Your card wishes.

By Killax, in Warhammer 40,000: Conquest

Well, the problem with that is each Cultist put in is effectively +1R, but better because it could be a combat unit too. That more or less makes your unit 1R for 1/2/2, which is just really great. However, there is a deck balancing factor, as to lever those cultists without signature daemons requires a heavier commitment to the top end of the resource curve.

Even so, I would suggest that the Reaction be changed to:

Reaction: When this Unit commits to a planet, put a Cultist in play at that planet.

This puts a significant delay on the resource generation, slightly mitigated by the fact that it is repeatable. It also forces a certain playstyle in order to get maximum efficiency, and most importantly, it forces interaction between the players as the opponent has an opportunity to do something about the spawning and spawned units.

As to unit name, I suggest Word Bearer Apostle .

Edited by Prepare for War

Well, the problem with that is each Cultist put in is effectively +1R, but better because it could be a combat unit too. That more or less makes your unit 1R for 1/2/2, which is just really great. However, there is a deck balancing factor, as to lever those cultists without signature daemons requires a heavier commitment to the top end of the resource curve.

Even so, I would suggest that the Reaction be changed to:

Reaction: When this Unit commits to a planet, put a Cultist in play at that planet.

This puts a significant delay on the resource generation, slightly mitigated by the fact that it is repeatable. It also forces a certain playstyle in order to get maximum efficiency, and most importantly, it forces interaction between the players as the opponent has an opportunity to do something about the spawning and spawned units.

As to unit name, I suggest Word Bearer Apostle .

Thanks for the review. I have to agree that this probably should "nerf" the unit in the right way. On the other side I do feel that Chaos allready has to commit heavily onto Daemons so it would actually make it an inferior Warlord when compared to Zarathur or Ku'gath in the sence that they are not directly able to put the hurt on the opponents.

A 2/2 body is nice but even for a Cost of 1 I think a 2/2 body can be added. We know that the Dark Eldar will have them soon...

Nontheless, I'll change the above design and put some more "spice" in the Warlord. Again many thanks for your review!

Something else I thought about:

Obviously more planets would be nice at some point, but I think it would be really interesting to have cards, probably neutral cards, that could mess with the battle order and/or what planet actually gets claimed during the Combat Phase.

Example: An event card that has you reverse the order in which you resolve combats at planets, or allows a player to choose which planet goes first.

Example 2: An event card that stops the first planet being claimed, even if someone 'won' it, or changes which planet is actually claimed in the Combat Phase.

Imagine the game changers!

Something else I thought about:

Obviously more planets would be nice at some point, but I think it would be really interesting to have cards, probably neutral cards, that could mess with the battle order and/or what planet actually gets claimed during the Combat Phase.

Example: An event card that has you reverse the order in which you resolve combats at planets, or allows a player to choose which planet goes first.

Example 2: An event card that stops the first planet being claimed, even if someone 'won' it, or changes which planet is actually claimed in the Combat Phase.

Imagine the game changers!

Would be really cool but also something very much like an Eldar Webway or Chaotic change in the Warp... Making it less straightforward to design and less optional for a Neutral card (at least imho).

Altough I do think FFG will eventually make one :D (quite likely Neutral) much as they designed Calamity.

The only problem I have with the first above example is that they can create a very vague game state, which from a Tournament perspective is not "fun".

The second example is something I can get behind, it would actually be an Interrupt that could cause this.

At the same time however both effects are dramatically changing a game, which in short means they'll have to be costed aproparatly (much like Time Warp in MtG), which in turn will probably very much limit it's use. Because effects like this (as is previously seen in MtG, Pokemon and even WoWtcg) will influence the meta to much when costed to little but will almost see no play when a cost/ability is added so that it won't see a gigantic change in the game of the player playing it (further removing from skill).

Also have to say Ive got difficulties explaining exactly why I think changes like this are overall not good for the game but I can name some card examples that directly show why cards like this are not good for a game:

MtG: Astral Recall, currently fixed for it's cost. Gaining more cards is awesome but also gives you a giant tactical advantage

Pokemon: Gust of Wind, currently fixed by a coin-flip. Gaining the ability to pick one of your opponent's Pokemon to KO is just huge.

Same would go for Conquest:

Conquest: card XXX, denying a planet win for your opponent is essentially the same as having Initiative for two turns after each other...

I would like to see warlords with higher than 1 attack value. 1 seems quite pathetic considering.

I would like to see warlords with higher than 1 attack value. 1 seems quite pathetic considering.

True but at the same time most Warlords actually have 2 ATK in one form of another. The exceptions are Eldorath honestly, Because Zarathur and Zogwort and Kugath actually are able to gain more ATK.

Conquest: card XXX, denying a planet win for your opponent is essentially the same as having Initiative for two turns after each other...

Patience of the Wise

Eldar Event, Loyal.

Cost: 5.

Shields: 1.

Combat Action: During a battle give the Initiative token to your opponent to immediately end the current battle in Stalemate.

Strategic Shift

Neutral Event, Loyal.

Cost: 5.

Shields: 1.

Command Action: Swap the position of two target face up Planets. If one of these Planets has the First Planet marker, move it to the other target Planet.

Edited by Prepare for War

I would like to see warlords with higher than 1 attack value. 1 seems quite pathetic considering.

True but at the same time most Warlords actually have 2 ATK in one form of another. The exceptions are Eldorath honestly, Because Zarathur and Zogwort and Kugath actually are able to gain more ATK.

Even Eldorath "kind of" has, in that if he's one on one with an army unit he can attack them now without come back, then again in the next round. Not great, but wholly Eldar.

Love it man! Again the switch in planets is something different but the costs are correct for sure!

Conquest: card XXX, denying a planet win for your opponent is essentially the same as having Initiative for two turns after each other...

Patience of the Wise

Eldar Event, Loyal.

Cost: 5.

Shields: 1.

Combat Action: During a battle give the Initiative token to your opponent to immediately end the current battle in Stalemate.

Strategic Shift

Neutral Event, Loyal.

Cost: 5.

Shields: 1.

Command Action: Swap the position of two target face up Planets. If one of these Planets has the First Planet marker, move it to the other target Planet.

Actually, messed that one up: Patience of the Wise. Nature of the HQ phase means you'll regain the Initiative token before the next battle. This version is more interesting anyway, as it mixes it up with Warlord initiative seizing.

Patience of the Wise
Eldar Event, Loyal.
Cost: 5.
Shields: 1.

Combat Action: During a battle where you do not have initiative, immediately end the current battle in Stalemate. Then, at the end of the phase, a player of your opponent's choice gains the Initiative token.

Vladimir Pugh
Space Marine Warlord

Soldier, Imperial Fists.

Attack: 2, HP 7.

Attack: 2, HP 6.

7 cards, 7 resources.

Space Marines units you control at this Planet cannot retreat, and cannot be routed.

Reaction: After a Space Marine unit you control is destroyed by an enemy attack, ready this Warlord.

Pugh's Sternguard
Space Marine Army Unit, Signature x 4

Soldier, Imperial Fists.

Attack: 2, HP 3.

Reaction: After this unit is declared as defender, ready it.

One More Day for Rogal Dorn
Space Marine Event, Signature x 2

Tactic

Cost: 2

Shields: 1.

Reaction: After a Space Marines Army Unit you control is destroyed by an attack, return it to your hand and immediately deploy it to the current battle.

A Scar for the Fallen
Space Marine Attachment, Signature x 1

Torture

Cost: 2

Shields: 3.

Attach to a Unique Space Marines Unit. This Unit gains +1 HP for each Space Marine Unit in your discard pile.

Phalanx
Space Marine Support, Signature x 1

Location

Cost: 3.

Each Imperial Fists Unit you control gains +2 HP.

Edited by Prepare for War

Looks like another awsome addition to wishes Prepare for War .

- I am not a huge fan of the name :P But I do like the Warlord in terms of design (not the most interesting but quite fitting) 4/5.

- The Sternguard look again powerfull but balanced in a good way 5/5.

- One More Day looks a bit to powerfull to me. I allready dislike the design Drop Pod has (as it has no downsides) and this feels like an upgraded Gift of Isha, which is allready very powerfull. If the unit will be discarded at the end of the phase, count it as a winner 2/5.

- A Scar seems perfect to me, it could also be called Book of Grudges (or something along that lines, as I think it would fit the idea of an Attachment more) 5/5.

- Phalanx seems awesome and incredibly powerfull. I feel to powerfull to be honest as it instantly makes your warlord a 2/9 or 2/8 besides upping the Sternguard. My best advice would be to make it cost 4 or let it target a single planet or non-unique Imperial Fists 3/5.

My total rating:

3,8/5

Overall though the design reminds me a lot of Cotaez, which isn't a bad thing but if you do want to score "cool-points" I feel an ability like the Scar would be more fitting. Maby something along the lines of:

Vladimir Pugh
Space Marine Warlord

Soldier. Imperial Fists.

ATK/HP: 2/6

Bloodied ATK/HP: 2/5

CRD/RSC: 7/7

Space Marines units you control at this Planet cannot retreat, and cannot be routed.

Vladimir gets +1 HP for each Space Marine unit in your discard pile with a cost of 3 or higher.

Edited by Killax

Yeah, makes sense. Also discarding at end of phase makes sense for One More Day, as it'd be more fluffy.

Is Phalanx powerful? 3 cost to gain +2HP on your Warlord and signature cards? Is that any more powerful than the other 1x locations in the game? :)

I agree though that the version of Pugh with Scars of the Fallen built in, instead of standing makes more sense.

Maybe reskin Scar for the Fallen as "Stubborn Determination" and switch Pugh's current stand ability onto that.

Yeah, makes sense. Also discarding at end of phase makes sense for One More Day, as it'd be more fluffy.

Is Phalanx powerful? 3 cost to gain +2HP on your Warlord and signature cards? Is that any more powerful than the other 1x locations in the game? :)

I agree though that the version of Pugh with Scars of the Fallen built in, instead of standing makes more sense.

Maybe reskin Scar for the Fallen as "Stubborn Determination" and switch Pugh's current stand ability onto that.

Happy to see us agree on the first.

I agree with you that when you put it like that it isn't that powerfull. However I am a firm believer that we will eventually see more Imperial Fists cards as they are a huge part of the Loyal Legions, as such I think it might be to powerfull in terms of designing Imperial Fists in the future... Altough I might be wrong...

Yeah and the Scars build in would also make him less "Ragnar meets Cotaez" , or at least in my mind. I have to admit I am not the biggest IF fan but I do like the idea of Vladimir getting more and more resistant when the losses become high.

Yes! Stubborn Determination would be perfect imho.