The Benefits of Joining a Rune Wars Tabletop Miniatures Club

By admin

Rune Wars is a tabletop miniature game that combines strategy, tactics, and lore from the fantasy realm. In this game, players control armies composed of beautifully detailed miniatures representing different factions and races. The objective is to outmaneuver and defeat opponents through tactical movements, clever positioning, and efficient use of abilities. The game takes place in the world of Terrinoth, where ancient runes hold immense power. These runes fuel the conflict between various factions, such as the faction of Waiqar the Undying, Daqan Lords, Latari Elves, and Uthuk Y'llan. Each faction has its unique strengths, weaknesses, and playstyle, making every game a fresh and engaging experience.


Above: Unit card Below: Reference cards that cover most of the rules.

For instance, my spearmen could reanimate at the end of the round; one spearman for every green squiggle rune result provided there were empty on the unit tray. While it would be quite easy to take the miniatures from this game and use them in other games such as Dungeons and Dragons , it would take some work to proxy models from other games into Runewars simply because of the way the bases snap into their movement trays.

Rune wars tabletop miniatures

Each faction has its unique strengths, weaknesses, and playstyle, making every game a fresh and engaging experience. One of the distinguishing features of Rune Wars is its innovative movement system, which utilizes movement templates to determine the positioning and mobility of units. This system adds another layer of strategy to the game, allowing players to plan their actions and anticipate their opponents' moves.

RuneWars: The Miniatures Game – Impressions

At EGX, the lovely folks from Esdevium Games were kind enough to play a demo game of RuneWars with me. If you don’t know, RuneWars is an upcoming miniatures game from FFG which will have you assembling and painting minis, building army lists and fighting skirmish battles.

Like every other FFG game out there it uses custom dice. Each unit is controlled by a dial on which you choose your actions for the turn. Every round essentially has 2 phases: choosing a unit’s action on its action dial and resolving those actions. Once actions are assigned they’re resolved in ascending initiative order. Each action has an initiative number next to it. Lower numbers happen sooner and higher numbers happen later.

Blue: Movement Green: Shift in place or raise morale Red: Attack

Every action dial has a second wheel on which you set modifiers. Choose to move? You can use the modifier wheel to change the movement into a charge or a turn. The colour of modifier you set has to match the colour of the action you’ve set. For example, you set a 3-speed manoeuvre on the action wheel (left in picture) then you can set that manoeuvre to turn 45 degrees, at the cost of reducing its speed by one, using the modifier wheel (right in picture).

Peripheral fluff aside, the core mechanics of the game are quite simple. There’s no messing around with tape measures, manoeuvres are handled with preset templates and the dice system is relatively straight forward. It’s exciting to set your moves with a plan in your head. Anticipation builds to tiny moments of triumph or defeat as you move through the initiative activations. You predict your opponent will move up quickly so you set your unit to charge at initiative 5 (white number on the dials). If you’re opponent moves first they’ll be in charge range, if they’ve opted to do something else or their move has a later initiative you’ll charge at nothing and perhaps put your unit in a bad position. The tactical strategy is incredibly satisfying and it seems knowing the initiative of every action on your opponents dial will be crucial to victory.

If a unit moves and collides with an enemy unit they become locked in combat. If your unit was simply moving then your unit takes a morale debuff and does not get to attack. However, if you set your unit to charge then they will perform an attack on the enemy unit they collide with. If you set an attack action on the dial the unit will simply attack any units they are locked in combat with.

Above: Unit card Below: Reference cards that cover most of the rules.

The most interesting part of the game is setting your action dials. Considering initiative is essential. If the enemy charges you, crashing their unit into yours and engaging in combat and then your unit activates revealing a movement action, that action is wasted. Instead, if you predict the enemy charge and set your unit to attack, you’ll get to retaliate. Similarly how far away are the enemy? Perhaps they’re not in charge range now, but what if your charge has a late initiative? Meaning by the time you charge the enemy might have moved forward. Early game, activating later can have its benefits though once you’re locked in combat activating to attack early is essential.

Is that a worm you’re riding or are you just pleased to seem me?

Magic in the game is influenced by casting runes each round. The runes are little cardboard coins with a different symbol on each side. These symbols interact with any magical powers that a unit might have. For instance, my spearmen could reanimate at the end of the round; one spearman for every green squiggle rune result (provided there were empty on the unit tray). The runes seem like an easily changeable part of the game should designers need more flexibility. From the demo, it wasn’t clear if the runes were fixed or if players got to create the pool at the start of the match. Either way, the fact that the runes are simple cardboard makes it easier for the designers to tinker with the mechanic in a way not possible with custom dice. However, if you’re relying on certain magical abilities that need specific rune results you could end up faced with frustratingly bad luck at critical moments.

The Runes are in our favour!

The game I played was around an hour and a half including a very brief rules explanation. I controlled the evil looking, skeleton people and all of their forces from the core set. My army consisted of a skeleton riding a large worm, an undead lord/hero, two blocks of skeleton archers and a 2 block by 2 block unit of skeleton spearmen. My opponent controlled an army I would describe as “Fantasy Good Guys” – heroic looking people in gleaming armour. His forces consisted of cavalry, a hero, a large stone man and a 2×2 block of spearmen. I was able to pincer his spearmen with my Lord and spearmen, tie up his cavalry with my worm chap (preventing a rear charge on my Lord), while my archers just plinked away at his troops with the odd bit of friendly fire. I managed to wipe his team losing only one tray of spearmen. According to the guy demoing this was only the second undead win all day. Hurray for the shambling hordes!

Start of the second round, just before it all kicked off.

While we played a very simple match ignoring objectives and proper deployment. It didn’t feel like there would be a huge amount of variety in the core set (RRP £99.99). Standard matches will be 200pts and the core set allows each side to field ~100pts at a push, so every game you play you’ll be using every unit in the core set. It seems then that much like the X-Wing Miniatures game the core set is a mere morsel of the game meant to tickle the appetite rather than the hearty main course that comes in the Imperial Assault core game.

It’s a shame the minis aren’t pre-painted like the gorgeous ones I got to play with in the demo. FFG has yet to comment on whether you’ll have to paint your models for tournaments. Even so, the game is very easy to pick up and the core of the game feels incredibly tight compared with the endless tomes of rules that Warhammer comes with. It’s not a game I think I’ll be jumping into as I’m already split between X-Wing and Warhammer 40k Kill Team, but it seems like a great game to jump in on for anyone looking to get into a miniatures game.

Something else that should be considered is that flanking grants a bonus die to all attacks, so it’s worth trying to get behind or to the side of your targets before moving in, which is naturally something that the human force’s cavalry excels at, because not only can they move quickly and inflict a lot of damage but they also force an enemy unit they hit while charging to take a panic token as well, so a flanking move combined with a successful charge can be devastating, exactly as it should be.
Rune wars tabletop miniatures

Another exciting aspect of Rune Wars is the inclusion of powerful heroes and units, each with their own set of abilities and upgrades. These heroes can sway the outcome of battles, turning the tide in a player's favor or leading their armies to victory. Additionally, players can customize their armies by equipping units with various upgrades, enhancing their capabilities and creating synergies between different components of their force. Rune Wars also features scenario-based gameplay, where players must accomplish specific objectives and control key points on the battlefield. This adds an immersive narrative element to the game and encourages players to think strategically and adapt their tactics to the changing conditions of the battlefield. Overall, Rune Wars is a captivating tabletop miniature game that offers a deep, strategic, and immersive experience. With its stunning miniatures, innovative gameplay mechanics, and rich lore, it provides endless hours of fun and excitement for players of all skill levels. Whether you are a seasoned tabletop gamer or a newcomer to the hobby, Rune Wars is a game worth exploring..

Reviews for "The Role of Luck in Rune Wars Tabletop Miniatures"

1. John - 2/5 - I was really excited to try out Rune Wars tabletop miniatures, but I found the game to be overly complicated and time-consuming. The rulebook was difficult to understand and it took me several playthroughs to even grasp the basics. Additionally, setting up the game and organizing all the miniatures and components was a hassle. I ended up feeling frustrated and overwhelmed rather than having fun. I wouldn't recommend this game to new players or those looking for a more streamlined and accessible experience.
2. Sarah - 1/5 - Rune Wars tabletop miniatures turned out to be a huge disappointment for me. The gameplay felt repetitive and uninspired; it lacked the strategic depth I was expecting. The miniatures themselves were poorly designed and didn't capture my interest. The game also suffered from severe balancing issues, with some factions being much stronger than others. Overall, I felt like my money was wasted on a game that simply couldn't deliver on its promises. I would advise anyone considering buying Rune Wars to carefully research and try it before making a purchase.
3. Dave - 3/5 - While I didn't dislike Rune Wars tabletop miniatures, I found it to be a mixed bag. The game has a steep learning curve, which can be a turn-off for casual players or those looking for quick, accessible gameplay. Additionally, the price point is a bit high, especially considering the quality of the miniatures and components. However, once you get past the initial learning phase, the game does offer a deep and engaging experience for fans of the genre. The mechanics are well-designed, allowing for interesting strategic choices. Overall, I would say Rune Wars is worth a try if you're a dedicated tabletop gamer willing to invest time and energy into mastering its complexities.

Exploring Different Factions in Rune Wars Tabletop Miniatures

The Art of Miniature Sculpting: Behind the Scenes of Rune Wars