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Wytefang reacted to FiendishDevil in THIS IS WHAT YOU BUY: Competitive Buy List and FAQ
Bump for visibility as wide release/availability coming up soon.
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Wytefang reacted to FiendishDevil in THIS IS WHAT YOU BUY: Competitive Buy List and FAQ
Updated to include info on Mini American Board Game Sized sleeves...Didn't realize core set needed those.
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Wytefang reacted to FiendishDevil in THIS IS WHAT YOU BUY: Competitive Buy List and FAQ
Thought this would be helpful to the community as I'm guessing alot of new LCG players from 40k minis will be trying out this game.
I will keep it updated as best I can.
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Wytefang reacted to FiendishDevil in THIS IS WHAT YOU BUY: Competitive Buy List and FAQ
To get a full competitive play list, aka minimum three of each tournament playable cards, this is what you buy:
3x Core Sets (link here) 1x Warlord Cycle, War Packs (link here, 6 packs total) 1x Planetfall Cycle, War Packs (link here, 6 packs total, 6 unreleased, 3 revealed) 1x The Great Devourer, Expansion (link here) Standard Size Sleeves "63.5 x 88 mm perfect fit or 66 X 91 mm" (link here, link here, or link here) Mini American Board Game Size Sleeves "41x63 mm" (link here)
FAQ
Why do I need three copies of anything?
You are allowed to play three copies of a card in a deck. This maximizes your draw to get particular cards. Competitive decks usually run three copies of cards. Rule book page 15: "When constructing a deck, up to 3 copies of each non-signature card, by title, may be included. Other warlords cannot be added to a deck. No signature cards other than the 8 designated cards in the chose warlord's signature squad may be chose. Running additional copies of key cards is an excellent means of creating stronger, more consistent decks. While there are only 1 or 2 copies of most cards in the core set, additional core sets and expansions may be used when customizing a deck."
Do I need three copies of every card?
No. You can fully enjoy the game and have a full casual playset by purchasing one copy of everything.
I am on a limited budget, what do I need to experience the game?
I recommend picking up: 1x Core Set and 1x first set of Warpacks and 1x first big box expansion ("The Great Devourer" aka Tyranids).
What does three Core Sets get me?
You get will have a full playset of three of every card including the "rare" powerful cards that are only included one copy per box set. Each faction has only two name unique cards that get duplicated, but you will have extra neutral cards -- however this allows you to keep decks separated by faction and not have to share neutrals. The trash extras will be two unneeded sets of signature and warlord cards for each faction and duplicates of planets and information cards. You also get extra tokens and token cards. Note that each player can only field 10 of the same token card. So you will have duplicate token cards.
What extra stuff will buying three Core Sets provide that I won't need?
See above. It is useful to have the tokens.
Why do I only need one copy of each War Pack?
Assuming same distribution method as previous LCGs, each War Pack will likely be packaged to include three copies of each each card, one copy of each warlord and matching signature cards, so you do not need to buy multiples.
Why did you make this post?
Because I'm tired of being confused on what to buy -- and as a longtime LCG player, I am sure that new players are even more confused. I've made mistake many times pre-ordering only one copy of something when I needed multiple copies to make a full playset.
Sleeve FAQ
Why do I need to sleeve my cards?
Continual play will cause your cards to wear and tear if they are not sleeved. In tournaments, this means that some cards can be differentiated from other cards and you could get disqualified if you are caught with "dogmarked" cards. What size sleeves do I purchase?
Standard Size or "Magic: The Gathering" sized. This is 66 X 91 mm sized sleeves or 63.5 x 88 mm for a perfect/tight fit. Mini American Board Game Size. This is 1 and 5/8" x 2 and 1/2" (41x63 MM). How many sleeves do I need to purchase?
If you want to sleeve everything, then look at the back of the product or on the product home page. It tells you exactly how many FFG Brand sleeves you need to purchase and what type. The Core Set for example says 5 Silver/Gray and 1 Yellow. So you need to purchase five of the Silver/Gray sleeves (Standard Size) and one of the Yellow sleeves (Mini American Board Game Size). FFG sleeves come 50 sleeves per pack -- so you need 250 Standard sleeves and 50 Mini sleeves to cover the entirety of the Core Set. Do note that you may have excess sleeves for product. For example purchasing the recommended 2 Silver/Gray for a single War Pack will give you more sleeves than you need -- the exact number of cards in a War Pack is probably 60, so purchasing 2 Silver/Gray will result in 40 extra card sleeves.
Are sleeves required for tournament play?
For all officially sanctioned regional, national, invitational, and world championship events, players are required to use protective sleeves for their decks. If a player’s deck contains alternate art cards, the sleeves must be art sleeves or opaque. For all local level events, card sleeves are not required, but players are encouraged to use sleeves both to protect their cards and to protect themselves against accusations of marking or manipulating decks by exploiting variance in the size, wear, or texture of their cards. Alternative Art Promo cards and sleeves?
These are given out at FFG events such as League Nights or at conventions where FFG has a presence such as a booth or running product demos. They are legal for tournament play as a substitute for the card in their set. Due to the Print-On-Demand method, the card stock is slightly different so colored backings (not clear) must be used for sleeves. What are colored backing sleeves?
These are sleeves that only have clear visibility on one side, the other side is opaque and usually is a solid color or has a design. FFG released its own line of themed art sleeves. These are standard fit and are compatible with Warhammer 40k LCG. See all of FFG's standard sized Art Sleeves here. Why do you talk about Standard Sized and Perfect Fit, what's the difference?
Standard Size sleeves are 66 X 91 millimeter. However this is not a perfect fit for the card and is a little "loose" -- meaning the card sleeve will hang over a few millimeters as the card is too small. A perfect fit sleeve is 63.5 x 88 mm. Fantasy Flight Supply brand sleeves are not perfect fit. Where can you get Perfect Fit sleeves?
You can ask your local hobby game retailer for information on that. I do not want to advertise any particular brand. I personally sleeve my FFG products with FFG sleeves due to the ease of the sleeve system they created. -
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Wytefang got a reaction from Zebadiah in Posted a small Session Report over at BGG if anyone's interested.
Hey guys,
Posted a short little Session Report about 2 incredibly fun games we had yesterday. Absolutely awesome gaming.
http://www.boardgamegeek.com/article/16761158#16761158
It includes an epic comeback victory which was really encouraging because I like to see that such a thing is possible in the card games I play - I think it's a good sign of the game's quality.
Thank you to anyone who checks it out and I can't wait for everyone to get their Core sets!!
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Wytefang reacted to cgrater in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
Just for funsies, I did some "ideal situation" math comparisons between Mines and the Unique Supports.
Assuming that games last a full 7 turns (not always, but it certainly can happen), in order to look at maximum output. Also assuming that you draw all of your mines fast enough to play them on turns 1,2,3
Pay 1 to drop (Mine or Unique). Mine - 0 collected, Unique - 1 collected Pay 1 to drop second mine. Mine - 1 collected (1 total). Unique - 1 collected (2 total) Pay 1 to drop third mine. Mine - 2 collected (3 total). Unique - 1 collected (3 total) Mine - 3 collected (6 total). Unique - 1 collected (4 total) Mine - 3 collected (9 total). Unique - 1 collected (5 total) Mine - 2 collected (11 total). Unique - 1 collected (6 total) Mine - 1 collected (12 total). Unique - 1 collected (7 total) In a 7 round game with perfect deploys, the Unique is worth a net of 6 resources, while a full set of mines is worth 9 net.
With a turn 1 play, the unique is actually better than a single mine (which nets 3), equal to 2 (net 6). A Turn 1 Unique is only less efficient than Mines if all three mines are dropped by round 3 and the game lasts longer than 5 rounds.
I think, for high-cost decks, it might be worth it to run both mines *and* the unique, because the amount of potential resource acceleration is pretty dang nice.
For decks that have a lower cost curve, it might be better to run Rogue Trader and focus on command struggles, because they can also use the heavier card-draw from the struggle.
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Wytefang reacted to VermillionDe in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
Really wish these and the mines had a shield or two on them... that would really increase their usefulness.
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Wytefang reacted to cgrater in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
My only disagreement is whether you should only run 1-of uniques. Yes, they are unique, but they are also potent. The resource-reducers are the *fastest* resource payoff (if you use them the turn you drop them, they are essentially free to play). Getting one out early means that later pulls are "dead" draws, but it may still be worth it to have them in your decks.
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Wytefang reacted to kiwidru in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
I agree with pretty much everything Cgrater stated, especially the importance of cheap drops in the deploy phase and how that allows you to place your units more advantageously.
Also, since all the -1 cost supports are unique and there are very few cards that interact with supports (squig bombs?), there is very little motivation to include more than one per deck, drawing a mine in later turns at least gives you the option of a cheap drop to bait out your opponents units. Additionally, they provide actual resource rather than reducing a units cost; which is generally the same since you will ideally be deploying units every turn, but is more valuable since it can be stored over turns/used on events/used on cross faction units as well if the situation arises.
Those things being weighed: Are you able to massively 'mana-ramp' by dropping one per turn? Not really.
Does having one in your starting hand give you an almost impervious +25% resource per turn over the course of a game? Yes.
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Wytefang reacted to cgrater in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
Mines may have a much better place in an AM deck because of the Conscripts. Not sure whether that +1 attack for 3 units is worth the card slots, though.
Booored is *partially* correct on the math. A late game mine is *not* worth it because it does not have time to pay out. However, since they break even after one turn, there are several viable strategies with the Mine that makes it less awful than Booooored paints it as.
As a 1-cost unit that will repay itself next turn, you can use it to delay your actual deploys, forcing your opponent to deploy more units or pass, revealing his plans to you so you can plan the rest of your deploy phase better - this could even be viable late game. Deploying after your opponent is pretty valuable, since you can better guess which planets he is going to contest. Early game, the resource boost can be very helpful. Mid-game is debatable, based on planet lineup. Pumping conscripts The "paying for itself" problem is not that dissimilar from Rogue Trader. Trader *may* pay for itself on the same turn, but if the opponent drops a unit at the same planet, Rogue Trader may *never* pay for itself. Given at least one turn, Mines will almost always pay for itself (at least until there is support destruction in the card pool).
Topdecking a Mines late game when you needed an answer to an opponents huge 8/8 basher is going to be frustrating, but no more frustrating than topdecking a 10th company scout / rogue trader / void pirate would be in that situation.
Running mines in your deck does mean that they will almost certainly be a mulligan condition. No mines in opening hand? Mulligan.
Mines are not a fantastic card, but they are at least on par with Rogue Trader right now. There are just not enough Limited cards in the card pool to cause that particular restriction to be much of a problem yet. The payout vs rogue trader is slightly slower, but is guaranteed, whereas the trader can be contested or killed off before he pays out.
B(o3)red argues in favor of Promotion over either card. This idea actually may have some merit. Promotion is 0 cost, and provides better Command presence. However, "fattie" decks (like the current Chaos) have a shortage of units that are really useful to drop at distant planets solely for the purpose of command struggles. It is also possible to have a bad command layout. I played one game last night where 3 of the 5 available planets were card draw with no resource and the other 2 were 1/1 (one of these was first planet). Winning all 5 command struggles would only net 2 resources in a board like that. Promotion could have helped win command struggles, but it would not have significantly alleviated the resource starvation.
Rogue Trader - resource acceleration, dependent on unopposed command struggle, vulnerable to destruction Promotion - possible resource or card acceleration, depends on unopposed command struggle, planet with resources being available, costs 2 cards per use (1 unit plus promotion), attached unit is vulnerable to destruction Mines - Safest, most reliable resource acceleration, takes slightly longer to pay off, nigh-invulnerable with current cardpool
I don't agree that mines are "terrible". I think that your deck construction will determine which of the 3 is best to run. A deck with a lot of high-cost units that plans on a "slow-roll" may be best off with the slightly slower, but more reliable Mines.
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Wytefang reacted to SynnerG in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
I'd say there's a stronger argument for 3x Mine if you're running Conscripts for the attack boost, but this deck isn't running it, so it's a bit harder to say. Which is fine not running them because they can be expensive and don't have command icons. But then the deck isn't really playing to the strengths of IG for the most part. Elysian Assault Teams are great value/great surprise if your weenies are dying off. Captain Markis only works with IG units... are you going to be sacrificing those Leman Russ, or the very important Mortar Teams? That's what the Legionnaires are for, but aren't in this deck. The synergies might be there with the Ork stuff, but I'm just biased towards more mono decks and playing towards their built in strengths. Oh, and maybe it's a crutch, but I can't pass up Exterminatus, so this deck is also missing a clear card.
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Wytefang reacted to BCwarpriest in TeamSandcrawla.net - New Articles Aug Week 4, now covering WH40KC!
What logic dictates that Promethium Mine is a bad card?
I mean if you look at it mathematically, I'm making a 1 resource investment that pays for itself the following turn. After that, the rest of the resources it provides are pure profit. In an aggro deck that additional point could be used to ensure I get another little dude on the board. On the other side of things, in curve based builds it will ensure that I am able to drop something big each turn if I so wish it. In a game with limited contested resources, this card seems like a must. Especially, when you couple that with the fact that there's only one card in the current meta that can remove it from play.
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Wytefang got a reaction from Hutton1670 in Posted a small Session Report over at BGG if anyone's interested.
Hey guys,
Posted a short little Session Report about 2 incredibly fun games we had yesterday. Absolutely awesome gaming.
http://www.boardgamegeek.com/article/16761158#16761158
It includes an epic comeback victory which was really encouraging because I like to see that such a thing is possible in the card games I play - I think it's a good sign of the game's quality.
Thank you to anyone who checks it out and I can't wait for everyone to get their Core sets!!
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Wytefang reacted to Toqtamish in Aligment wheel
I don't know why. It's in the lore and codexes and novels. They are the same species after all.
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Wytefang reacted to Toqtamish in Aligment wheel
Tau and Ultramarines allied against the Necrons on Malbede and Marneus Calgar let them evacuate before using Exterminatus.
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Wytefang reacted to ktom in sheilding flyers
And fire is hot. But some people, even though they know those rules, still need to fall out of the boat or touch the stove before they believe.
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Wytefang reacted to CommissarFeesh in sheilding flyers
FFG have actually gone to great pains with this game to formalise the timing so that things like this can be worked out from the rulebook alone. Gotta say I really appreciate that.
EDIT: Also worth noting is that you may shield for UP TO the number of shield icons on a card. So if you were hit by a 3-damage attack and used a 3-shield card, you may block 1, 2 or 3 damage (if for example, the until had Brutal so you wanted to let some of the damage through but 3 would be just enough to kill it).
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Wytefang reacted to Toqtamish in sheilding flyers
One damage.
Flying is when damage is assigned
Shielding is when damage is dealt.
Damage is assigned before it is dealt.
So 6 damage/2 = 3 damage dealt - 2 shield icons = One damage.
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Wytefang reacted to RavenwolfXIII in round 1 deployment chicken
"Once a player neither deploys or takes an Action, he passes, forgoing the opportunity to deploy more cards or take more actions this phase."
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Wytefang reacted to CommissarFeesh in best use for mobile
I think mobility gives something incredibly important: flexibility.
Want to make sure you win the command struggle at a planet while still being able to support your Warlord in combat on an adjacent planet? Want to win the struggle with minimal risk to the unit? Want to bluff which planet you're going to commit the Warlord to, and keep your opponent guessing?
Mobility. It's gonna be strong I think.
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Wytefang reacted to ktom in best use for mobile
I think there are two big uses for mobility, one direct and the other indirect:
1) Direct: As you say, help win a command struggle at one planet, then help win a battle at another.
2) Indirect: Bluffing. You don't, after all, HAVE to move the mobile unit. You can leave it where it is. This puts all kinds of pressure on your opponent when deciding where to send his own warlord (and thus units in HQ) at the beginning of the Command struggle. Does he send it where the mobile unit IS? Where it MIGHT go? Don't underestimate the power of a "moving part" on influencing the warlord commitment part of the game (a huge psychological component of the game, I think).
This is why I think your original plan of sending it to an unoccupied planet for an easy command win is not the first strategy I'd employ. I'd much prefer to send the mobile unit to a planet so as to have more command icons there than my opponent. I'm probably not getting much more than I would have at the empty planet, but I am making sure my opponent gets less in the Command phase. Any time I get resources/cards and my opponent doesn't is a "good time" in my book.
The fighting may take place in the Combat phase, but I think the real competition is going to be in the Command phase.
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Wytefang reacted to Zebadiah in best use for mobile
The Tau Crisis Battleguard look like the best unit for these purposes, 3 Command and mobile. One of my favorite tabletop units so I look forward to fielding the card.
