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Stormfox's Newbie Guide - Part 4

This is just my personal view on all of the special abilities a figure in MKR can have.

Movement
°°°°°°°°

Charge:

As charge is not used yet, i will not comment on it until after Lancers is out.

Quickness:

One of the better abilites, especially for figures that have a role as supporter or harrasser. It lets you actually add figures with your extra points even if you would normally get into action troubles. Of course, those units sometimes attack, but that does not happen nearly as often as they move.

Magic Levitation:

Without doubt one of the best abilites you can get. The only way right now to get a first strike in with a melee figure. Definitely a boon, even if you only use it once or two. Sidenote: can be used to move an attacker AWAY from your precious Magus!

Flight:

Again, a good one, because it is very often pairded with a move of 10". Great with a ranged attack, just fly next to them, then behind them, then hit them :-) And if you should get into more trouble than you can handle, just fly away. Its not that hard to roll 2+...

Aquatic:

Nice to have, but not really something you need. Is useful with the drowning tactic or if the scenario has lots of islands.

Stealth:

A great thing to have! The only thing that can hit a hidden stealther is Magic Blast or a melee attack, most of the time securing you the initiative. If the opponent uses stealthed rangestrikers (Stalkers!) you could fight fire with fire and use Werewolves to flush them out or block their LOS.

Bound:

As bound is not used yet, i will not comment on it until after Lancers is out.

Damage
°°°°°°

Start Slot:

Not much to say here. I like it because figures tend to have their best clicks here :-))

Berzerk:

The ability in itself is actually a disadvantage most of the time (ok, you can try to "accidentally" kill captives with this). But the stat increase that goes hand in hand with it, is worth it generally.

Magic Enhancement:

A very good ability indeed. Works best with attacks that damage multiple targets (multiple attacks, flame/lightning) or just dont do much damage. I dont think its useful to boost an already existing 3+ damage, because that just wastes points.

Battle Fury:

Most of the figures that have it, need it or at least are not really suited to capuring anyways, so its a nice one to have. On the Crypt Worm for example, its essential!

Demoralized:

Not much to say about this. We all hate it.

Necromancy:

A really good thing, no matter what the current rules are at the moment you read this. Just do NOT use it with every figure you have. Its mainly for undead, long-lasting units (10 or 11 clicks), pushspawn (especially bears and worms)and maybe figures with vampirism. Can get better if you pair it with a healer.

Command:

Most people seem to use this mainly for the extra action. Most of the time, you cannot rely on this, so i tend to ignore Command in my action usage analysis if i do not have at least two figures with it. But there is that added effect of healing Demo´ed figures back into useful slots. This works great with some units. Screeching Terrors for example can heal until vampiric, attack damaged enemies to heal themselves back up, and shock away Or you can move harassers in, get hit, run back, and get healed for another run.

Attack
°°°°°°

Healing:

Definitly a boon for every army. Especially good if you have a damage value of more than 1, because you can get a reliable healing. I say add a healer in almost any army.

Weapon Mastery:

Its usefulness depends entirely on the damage value it is paired with. If this is 1 or 2, its great. If the unit already does 3 clicks, it can make a difference if used in the right moment, but on average just does not make a huge difference. Choose carefully if that normal damage would not cripple the enemy already without risking rolling a 1.

Magic Blast:

The main reason this ability is good is because it can blast anything in range that is not already engaged in a melee. Other than that, its like Weapon Mastery for ranged attackers. Very useful to have, but do not rely entirely on it. Can hit Stealthed warriors.

Flame or Lightning:

Formation breaker. Until now, figures with F/L tend to have a good damage value (3 to 5), so you should only use it when enhanced or if those one click to a whole formation can really make a difference (like on Stalkers that drop down by 3 attack after one click). No bomb, but good.

Shockwave:

Speaking of bombs, here we have it. It has an entirely different usage as F/L, and its more difficult to pull it off, but i tend to include a shocker in most armies. Two is even better. Remember you ignore all abilities of the victims, so Defender and Battle Armour and even Toughness are of no use for them. Personally i like this even better than Flame/Lightning.

Vampirism:

This is one of those abilities you should not rely on too much, but it has a major benefit: it heals you without using additional actions. I tend to see about 3 clicks of Vampirism as if the creature had one more click of life.

Magic Healing:

Like Healing, but can heal over a distance while not being able to use a fixed value. Depending on the strategy and situation, it can be better or worse than Healing. Again, use one healer in almost any army.

Defense
°°°°°°°

Battle Armor:

A really good thing. It helps solve the problem with closing in on ranged attackers, and can even be paired with terrain benefits and Defend. A must have for melee troops.

Pole Arm:

Right now it just does not really cut it. In dungeon scenarios it might be useful, and if Lancers come out maybe even more.

Magic Immunity:

One of those abilites that entirely depends on the opponent. If he has good Magic Blasters or lots of Enhancement in his army, MI is great. If not, it wont do any good but prevent you from being Magically Healed or Enhanced. Most of the time a good thing, though.

Toughness:

Toughness most of the time translates into: Subtract one from the first hit you take. Because of this, its not as useful as it may look at first. IMHO not better than Vampirism.

Defend:

Very good ability, especially with Knights, Queen and Priest. They have 17 or 18 Defense, and the benefactors could even add Battle Armour or terrain boni. One of the best ways to boost a formation.

Regeneration:

I do not really like this one. If you have the action to spare, use it. But do not expect wonders, the -2 on the die roll makes it a bit impracticael. I at least tend to roll a 3 when i push my figure to regenerate :-)

Invulnerability:

As Invulnerability is not used yet, i will not comment on it until after Lancers is out. But you can guess from the description that it will propably be the best ability there is in MKR.

General Stormfox







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