Starter Decks vs. Custom Decks / One-Fraction decks

By SpiritBear, in Warhammer 40,000: Conquest

Do I see this right, that currently, the Starter Decks contain far less then the 50 Cards which are necessary for a custom deck?

Which also means, that anytime soon you can't create a custom Deck with one fraction only, if you don't buy a second Base Set, right?

Thanks!

Yes thats correct. One core is not really meant to be customized. Its essentially a stand alone set with 7 different factions, that is meant to be treated more like a board game. For those who want to get into this game as an LCG, FFG seems to now be assuming (at least based on card distribution) that you will buy more than one core. The plus side of this is that now when you buy that 2nd and 3rd core, there is a lot less card waste. In your 3rd core you're still getting ~110 cards that you still need. As opposed to the older LCGs, where you would gain only about 15-20 cards you still need.

This also means the base card pool at release of the game is substantially larger than the older LCGs as well. Which is nice while we sit around waiting for expansions to slowly churn out!

Edited by rzarectz

Also, if you just get one core set and the first battlepack (later this month, I think), you will have enough cards to make single faction decks for every faction except Space Marines!

Also, if you just get one core set and the first battlepack (later this month, I think), you will have enough cards to make single faction decks for every faction except Space Marines!

Except Space Marines? Why do you say so?

Okay. Thanks a lot for the Answers.

This leaves me with a few more questions:

1. A regular Starterdeck has roundabout 25/30 Cards. Thats almost only half of what a customized Deck has. This seems strange to me. Doesn't that have a impact on the game?

2. To anyone who has more experience playing Conquest: Is it reasonable at all to have One-Faction-Decks at all?

As I am more drawn to the fluff, my heart would bleed setting up an Orc/Astra-Militarum-Deck. Even an Iron-Hand-Tech-Priest in one deck, with Ultramarines doesn't really fell right. :D

Also, if you just get one core set and the first battlepack (later this month, I think), you will have enough cards to make single faction decks for every faction except Space Marines!

Except Space Marines? Why do you say so?

As they are getting a warlord I'd assume they don't get any non-signature cards in this pack which would prevent a mono-faction deck for them until the next one.

Okay. Thanks a lot for the Answers.

This leaves me with a few more questions:

1. A regular Starterdeck has roundabout 25/30 Cards. Thats almost only half of what a customized Deck has. This seems strange to me. Doesn't that have a impact on the game?

2. To anyone who has more experience playing Conquest: Is it reasonable at all to have One-Faction-Decks at all?

As I am more drawn to the fluff, my heart would bleed setting up an Orc/Astra-Militarum-Deck. Even an Iron-Hand-Tech-Priest in one deck, with Ultramarines doesn't really fell right. :D

It will very much change the consistency of the decks compared with a full custom deck and puts you that liitle bit closer to a draw loss. This was probably anticipated and partially why there are so many singles in a core (cards you really want showing up in a game you would run 3 of). Biggest difference is that you will see more of the signature squad than usual but the starter decks do a good job of showing off the game.

Some allies are going to feel more right than others, orks and AM are one of the more odd fluff pairings. Mono-factions going forward are going to be viable but it depends on what you go up against and how well their faction weaknesses can be covered internally rather than through allies. Plus don't discount the surprise factor of dropping out of faction events (it is one of the big things your opponent won't immediately know). In tau you can threaten board clear with doom, exterminated or have simply gone mono, you know but your opponent is left to wonder/worry.

but the starter decks do a good job of showing off the game.

Yeah, and to be honest: Having seven Factions within one Core Set is really quite alot. Invasion had only three playable and even Summoner Wars Master Set had only six. So I am really happy with the setup of the Core Set.

Mono-factions going forward are going to be viable but it depends on what you go up against …

Yeah sure, I know that effect form MTG. But that never really mattered to me. I am more interessted in the Narration and Aesthetics of the Game, than the winning. I can hardly wait until Mono-Space-Marine-Chapter-Decks will be possible. :D

I've played about 4 games as single faction, using cards from 2 core sets. (My friend and I borrowed some of each other's cards for the games.) It was quite a bit more fun than 2 faction decks, and somewhat more focused. It really encouraged me to buy a second and third core set.

Also, if you just get one core set and the first battlepack (later this month, I think), you will have enough cards to make single faction decks for every faction except Space Marines!

Except Space Marines? Why do you say so?

Space Marines get a new warlord, so they will get a signature squad and that's it. Everyone else gets 3 new cards except Orks and Chaos (they only get 2 each) and 1 new neutral card.

Edited by alphasquid
It was quite a bit more fun than 2 faction decks, and somewhat more focused.

Really. That's superinteresting! I would have thought otherwise. But really good to know, as I really don't like most of the possible Alliances. Thanks!

Gods, I wish, I had more chances to play. :D

Some allies are going to feel more right than others, orks and AM are one of the more odd fluff pairings.

People keep saying this, but the precedent has been there for years - in fact, I think Guard and Orks have been able to ally in every version of tabletop that's been released.

Still feels odd with that whole "suffer not the alien to live" imperial rethoric. Also it still feels odd that i can't ally my space marines with the eldar.

I really think it's more a matter of "the lesser evil" alliances, but I agree that Tau and Space Marines should swap places. In the first Tau book it was told that some Imperial Guards were already working with Taus and if I'm not wrong, you could even have some in your army.

I really think it's more a matter of "the lesser evil" alliances, but I agree that Tau and Space Marines should swap places.

And now the Marines and AM can't ally any more, but the marines CAN ally with Eldar?

Imperfect as it is, I suspect this was probably the best FFG could do without overcomplicating things.

I really think it's more a matter of "the lesser evil" alliances, but I agree that Tau and Space Marines should swap places.

And now the Marines and AM can't ally any more, but the marines CAN ally with Eldar?

Imperfect as it is, I suspect this was probably the best FFG could do without overcomplicating things.

That's what I meant as "lesser evil". Any other combination would have been worse. Another option would have been making a "bad guys side" and "other kind of bad guys" side, making all the ones in one side able to ally with each other, but then we would have complaints about one side having more armies than the other =P

I think the rule is: No matter what you do, someone will complain about it XD

I think the rule is: No matter what you do, someone will complain about it XD

I think this is a well-established rule of business, yes :) I think there's even a figure attached (like, 15% or something).

On the righfullness of the possible alliances and the fluff … there's an awesome series of Articles over at the CardGameDB: "Chime of Eons". Each article looks at one faction and discusses every card of the faction.

Also there's a general introduction, which discusses the Alliances. And to my own suprise, Orc an Astra Militarum is fluff wise are rare, but not impossible Aliiance! Check the Articles on the Astra Miltiarum and the Orcs on that topic!

While Orks mostly fight everybody, there’s a lot of older fluff that talks about the Bloodaxe Clan working with the Imperials , Freebooterz hiring themselves out, and so on.

  1. General Introduction to the Series
  2. Eldar
  3. Tau
  4. Space Marines
  5. Astra Militarum
  6. Orks
  7. Chaos
  8. Dark Eldar
  9. Neutral Cards

Plus: It really is great fun and entertaining to read.

Edited by SpiritBear

Well I feel it's a great game in general, it does not match a 100% with the fluff. But the route they chose is good enough . The fact that the game is that good also balances out the small problems some might have with it. For example, the Imperial Guard or Astra Militarum and Space Marines could work with Chaos fluffwise if we are beginning to discuss the known Traitor Legions and the Cultist planets that often are equiped in the same way as the Astrum Militarum (or slightly worse).

I feel apart from that most alliances make sence. I just really want to see Necrons and Tyranids as soon as possible to see how they will play out as "stand alone" factions.

Currently have 2 boxes, can't wait for the 3rd. I still feel some starter decks are more random as others, with Chaos either ending up really well or really bad from the start (but then again that is just my experience).