120
Minions x2 - 340
Airborne Elite - 450
Marro Warriors - 500

... and probably watch myself get torn up by the Krav Maga Agents. I want to see how much better I can do in a tournament with Kaemon Awa instead of Runa. Although, it's technically impossible to do any better, since I'm 6-0 in tourney play with the above army + Runa - Kaemon (7-0 if you count my 550 Point game where I used the Krav instead of the Marro), but my matchups have been fairly favorable. I haven't played against Rats, Trons or Mass, though I don't think Kaemon will help against Trons or Mass.

The fact remains though that Runa will probably always be a fun pick vs. a competitive one, even though most* opponents will react very differently (and aggressively) towards Runa, oftentimes changing their strategy just for her. If you don't think that happens, read Shieldcrusher's post above.

*I know that some players are just going to ignore her (or claim they would ignore her). When she's engaged to Q9, Q10, a Dragon or a Hydra though, she becomes hard to ignore.

TheExplodingCheez
August 11th, 2011, 03:47 AM
You have shown me the worth of Runa! I think I will try her with the Minions of Utgar and use them as a shield (with their 6 DFS, they should last long) to try for multiple shots at her helm.

kolakoski
August 11th, 2011, 08:10 AM
.

If I had 120 points left in a Minion build, I'd pick Kaemon every time. If it's Utgar only, I'd probably just take more Minions.

Well met!

I came to roughly the same conclusion concerning this (http://www.heroscapers.com/community/showpost.php?p=1458537&postcount=18). But notice what I'd really play.

kolakoski
August 23rd, 2011, 06:27 PM
Well met!

Playing The Rapture of Raelin! on Friday, with the following (wish me luck ;)):

220 Minions x 2
120 Runa
100 Ornak
90 Feral Troll
90 Sir Hawthorne
20 Marcu
10 Isamu
650, 13 spaces