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ffgfan

Legends - is comming!

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 I wouldnt be surprised if they did not have the concept of the restricted list in mind when they created this set and that is why the dwarf cards are decent but not outstanding.

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Don't really care about the balance act. I gave up on that back in the Skaven Blight/Corruption Cycle days, however the addition of more Wood Elves, Lizards, and Undead is a shocker to me (in a good way).

I knew from the start this game would never be balanced. Way too many options required to be taken into account for balance of each card produced.

1. Resources (how do I get more and what am I giving up to get them)
2. Draw power (I need more cards but if I place too many cards in the Quest Zone then my opponent can leave me to deck out)
3. Developments (Capital taking damage what useful card in my hand can I risk losing to stay alive and at the same time do I have other cards to take back control of the game)
4. Neutral races (each has it's own mechanic/playstyle)
5. The corruption mechanic (only allowed to un-corrupt one card per turn)
6. Special rules such as toughness and counterstrike
7.....
8........
9.............
Etc

Too many choices leads to too many options. More options leads to harder balance testing.
Maybe it is just my experience as a lifetime gamer, but no game (video or board or card) is without its flaws. I love and play fighting games the most, so perhaps I am just used to tiered meta.

My friends and I use this games weakness of having to many options and turn it into a strength using a custom draft format. Tho it is getting more time consuming with each pack or expansion of cards added to the game, we still have a blast playing the game in what feels to us like a true successor/replacement of the Warhammer fantasy battles table top miniatures game.  

The cards added with this set bring even more realism to the game for us. 

Not hating on Eric Lang at all..to me he is one of the best designers in the industry, but I think he borrowed too many mechanics from other popular TCGs at once, instead of gradually adding them over time. Just look at the other big ones. L5R, WoW, MTG, and even Pokemon. All had gameplay mechanics changed over time to ensure better playtesting and balancing. 

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The forum software here sure is peculiar. When you want to paste something, you get a pop-up window where you can do it, and then it gets added to your post. I'd guess something on your end is blocking the pop-up, so try disabling that. 

 

About Legends (and the latest battle packs): Remember when almost everyone was calling Chaos the weakest faction? I think Chaos heard that, and it grew bitter and REALLY MEAN.

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You can copy paste with some tricks. Their C&P protection is a big hole.

Option 1: Drag and drop your text. Mark it in another tab/window, drag it, hover the target window tab, wait for tab switch, drop it into the editor.

Option 2: Set copy/paste to something different than ctrl+v, the software only checks that key. E.g. GNU/Linux middle-click pasting works with no problem.

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Nice !! Drag & Drop works. Thanks !!

So, I had “Legends” really early in France (they commanded it last Tuesdya, and received it the day after). I made that list in another French forum I usually go, and forgot to post here, sorry.

Google Translate sucks in english/french, I’ll correct some of these texts :

Fisrt, “PV” means “Points de vie” in french, “Hit Points” in english. I’m not sure about the correct english names of cards, so I’ll just translate it with what might be best IMO.

DWARFS:

Legends:

Grombrindal
Cost: 6DDDD
Hammers: 2 per zone
PV: 4
Each unit you control gets a hammer if an area is in flames

Thorgrim Grudgebearer
Cost: 7DDDDD
Hammers: 3 per box
PV: 4
Action: When at least one dwarf unit that you control leaves play, deal 3 damage to a target unit.

Units:

Veteran killer
Killer
Cost: 2DD
Hammer: 1
PV: 2
Action: Sacrifice this unit to give Toughness 2 to each of your unit until end of turn.

Wrangler veteran
Ranger
Cost: 3D
Hammer: 1
PV: 3
Action: When this zone is attacked, deal 1 damage to target attacking unit ..

Dwarf Gunner
Warrior. Elite
Cost: 4DD
Hammers: 2
PV: 4
If you control a legend, this unit gains Toughness 2.

Supports:

Sharp Rune
Attachment. Rune.
Cost: 2DD
Attach to a target unit that you control.
The attached unit wins 2 hammers.
If the attached unit leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Explosive charge
Cost: 3DD
Choose an area. Destroy up to 3 developments in that area. Then each player takes 3 indirect damage.


EMPIRE:

Legends:

Karl Franz
Cost: 6EEEEE
Hammers: 2 per zone
PV: 4
Action: Sacrifice a development to move target unit you control to its current zone to another of your zones.

Volkmar the severe
Cost: 5EEEE
Hammer: 1 per zone
PV: 4
If a unit would enter his owner’s discard pile or would return to its owner's hand from play, you can instead put it at the bottom of the deck of the owner.

Units:

The Black Guard
Knight. Elite
Cost: 3E
Hammer: 1
PV: 3
If you control a legend, this unit can defend any zone.

Combat Wizard
Mage
Cost: 3EE
Hammer: 1
PV: 3
If that unit defends and survives the battle, return all attacking units in the owner's hand.

Priest of Verena
Priest
Cost: 2EE
Hammer: 1
PV: 1
Action: At the beginning of your turn, move target development from its current zone to another zone controlled by the same player.

Supports:

Blessed Hammer
Attachment.
Cost: 2EE
Attach to a target unit that you control.
The attached unit gains Counterstrike 2.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Call reinforcments
Cost: 2EEE
Action: Return target unit you control to its owner's hand. Then put into play from your hand a unit with printed cost 3 or less.

High Elf:

Legends:

Tyrion
Cost: 6HHHHH
Hammers: 2 per zone
PV: 4
Each unit you control gets "Redirect the first point of damage dealt to this unit each turn to a target unit in any corresponding zone.

Teclis
Cost: 5HHHH
Hammer: 1 per zone
PV: 3
Action: At the beginning of your turn, reveal the top 5 cards of your deck. You can play a tactical card thus revealed without paying the cost (in accordance with any restrictions). Then shuffle your deck.

Dominique Strauss-Kahn
Cost: 3500 € per night
Hammer: 1 large for the 3 areas of the maid
PV: 62 (his age if I’m right)
Each unit with "Pro-DSK" trait you control are sacrificed. If your opponent is called Martine Aubry or François Hollande (the other socialist candidates for the incoming elections), these units are placed under the control of your opponent.

Units:

Ellyrian Knight
Warrior. Cavalry
Cost: 3H
Hammer: 1
PV: 3
If you control a legend, this unit gains Counterstrike 2.

Sword Mistress
Warrior. Elite
Cost: 5HH
Hammers: 2
PV: 3
Action: When this unit is opposed in combat, deal X damage to target enemy unit. X is the number of enemy units.

Supports:

Elven steed
Attachment.
Cost: 1HH
Attach to a target unit that you control.
The attached unit gets +3 PV.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Judgement of Loec
Attachment
Cost: 1HHH
Attach to target unit or development.
The attached card is considered to have a blank text box, it loses all its power and it becomes a development.

Tactics:

Master of Earth
Cost: 3HHH
Action: Deal X indirect damage to target player. X is the number of developments that you control.

ORC:

Legends:

Azhag the slaughterer
Cost: 7OOOOO
Hammers: 3 per box
PV: 5
Each damaged unit you control cannot be targeted by opposing card effects.

Grom Big Panse
Cost: 5OOOO
Hammers: 2 per box
PV: 4
Action: Sacrifice a development to reduce the cost of the next unit you play this turn (to a minimum of 1).

Units:

Goblin of the blind river
Goblin
Cost: 2O
Hammer: 1
PV: 2
If you control a legend, this unit gains a hammer.

Rabid Kosto
Warrior
Cost: 3OO
Hammer: 1
PV: 3
Battlefield: each damaged unit you control gets a hammer.

Red ‘ead Orc
Warrior. Elite
Cost: 5OO
Hammers: 2
PV: 4
Action: When this unit enters play, deal 1 damage eto ach unit with a printed cost of 3 or lower.

Supports:

Orcish chariot (how come do Google translate it “Tank Killer” ?!?!)
Attachment. Cavalry
Cost: 2OO
Attach to a target unit that you control.
Action: When attached unit attacks, damage cannot be canceled until the end of turn.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Armed To da Teef
Cost: 2O
Action: Take up to 2 support "attachment" cards from your discard pile and attach them to a target unit that you control (in accordance with any restrictions).

CHAOS:

Legends:

Archaon
Cost: 7CCCCC
Hammers: 3 per zone
PV: 5
Action: When Archaon attack, spend X resources to deal X damage to a target unit.

Kairos weaver of destinies
Cost: 6CCCC
Hammers: 2 per zone
PV: 3
Each development you control becomes a unit with 2 PV and 2 hammers. It still counts as a development.

Units:

Dogs of Chaos
Creature
Cost: 2C
Hammer: 1
PV: 2
Action: When this unit enters play, reveal a legend or a Chaos unit card from your hand. If you do, deal 2 damage to a target unit in any corresponding zone.

Chief Marauder
Warrior
Cost: 3C
Hammer: 1
PV: 3
Action: At the beginning of your turn, deal 1 damage to target capital (you choose which zone). (Oh I f***ing love this card!)

Bloodthirster
Demon
Cost: 4CC
Hammers: 3
PV: 3
Double all damage assigned to units when they are assigned.

Supports:

Oozing eye
Attachment. Disease
Cost: 1CC
Attach to a target unit.
The attached unit cannot attack.
If the unit attached leaves play, you can spend 2 resources to return that card to its owner's hand

Tactics:

Illusion of Seduction
Cost: 2CC
Action: Choose a target unit. Corrupt this unit. Then, this unit deals that much damage that his power to another target unit.

DARK ELVES:

Legends:

Malekith
Cost: 6DDDDD
Hammers: 2 per zone
PV: 4
Action: At the beginning of your turn, each opponent must sacrifice a unit.

Morathi
Cost: 5DDDD
Hammer: 1 per box
PV: 3
Action: Spend 2 resources to choose a target unit. This unit loses all power until end of turn.

Units:

Spirit stealer (“Gas thief”, LOL ^^)
Thief
Cost: 2DD
Hammer: 1
PV: 1
Action: When at least one unit leaves play, draw a card.

Dark Elf Assassin
Warrior
Cost: 3DD
Hammer: 1
PV: 3
If you control a legend, this unit gains "Action: When this unit attacks, destroy target damaged unit”.

Monster from the depths
Creature
Cost: 6DDD
Hammers: 3
PV: 4
Action: corrupt this unit and choose up to two target units. These units cannot attack or defend until the end of turn.

Tactics:

Black Horror
Cost: 2DD
Spell
Action: Select a target unit with a printed cost of 2 or less. Put this unit at the bottom of his owner's deck

Wind Blade
Cost: 1DD
Spell
Action: Target opponent discards a card from his hand. Then, draw a card.

NEUTRAL:

All factions:

Watchtower
Support
Building
Cost 2
Hammer: 1
Limited
Action: At the beginning of your turn, target opponent reveals his hand.

Order only:

Units:

Kroxigor
Lizard Man. Warrior
Cost: 6
Hammers: 3
PV: 4
Savagery 2
What: Spend a resource and discard a card from your hand to cancel the next point of damage dealt to this unit.

Teradon Riders
Lizard Man.
Cost: 4
Hammer: 1
PV: 3
This unit wins as many hammers as the number of Lizardmen units in this zone.

Sentinel of the shadow
Wood elf. Warrior
Cost: 2
Hammer: 1
PV: 2
Action: When at least one unit controlled by your opponent leaves play, put the top card of your deck face down in this area as development.

Wild Rider
Wood elf. Warrior
Cost: 3
Hammer: 1
PV: 3
If you have at least 5 developments in this area, this unit gains 4 hammers. (OUCH!)

Supports:

Leprechaun protectors
Wood elf. Attachment

Attach to a target unit that you control.
This card comes into play with 3 resources token on it.
If the attached unit receives one damage, remove a token on this card instead.

Tactics:

Stalking the prey
Cost: 2
Lizard Man
Action: A target unit you control gets savage X, where X is its power printed

Destruction only:

Units:

Stormvermin
Skaven. Warrior
Cost: 4
Hammers: 2
PV: 4
What: Spend a resource to redirect the next 2 damage dealt to target unit you control.

Blood Dragon Knight
Undead. Vampire
Cost: 4
Hammers: 2
PV: 4
Action: When this unit attacks, inflict as much damage as its power to a target unit in the defending zone.

Swarm of bats.
Undead. Creature
Cost: 2
Hammer: 1
PV: 1
Action: When this unit attacks, discard the top 4 cards of your deck. This unit gains as much power as the number of units thus discarded until end of turn.

Supports:

Curse of the years
Undead. Attachment. Spell
Cost: 2
Attach to a target unit.
The attached unit gets -1 Hit Points for each resource token on this card.
Action: At the beginning of its controller’s turn, put a token on this card.

Howling bell
Skaven. War machine
Cost 3
Hammer: 1
Each attacking Skaven units you control gains a hammer.

Tactics:

Experiments on warpstone
Cost: 1
Skaven
Action: Choose a target unit you control.
This unit gains 3 hammers until the end of turn. Sacrifice this unit at the end of turn.

 

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 It's the first full removal for HE. It works like a disease or an hex, targeting a target unit and turning it into a development.  I doubt any1 will ever destroy the attachment to get the unit back, that's why for just 1 resource is rly strong. it even counts as a permanent providing you loyalty!

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Could someone please clarify what the Legend cards power symbols in the Battlefield zone implies (for instance, 3 for Azhag the Slaughterer)? Is the legend able to attack/defend with said power, at the risk of getting damaged/destroyed? Do they add their power to alle units in the battlefield? Both? I'm thinking it's only the first part (ie. as a regular unit in the battlefield)

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KurganDK said:

Could someone please clarify what the Legend cards power symbols in the Battlefield zone implies (for instance, 3 for Azhag the Slaughterer)? Is the legend able to attack/defend with said power, at the risk of getting damaged/destroyed? Do they add their power to alle units in the battlefield? Both? I'm thinking it's only the first part (ie. as a regular unit in the battlefield)

Wait wait, I think they only attack as normal...at the risk of being destroyed! They're legends, Non Ultra-matic-destroyer-enemysucks-youwon!!!

But I Dunno!

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No, it is correct as unit or development. This way the attached card does not get discarded away when the units turns into a development. That is my take on it at least. Plus it still works on all of those Wood Elves that turn into developments. 

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 Holy crap, my love for chaos went from a novelty to evil scheming. The cardpool from this alone makes chaos pretty **** amazing, especially given the current meta. A couple nice things splashed in the other races as well, but you can easily see where the love is in this pack. 

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