Jump to content



Photo

Empire/Dwarves deck advice


  • Please log in to reply
18 replies to this topic

#1 TheLawinator

TheLawinator

    Member

  • Members
  • 6 posts

Posted 19 October 2009 - 01:27 PM

 This is the first LCG I've played, so I don't have much experience building decks and the like. I've been playing Empire exclusively so far and was just wondering what elements of Dwarves I should add in to boost it.



#2 dormouse

dormouse

    LCG Designer

  • Members
  • 1,680 posts

Posted 19 October 2009 - 06:08 PM

Anythingwith Toughness, grudge effects or healing should be up for consideration for including.


"words are like arrows, once loosened you cannot call them back"


#3 Mig el Pig

Mig el Pig

    Member

  • Members
  • 154 posts

Posted 21 October 2009 - 06:47 AM

If your deck works on developments the trollslayers and the engineer that comes with a free development can work quite well for you.



#4 Harliquine

Harliquine

    Member

  • Members
  • 145 posts

Posted 22 October 2009 - 08:02 AM

I take you are running empire as your capital.

I use 3 slayers, 2 stubborn refusals, 2 Dwarf Rangers, 2 keystone fortresses, 2 Iron Breakers of ankhor, 2 hammer of karak azul, and 2 demolitions.

I combine those with 2 contested fortresses and  defend the borders for resilience and shrine to taal and city gates to build up powerful units.



#5 TheLawinator

TheLawinator

    Member

  • Members
  • 6 posts

Posted 22 October 2009 - 11:16 AM

 Do you have extra copies of each of those cards or do you just use a single core set?



#6 Harliquine

Harliquine

    Member

  • Members
  • 145 posts

Posted 23 October 2009 - 07:44 AM

I have extra copies. I've bought two core sets so far and we do draft events in my area where each player buys into a kingdom and gets a equal share of the neutral and draft cards to boot. 

Once you have two core sets worth of cards new strategies open up.  Like on the chaos side using 3 rip der heads off and 3 blood thirsters so that at key points during the game you can whipe out a zone in one fell swoop.  With empire I actually find myself going through the deck super fast and hoping I find those shrines to taal early enough.  With those you can make super units.  Iron breakers become toughness x with bonus power equal to the # of developements in the zone for the attack.  The game changes gears from you being on the defensive to having an almost unstoppable grinding attack.

 



#7 mylastnerv

mylastnerv

    Member

  • Members
  • 167 posts

Posted 24 October 2009 - 12:39 AM

It's true . . . dwarves can get very nasty on the offensive . . . . if you think they are just a turtle faction you are sorely mistaken.



#8 Garoath

Garoath

    Member

  • Members
  • 8 posts

Posted 25 October 2009 - 05:13 AM

The Dwarf card Demolition is very useful. If you are going for a heavy development strategy then Wake the Mountain can be your best friend.  It has a pretty high loyalty cost, so only include it if you are planning to run a goodly mix of Dwarf and Empire cards.  Also, don't forget to bring along Innovate.  If you are planning on generating a large number of resources then don't overlook my good friend the Runesmith.  Oh, and Dwarf Rangers are one of my absolute favorite cards.  If I'm trying to play Dwarf/Empire I always try to include them and Free Company.  Nothing makes your opponent cry like getting rid of RANDOM cards from his hand.  Oh, I'm sorry, was that YOUR Waaagh!?

 



#9 Harliquine

Harliquine

    Member

  • Members
  • 145 posts

Posted 25 October 2009 - 01:36 PM

I agree that "scout" is a key ability for the early game with the dwarf/empire combo.  You have to keep disorder from drawing & keeping enough cards in their hand.  By the time they generate enough resources and card draw you should hopefully have either enough defense to hold out or enough attack power to overwhelm them.



#10 Adam Marshall

Adam Marshall

    Member

  • Members
  • 30 posts

Posted 26 October 2009 - 07:50 AM

I like the idea of combining the Empire's counterstrike cards with Keystone Forges and Contested Fortresses. With enough in play, your opponent gets heavily penalized for going on the offensive - your counterstrike units do free extra damage, and even the damage that your opponent does has to get past your restoration and cancellation abilities. With a few Forges/Fortresses in play and a counterstike unit in your Quest and Kingdom zone, you can go nuts loading up your Battlefield zone for massive offensives. It's just a theory as of yet, and I haven't tried it out - but it seems to have potential.



#11 Harliquine

Harliquine

    Member

  • Members
  • 145 posts

Posted 26 October 2009 - 09:57 AM

Trying running a few of the warrior priests and the defend the borderlands quest along with what you mentioned.  This really puts the hurt on them and helps telegraph where the disorder single target tactics cards get played.



#12 Adam Marshall

Adam Marshall

    Member

  • Members
  • 30 posts

Posted 29 October 2009 - 12:28 PM

Here's a deck I pieced together today. Rip it apart!

Units (20)
Troll Slayers x 3 (3)
Dwarf Masons x 3 (3)
Ironbreakers of Ankhor x 3 (5)
Peasant Militia x 3 (0)
Reiksgard Knights x 2 (3)
Hammerer of Karak Azul x 2 (2)
King Kazador x 2 (6)
Johannes Broheim x 2 (6)

Support (21)
Shrine of Tal x 3 (2)
City Gates x 3 (2)
Contested Stronghold x 3 (4)
Armory x 2 (2)
Forgotten Cemetery x 2 (2)
Keystone Forge x 3 (2)
Contested Fortress x 3 (3)
Organ Gun x 2 (0)

Tactics (19)
Will of the Electors x 3 (1)
Judgment of Verena x 3 (4)
Demolition! x 3 (2)
Wake the Mountain x 3 (3)
Innovation x 3 (0)
Pilgrimage x 2 (4)
Burn It Down x 2 (2)

 

 



#13 JayDe

JayDe

    Member

  • Members
  • 113 posts

Posted 31 October 2009 - 06:55 PM

I definitely put a couple Keystone forges in.



#14 Dam

Dam

    Member

  • Members
  • 7,290 posts

Posted 31 October 2009 - 08:38 PM

JayDe said:

I definitely put a couple Keystone forges in.

His list already has 3x. You're not suggesting he make an illegal deck, are you ?


"A dirty mind is its own reward."


#15 JayDe

JayDe

    Member

  • Members
  • 113 posts

Posted 31 October 2009 - 08:52 PM

No no, I wasn't referring to a particular deck, i was just commenting on them being a simple and valuable addition from the Dwarf cards to... any deck!



#16 Dam

Dam

    Member

  • Members
  • 7,290 posts

Posted 31 October 2009 - 09:00 PM

Yeah, Keystone Forges are crazy good.


"A dirty mind is its own reward."


#17 JayDe

JayDe

    Member

  • Members
  • 113 posts

Posted 01 November 2009 - 12:12 AM

Especially when stacked and combined with... Contested Fortress, the neutral card? Cancel the first point of damage (or two), then heal some damage at the start of your turn - by the end of a game, a darned strong defense can be built up.



#18 Dam

Dam

    Member

  • Members
  • 7,290 posts

Posted 01 November 2009 - 01:42 AM

JayDe said:

Especially when stacked and combined with... Contested Fortress, the neutral card? Cancel the first point of damage (or two), then heal some damage at the start of your turn - by the end of a game, a darned strong defense can be built up.

Orcs are SO looking to complete "Smash 'Em All!" Quest against that setup !


"A dirty mind is its own reward."


#19 Adam Marshall

Adam Marshall

    Member

  • Members
  • 30 posts

Posted 03 November 2009 - 08:44 AM

 Yeah, had that happen to me this weekend. Blech. I'm paying more attention to Orc quest zones from now on :)






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS