DavidTJ
-
Content Count
59 -
Joined
-
Last visited
Posts posted by DavidTJ
-
-
I love multiple turn 1 units or a turn 1 unit and a support aswell, If I can only play 1 unit total I get scared if its a good card.
Though I have to say Dwarf Cannon Crew to kingdom is a pretty good start, ideally i'd play a Defender of the Hold to battlefield aswell
-
Since you can rip an opponents development the proper term should probably be destroyed as sacrifice implies it only affects yourself.
Ive used rip succesfully mostly on attack with an Orc deck but sometimes on defence. Mostly the cards you want to rip have 3 power or more to get the most out of rip, if youve had the development down from the previous turn and you have at least 1 resource left you can rip a card in the beggining of turn phase to give you a very nice boost to resources or draw.
The last gane that I used rip in allowed me to win the game because I had put boar boyz as a development in my kingdom, as I knew my opponent would have enough to burn me without the extra 3 health (since I lost the development which gave me an extra health effectively on my kingdom)
-
You could add pilgrimage to your deck, it is expensive but will provide slightly more bounce ability.
-
Quick question how important is the Quest card Protect the empire, for you.
If you feel its very good then you could add ancient map, while it does cost 1, in single set it effectively ups your quest card count to 3, even if you don't value the quest highly enough in this particular deck the same idea could apply to another of your decks, for example chaos to up the count of wolves of the north.
Its quite a solid deck considering the limitations (and considering all your other decks have similar constraints I don't feel its much of an issue)
I do have a few changes you could test out.
1.I'd be tempted to swap out the Griffon Standard for Hellblater Volley Gun, there is far less development destruction in single set compared to unit destruction that even though you primarily want to develop the kingdom a few developments in the battlefield may prove an easier addition than more units, in a way it provides extra damage for free, because the costs to play units could instead go to putting more hammers in the kingdom or quest.
2. I'm slightly surprised by a few cards that didnt make the deck, this is probably because i'm terrible about picking cards to to streamline my lists, but I feel that Twin Tailed Comet and Will of the electors are pretty strong tactics, without Will of the Electors it is incredibly hard to catch an opponent out with Judgement when playing on an empire board, also it can also prove decent on defense by providing a last ditch extra 2 health to a zone. The support Temple of Shallya is fairly nifty. The last slightly surprising exclusion is Free Company, scouting can prove to be an extremely powerful ability at times.
-
Ah I see where I went wrong, unfortunately it looks like I misinterpreted what Shubfan posted, when he said hed lost in round 2 against Vitamin T I thought he Meant round 2 of the semi.
So fortunately that makes everything make sense now with the 3 bolt throwers, but unfortunately I think theres still a player missing who finished somewhere between 5-8
I'm very sorry Unifiedshoe for the mistake.
-
Has anyone got the list of the top 8 yet (top 9)
Ive tried to piece it together as I havent seen anyone post a definitive list yet I think its fairly accurate though I am missing one person. This is of course very vague description, I believe there are decklists for most of the top 8 though.
I used forum names where possible just because it was slightly easier for me to do

1. Dwarfs ~ Vitamin T
2. dwarf bolt thrower ~ Paul Bitner
3. empire combo/bolt thrower ~ Dutpotd unique twist on bolt thrower
4. bolt thrower high elfs? ~ Shubfan27 I believe since dutpotd finished 3rd
5-8 Don't know specific order or who the deck/player I missed off.
Bolt thrower dwarf? ~ Mattkohls
dwarf/sub empire ~ Gio; Wytefangs freind; only been playing for less than a week so very impressive.
Empire rush/ jumping jacks ~ Chris, Dutpotds freind9 . Dwarfs ~ Wytefang
(joint 8th but got ousted unfortunately without being allowed a tie breaker I assume there was an issue with timing since an extra round or extra tie breaker would have had to officially take an extra 50 mins at least on the schedule, though they should have at least had a dice off or coing flip or something)
If anyone has got a better list or I have made any mistakes please say, I put this post in this thread as it is the longest thread that is kind of talking about the top 8.
I pieced this together from the 5 or so threads about the tournament or their top 8 decklists. I could be mistaken about the boards Mattkohls and shubfan27 used for there Bolt thrower decks.
The top 8 is surprising in a way since from my brief research there were 6 bolt thrower decks and I believe at least 4 (though 2 players in the top 8 say there were only 3 so it is very likely I've mistakenly added an extra bolt thrower deck) made it to the top 8.
-
Naggaroth Spearmen are indeed a good unit, and they are similar in a sense to bolt thrower in the way you pay for extra damage (i.e they like bolt thrower can activate there action many times with 1 development to continually increase there combat power)
However being a unit changes things dramatically, there are lot more cards that kill units in various ways than supports, there is also the fact you have to attack with the spearmen meaning your open to getting killed in combat or by counterstrike damage.
I personally feel the unit has more in common with greyseer thanqoul, but instead of needing lots of skaven you need a strong resource engine. The unit can work very well as dark elves do possess probably the best ways of getting rid of pesky defending unit.
As to the sacrifice question, unfortunately you can only sacrifice your own units, I believe it is in the rulebook or in the warhammer invasion errata/faq.
-
If its a tie and both damage done and zones burned is identical I cant see what more they can do other than do it by random process. If they do not then that delays the whole tournament. Which down the line costs people money. An extra half hour may not sound much, but its an extra half hour of expenses for the venue holding the event.
-
1. Since chaos knights now have less than 2 hp they can be returned to hand via Har Ganarth, the attachment will be destroyed, the chaos knights do not get destroyed even though they relied on the attachment for the last hp. Like how cards with x health dont gt destroyed automatically for going back into your hand.
2. You can have multiple attachments on a unit
-
He means the skaven unit plague monk I believe.
Every time you use a spell you can discard up to 2 of the top cards of the opponents deck.
Having all the scouts lots of spells infiltrate and plague monk could prove to be a very frustrating deck to play against
-
As long as there arent too many people with everything x2 or 3 you can make a competitive deck with just those 2 sets, it could actually be an interesting format if other people have the same restrictions, because it removes skaven, which are one of the most talked about things when people talk about overpowered.
with the 2 sets you do get the best 9 cards there are warpstone chronicles, innovation and contested village. So what i would do is pick your favourite race and from there you only have to decide on a minimum of 41 more cards. You want to aim to have around half your cards as units.
Now with the restrictions on cards i would mix in other races, alliances are useful with this in mind because you can get 2 loyalty for whatever race you want that isnt the same as your capital.
When picking units I'd make a pile of units you definately want in, then another which you may want in, and just put aside cards that dont cut it. when looking at cards from other races put aside any cards with 3 or more loyalty unless there absolutely exceptional.
Picking supports will only be tough because of excess choice, you will only really have room for another 3-6 supports in additon to warpstone evacuation and contested village and thats including the alliances. Treasure vaults and armoury may be the best choices as you can play both turn 1 and with a few developments they are both very good.
Tactics are the hardest ones to pick, just go on gut instinct and pick the ones that look the best, basically the rest of the room in your deck encompasses quest cards, tactics and supports that dont get you resources such as attachments.
-
**** lack off edit, sorry for double post, I rewrote my reply to make it much clearer. Sniktch 2 doesnt try to kill itself or mysteriously live after being destroyed

So in reverse order
1.Player 1 uses chillwind on player 2's Sniktch corrupting it. Player 1's sniktch isnt corrupted yet so can't be uncorrupted at this time
2. Player 2's Sniktch fails to use its action because its already corrupted, so players 1's Sniktch isn't destroyed
3.Players 1's Sniktch corrupts itself to destroy player 2's Sniktch.
4.Player 1's Sniktch is now corrupted, and cant kill anything else unless a 2nd chillwind or similar effect is used to uncorrupt it
Anyway this is how I think it goes, I could well be wrong, I dont think my rules record is great so far, but it looks a sensible answer to me.
-
So in reverse order
Sniktch 2 is corrupted via chillwind, Sniktch 1 isnt corrupted yet so is not uncorrupted
Sniktch 2 cant destroy Sniktch 2 because its already corrupted
Sniktch 1 destroys Sniktch 2
Sniktch 2 is now corrupted, and cant kill anything else unless another effect is used to uncorrupt it
Anyway this is how I think it goes, I could well be wrong, I dont think my rules record is great so far, but it looks a sensible answer to me.
-
Single set stops thrower you could try that.
The U.K. is lagging behind on this release, still not out yet and its just turned july. According to FFG its due to the postage time from us to the U.K. which is controlled by the distributors not FFG, according to one shop it may be Friday. Which is a shame because it will mean I dont get iot till the following week,
Im slightly surprised all the talk is about Empire then Dwarfs being the most powerful. Seems a shame considering this was meant to be Chaos vs Empire, but I guess Order are behind at the moment, but so are Chaos.
The next battlepack seems to be Orcs vs Dwarfs, which should put Dwarfs firmly in front on the order side, if there not already.
-
He started a thread for the most popular card art too, I highly doubt ffg are severely influenced by one forum thread.
Interestingly though the least popular card art page has 3 replies the most popular has 0. I unfortunately am not an art lover, I do love the game, but I never get amazed or distraught over art, I know I can never do any of the art on the cards so in that sense there all amazing. I just wanted to defend the thread starter over putting up this thread.
-
has to have the trait spell, an example would be chillwind, there are a total of 21 'spell cards' available to a horde deck currently
-
its not really a combo, but i like to play Wake the Mountains in response to judgement. I guess it could be used with your own judgement to protect a zone, but I only can forsee that as a response to something like will of the electors or another effect that destroys your developments
-
I disagree, I dont think big one off tournaments that 1% or less of people playing warhammer invasion can get too are important, but some local competition is always healthy. It is silly imo to say balance doesnt matter just because there arent official prize giving tournaments, if you played monopoly and the rulebook said the car always rolls 3 dice for movement would ignoring that be fine, just because its a casual game. Yes I agree that we can do our own modifications to sort out game imbalances but it is much better if any game imbalances are sorted out by ffg imo, they are the ones who know the most about the game afterall.
Without a kind of local competition, i.e leagues, mini tournaments, big tournaments whatever, the game gets relegated to casual gaming which is all fine and good, I enjoy it as a casual game, but when it is relegated to a game you play once in a while, why bother buying expansion packs when you could be buying stuff to supplement your main game. This would mean ffg gets no more cash, which would be a big problem seeing as card games do not run on a boardgame model. If its not warhammer invasion that dies from little to no competitive interest its your local group instead. It wont go completely away, but I imagine it would turn into a game you only play occasionally, rather than every week or 2. Now its not up to ffg to organize these local events its up to us the players.
Look at magic, it does have a lot of big tournaments strongly supported by the developers, but there are far more tournaments going on locally, most of which probably dont care about getting to the huge tournaments, or just arent good enough to do so.
-
Playing judgement will just cost 6 resources instead of 4, now thats is a hefty 50% increade in cost but judgement is undoubtably a very powerful effect, though I do warn that my strategy of hiding ot in the dwarf deck will probabl.y not work too well after a while

-
I played against a bolt thrower deck yesterday, the only problem seems build time, I managed to change my orc strategy slightly and beat it the first time i played it.
I started off well burning a zone relatively early like orcs do but by this point he was ammassing a lot of resources, had cancelations and healing down, had returned my units to my hand twice and had a bolt thrower out, so i had to change my strategy by building up the kingdom for a final push.
In the end in one turn I managed to get out 12 damage 3 of which was lost when a clan moulders was returned to my hand but 9 was still just enough to pull off the win.
I do not think bolt throwers are appropriate for tournament play, not because there not powerful, (I have a feeling none of my other decks would have been fast enough to stop it), but because of the complexity of the deck. its harder to know what a good dwaw is and mistakes seem far more costly than in other decks. So I for one wouldnt want to be in a tourney for like 3+ hours using bolt thrower.
-
zip lock bags own 9 pocket pages (for general use,though I may have a misconception on having to put in and get out your whole deck of cards every time you want to play, you can tell im new at this card stuff)
I like rainbringers box division with snazy artwork that would have made awesome packaging for the core set. I personally like the flexibility of ziplock bags, but you have fulfilled every need possible with the compartments. 8 card compartments is just right imo, 6 for the races then the remaining 2 for neutrals (1 destruction 1 order)
-
Your going to have problems with resources and cards with this deck, you only have 6 cards total that you can play to gain resources turn 1.
Theres a 42% chance you will not be able to play a single card turn 1 (unless you go 2nd which will make it 37%) that will get you resources or cards.
Even just adding 5 resource supports that cost 3 or less will increase the chance of you being able to play a card to improve your resources from 58% to 78%
Skaven/chaos is unusual but I actually quite like it , rats and corruption seem like a nice fit.
If you can sort out your resources turn 1 the deck looks promising, because you have a fair ammount of 4 cost things that would work well in kingdom.
I currently run a de/skaven deck, though im not sure how id describe it, I guess the dark elf part is all control, I generally seem to end up slowing my opponenty down ruining his build up while steadily increasing my position and once the skaven start flowing it goes all out rush.
-
one games site has it on a release date of the 26th of june, which will mean I get my cards sometime next week.
-
Hopefully this time ive posted in the right sub-forum

My overiding aim is to be able run 6 decks using 6 capitals simultaneously, and only using 1x every set. Now having finally sorted out initial decks for all 6 races I am ready to repost the thread.
I'll write a bit about every deck, I used deckbox extensively to create these 6 decks so I am not going to write the lists out especially when deckbox doesn't provide any semblance of order when using the print and copy method.
Orc Rush Deck: deckbox.org/sets/3595
This was my easiest and first deck to think up, it originally started out including every skaven, but once warpstone chronicles came out i was happy enough that the orcs could just about hold their own without the rats. The deck has 6 of the best 9 cards so it isnt far off the top single set orc decks. The major area of the deck i change constantly are the tactics, I can never settle on what the best ones are. The deck has held up very well generally though it has had problems against dark elfs, which is why I have scrap heap. Its currently my second favourite deck.
Dark Elf/Skaven: deckbox.org/sets/6990
This is by far and away my favourite deck currently, it is fairly slow out of the blocks, since I can only ever get 1 power turn 1, but with the skaven it is generally fast enough to pull through. I had a really fun game a couple of weeks ago against orcs where I was doing anything and everything possible to hang on in there, at one point it was 10 damage on my quest and a burned battlefield to my measly 3 damage done to his quest but somehow I pulled through. If I get lucky the deck combines both speed and tactics for some very interesting gameplay. I cant see this deck actually being better than my orc deck, I just seem to have far too much luck at times. It also taxes your opponent far more than a straightforward ork rush deck
The following decks arent playtested anywhere near enough
Chaos: deckbox.org/sets/8585
I went for a sort of corruption theme, though untill more cards that corrupt are out there it wont be the defining point of this deck. I used a fair ammount of attachments so forge may even get to be somewhat decent. With chaos I find there a bit slow to get out there big guys but once they do any concerns over lack of power in the battlefield are gone, there is also the savage gors which for only 6 cost can do 9 damage overall. I really love savage marauders as a start, although they are a flawed start as well since there a unit with only 1 hp.
Dwarf deckbox.org/sets/6987
I focused around the more survivable dwarf units, with good strong supports and tactics. I guess the only surprising thing is to include judgement of verena in the dwarf deck and not the empire deck. Now my theory is that asd players dont expect it, it will come as greater tactical tool in the dwarf deck, since theres only 1 you cant really rely on it heavily, against empire I feel people start to develop to protect against judgement, so if it does come it can be pointless. However by not having it in the empire deck, they still build up since its empire, but they've been pointlessly slowing themselves down when judgement wont ever come. I love wake the mountains as a response to judgement, in single set they are not hurting your zones any time soon if you have some resources left and wake in your hand. I kept most of the supports down to 2 cost to enhance the abilities of the dwarf cannon crew.
Empire deckbox.org/sets/6988
I went with as slight development focus while keeping the traditional manuevrability of empire intact. I feel the empire need the high powered supports more than other factions because empire dont have a lot of power in the deck, more resources allows massing units in the battlefield which greatly helps there best attackers greatswords. I feel its best to use waves of units in the battlefield rather than what is common with other decks. The lack of judgement is detailed above in the dwarf section. Ive kept wills of the elector, because its just a great response card to play against judgement. If theyve used wills to leave you with an unprotected zone you can play wills in response to verena to reprotect that zone. Or if theres going to be just too much loss whatever you do then you can cripple one of his zones by moving his developments away.
High elfs deckbox.org/sets/6989
By far and away the faction im weakest with, I basically included any card that returns a unit to hand. I really like most of their expensive units so resources will probably be the biggest problem, Which is why I gave the deck innovation. I may swap arround supports with other races because in playtesting I may struggle wih resources. They have some really wonderful tactics, like high els disdain and gift of life. I have 1 move invisaged against destruction decks, massive return to hand effects combined with zalot hunter will be hilarious if that combo ever happens.
Heres a list of every card I havent used so far deckbox.org/sets/9011 I found it helpful almost immediately when I swapped an alliance for a 3rd shrine to nurgle in my chaos deck.
Yhe decks are probably in the order of best to worst currently as i am more confortable with destruction decks and ive give the orcs by far and away the best starts
With deck sizes I feel my order decks will probably go up to 60 cards there are a lot of good tactics and supports left out overall most especially in high elfs. I have initial concerns with my order decks because i've mixed and matched themes to much at times.
Please leave any questions, criticicms or ideas for any decks you may have , Im eager for feedback, no comment is too small. I am definitely not the best deckbuilder and with this ambition project i'd love any insights anyone has.
I will continue to work on all the decks through playtesting and when new battlepacks are released, thanks for taking the time to read through this giant post. I will keep all my decks in this thread to avoid cluttering up the forums any more than neccessary.

First play through
in Warhammer 40,000: Conquest
Posted
So I am sure you guys are tired of these threads, but I just wanted to share a few feelings after I finally got my first play session in. Hopefully you guys can also alleviate a few slight concerns.
So me and my friend played 4 games it took us roughly 4 hours, which including changing decks and a few short breaks here and there. For me that time seemed to go by fairly quickly, unlike in standard 40k at the moment where things can slightly drag.
Basic rules wise it seemed fairly simple, I had seen some review videos, watched the team covenant gencon video, and read a few threads here and there. (Tangent, there does not seem to be too much churn in posting at the moment, probably because it so new and so the playerbase is still getting on its feet, but generally new threads posted at the start of the week are still the latest threads by the end of the week, and there seems a great deal of crossover with different sites with many of the same posters and duplicated threads the few main sites I have come across: FFG, Reddit, BGG, CardgameDB)
Neither of us had played the game before, my friend knew nothing about it, we both have played invasion in the distant past, and he has played a slight bit of very casual magic.
We both picked up the game very easily, since I had read around a bit, I was able to teach the game fairly easily. The only problems came from the additional text on cards, like army, or the unit subtypes like scout, power, psyker etc, since we mostly didnt come accross things that utilised them so wondered what they were for, or when we did we were trying figure out which units were army for instance because it didnt come up often it remembering wasnt reinforced. Remembering the action windows is probably the next thing to master.
Game wise we played with just the practice decks to get a feel for the game. We both enjoyed how it played, it felt smooth, however balance seemed to be an issue when using practice decks only. Starting hand quality seemed to be big, because even slight leads tended to compound.
Game 1 was Marines vs orks. Marines won handily, but as it was my freinds first time playing we dismissed the ease of victory
Game 2 was Dark Eldar vs Tau. I was once again victorious this time with DE, it was closer but it was still relatively obvious from early one who was going to win.
Game 3 was Astra Militarum vs Tau I again was victorious over my freind who stuck with the Tau. My freind just felt he couldnt do anything to catch up since his starting hand was bad even after a mulligan.
Game 4 was Orks vs Space Marines. I lost going with the orks, I started with a poor hand I mulliganed to an even worse one. Again there was a snowball effect with resources. It also seemed hard for the ork player to win in any case, maybe it was just down to luck of the draw but both Marine vs Ork games had Orks struggling to deal with the various marine shenanigans, Looking back it seems the way for the orks to win was to just mass on planet 1, relying on the fact that exterminatus cant hit planet 1.
The tactical spreading out of units that is often key for command struggle tended to fall flat due the balance tippers the Marine side can reveal in the combat phase.
Plus the way both games went the Marines seemed to really take advantage with some of there units, You got lots of small stuff, here gave some area effect, big stuff here have fury of sicarius (especially useful when a lot of the ork stuff we came across got better by damaging itself including the warboss), or pull them to a different planet with sicarius chosen.
Overall we both had fun, but there was a concern with the snowballing that happened in every game. Obviously we are both new so we dont have all the tactical answers, and our first impressions may be wildly off the mark.
I imagine it will get a lot better with using normal decks, but as a first introduction the practice decks while good for introducing rules don't inspire confidence for game balance. So when introducing to newer players I'm not sure I will play more than 1 game with the practice decks.
I have a second core so I can start making my own decks, probably mono decks with 2 sets of floating neutrals (one for each player). I'll have to wait till next play session before deciding to get a 3rd core set, currently the £30 wouldn't seem worth it with the worry on snowballing a bad start or bad decision and its over would get tiresome very quickly.
Overall I'd give give it a 7 out of 10, could fall back if snowballing effect continues, but as a basis to work from and with how LCGs tend to work its much more likely to go up than down in my estimation.