Relic Knights December Releases Just in Time for the Holidays
December 16, 2014 by deltagamegirl22
Soda Pop Miniatures has announced their releases for the month of December for Relic Knights. I know we have several fans of this game on this site and every time I look at the miniatures I want to explore them more in depth (a possible future project?). This month we see the release of five different miniatures: Pit Crew Cerci Speed Circuit Minion Squad,
M8-Blitz Auto Tank Black Diamond Minion,
Royal Wrecker Cerci Speed Circuit Minion
and the Corsairs Star Nebula Corsairs Minion Squad.
As always these miniatures look very good and if you are a fan of Japanese Anime this game would suit you. I have not had the pleasure of playing it yet, but know several people who do and like the mechanics and tell me it is a good time.
Is Relic Knights one of your favorite games?
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Looking good.
It is one of my favourite games. I highly recommend it.
I’ve heard it’s extremely unbalanced? And that the card-power mechanics essentially force you to just ignore your weaker stuff to be able to power the really good attacks on the expensive units? Is that not true then? Cause i quite like the minis I have to say.
yep Im also concerned about the balance ; would appreciate some opinions about it.
It’s less balanced than chess or Settlers of Catan, and more balanced than Malifaux 1st ed or Confrontation. It’s definitely the case that some units are stronger than othesr and some builds are stronger than others. It doesn’t suffer from the Malifaux 1st ed problem of a handful of crews being so good, that barring a massive discrepancy in player skill/experience, they couldn’t realistically be beaten by a crew outside the upper echelon. I personally find the balance to be about average for the type of game it is. I’d rank it slightly lower than Warmachine purely because WM has so many more options, which means a greater number of stronger builds are available to each faction than is currently the case with RK.
“And that the card-power mechanics essentially force you to just ignore your weaker stuff to be able to power the really good attacks on the expensive units?”
The short answer to this is “No, but…”. As it uses a deck of cards to power abilities, then RK becomes a game of resource management. In this respect it is basically the same as Malifaux. The difference between the two games is in RK, you reset your hand every activation, and you burn through your deck quickly. Throw in Held Esper and the fact that completing objectives often involves using a generic action without spending any esper then it’s very rare that you would voluntarily do nothing with the currently activated unit because you want to save the cards for an upcoming unit. If you find you’re doing this a lot with a “weaker unit” then the problem is the cadre doesn’t work, not the card mechanic.
Which brings me to the “but..”. What does make RK difference to other games in this respect is the activation queue. In most comparable games, you play out a turn in which you and your opponent activate everything in your army. Whether that’s taking turns to activate the entire army, like Warhammer or Warmachine, or taking turns activating individual models, like Malifaux of Wolsung, every model will eventually get to activate once at some point during the turn. That’s not the case in RK. Instead you queue up models and take turns activating the first model in the queue. In a 50pt game, which the is the standard game size, the queue consists of three units. Given you’ll rarely want to be constantly activating a cypher, then a cadre of four units will fill up the queue. Five units is usually fine, but once you start getting to 6+ units, your cadre is likely going to have at least one redundant unit.
To illustrate with an example. The Diamond Corps are a cheap unit (5pts for 5) that can put out a 2 cost ranged attack that does 8 damage. That’s an incredibly efficient ratio of esper to damage and you’ll rarely be in a position where the DC activate and you can’t do the attack. One of the strongest Black Diamond builds (and IMO the strongest build) is –
Leopold Magnus
Static
Sophia Drake
3x Black Dragons
3x Suspect 7
It comes to 45pts which means enough points are left over for a unit of five DC. In most other games you’d probably take them because you get to activate them every turn and do their attack. However, in RK what would happen is you’d come to the end of your activation and have to reset your queue, and the DC would be competing with one of the units for that place, and it’s rare that they’re going to be better option. So what happens is you wind up with a redundant unit which will only come into play if your opponent starts killing things, which often isn’t the best route to victory in RK.
In all wargames, the best builds are usually the most efficient ones, but this is to an even greater degree in RK. It’s also a game which puts a lot of emphasis on board control and objective running. Combat tends to consist of surgical strikes rather than getting stuck in. Some cadres can happily go about winning the game without ever trying to kill an enemy unit. Which is not the same as saying they don’t interact with the enemy units, they’re just a lot better at running disruption whilst they go about completing their objectives.
If lining up two armies on opposite sides of the table and then marching them into combat with each other or have them stand still and shoot each other is what you like then you won’t like RK. In many ways it suits a boardgame or card game strategic mentality better than a trad wargame mentality. It suits me down to the ground and because you have to be very efficient with your builds, your cadres won’t have many models, which means you don’t have to buy and paint loads to play, which I also really like. As the models and the objectives deploy right across the table and models tend to be fast moving then the game works very well with small cadres so you’re not left with sparsely populated areas and the two cadres taking a few turns of movement just to do anything. You’re getting stuck in right from the first activation.
If none of the above has put either of you off and you’re interested in giving it a go. The feel free to start a thread in the sci-fi forum and I and the other RK players would be happy to give some guidance on getting started 🙂
The end of the bit on the DC could have been a little clearer. What would happen is you wouldn’t take the DC, and you’d spend the five points on boosts instead. These are tokens you place on the table at deployment which either have an ongoing effect, or you activate for a one-off effect.
I, also, would love to recommend this game. I would also put the balance below Warmachine (which is the most balanced game I’ve played aside from Chess) and above the first edition of Malifaux (I haven’t played a ton of M2e, but from what I’ve read and played, it looks like they’ve fix it well). Some things are above the average line, and some things are below, but even the outliers aren’t too crazy overboard.
As for the card mechanic forcing you to ignore the smaller attacks/units, I’d definitely say this isn’t the case. The game doesn’t force you to do that, it gives you lots of valid options and makes you choose, and your list building needs to account for how many esper colors you want to be using, and how many colors you can handle (Prismatic forces are particularly tricky).
But the big thing I recommend about it is that it plays like no other miniatures game I’ve played. It has no deployment zones, no rounds, and loads of movement.
Also- the starter boxes literally come with everything you need to play (includes the rulebook w/out fluff and deck of cards).
Thanks, that sounds good enough to at least try out.
Like I say, if you want any advice on what to get then just start a thread in the sci-fi forum 🙂
These releases are already available as parts of the starter sets but it is nice to have them available to buy for doubles. The render and wrecker are particularly interesting to take two of. Anyone with the Wildspace Gabe promo model will want two or three squads of pirate crew as well. January should finish the last few kits available from the kickstarter to make them available at retail. Then we can get on to some releases new to everybody!
Very colourful!
I need more pink….