Warhammer 40K Conquest Rumours and News:

By Killax, in Warhammer 40,000: Conquest

So now FFG designers can't even spell right? :D

Tau Earth caste engineer: "No, These are missles, not missiles. Missles are way more sofisticated and acurate than G'uela missiles."

Should we point out the heavy marker drone to Wonderwaaagh? ;)

Dat broadside, such AoE, much command....

Ooooh Tense negotiations could be very powerfull.

I'll take all 3 please!

Edited by Robin Graves

Tense Negotiations seams like a very strong card to me.. though in general I dislike anything that exhaust the warlord, as that is a very strong cost. This one may be worth it though, will need some test play.

Wow loving those cards!

you know the more I think about "Tense Negotiations" the less I like it... lets break it down...

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1 cost, 1 card slot, 1 Exhausted Warlord

Carnath is probably the best target "Battle: Trigger the Battle ability of another planet in play." but what actual targets would you probably be looking for, considering it is at action speed? Iridial (heal unit), Ferrin (rout non warlord) look the strongest? Maybe that one I forget the name off to snipe a resource off them to disrupt their event plans, or fuel yours...

Anyway, you got to remember that the warlord needs to be deployed at the planet, so you can not use this card during Deploy Phase at all. Plus you need to exhaust, plus the fact that the random planet thing means you might not have any targets you are interested in to trigger. So it is super situational, a bad thing. You have to have the right planet out, a reason to cast it AND be happy to sacrifice your warlords first combat turn. Hmmmm

I dunno, this looked really cool at first but after some thought I have turned completely around on this one.

Edited by booored

It's a situational card, but being situational doesn't automatically make something bad. I'm sure somebody who plays as much as you do, booored, can appreciate the subtle interactions that might come about as a result of double Battle abilities. Like potentially drawing 6 cards on the first turn, for example. I would gladly pay a single resource for that.

Broadside will probably replace the Crises Battle Guard for me - liking the look of that card immensely, and I can find a place for it even without Shadowsun I reckon. Marker Drone - love it... will probably find a home as well but need to take into account that without Shadowsun attachments like this would be one-shots.

Tense negotiations... yeah, it's very situational. I mean I would have to weigh up what other 1 shield cards I could potentially switch it out for.. might speculate with 1, maybe 2 to see if it gets used, but yeah, a bit weary of it. Then again I've been using Muster the Guard a lot recently, another exhaust Warlord card, so I'm starting to get used to the idea of exhausting the WL early. Wonder if every faction is getting an Exhaust Warlord card? Have any more popped up that I've missed?

Ill comment on Tense Negotiations later. I believe its situational but very good when its save to do. As such Im very willing to test it.

Broadside will probably replace the Crises Battle Guard for me - liking the look of that card immensely, and I can find a place for it even without Shadowsun I reckon. Marker Drone - love it... will probably find a home as well but need to take into account that without Shadowsun attachments like this would be one-shots.

Tense negotiations... yeah, it's very situational. I mean I would have to weigh up what other 1 shield cards I could potentially switch it out for.. might speculate with 1, maybe 2 to see if it gets used, but yeah, a bit weary of it. Then again I've been using Muster the Guard a lot recently, another exhaust Warlord card, so I'm starting to get used to the idea of exhausting the WL early. Wonder if every faction is getting an Exhaust Warlord card? Have any more popped up that I've missed?

There are several, their power varying on how combat dependent the warlord is. Dakka Dakka Dakka!, for example, is no good on a turn where you need to fight, but is otherwise halfway decent. I've never once been able to put Nullify to good use.

Ill comment on Tense Negotiations later.

Where is the fun in that! Card / Deck Theory is where the best chat happens!

I believe its situational but very good when its save to do. As such Im very willing to test it.

well yeah, everyone will test it, but this is the very trap of situational cards. If the situation doesn't occur, then it is dead, and would you prefer to draw somthign else?

Tense negotiations... yeah, it's very situational. I mean I would have to weigh up what other 1 shield cards I could potentially switch it out for.. might speculate with 1, maybe 2 to see if it gets used, but yeah, a bit weary of it. Then again I've been using Muster the Guard a lot recently, another exhaust Warlord card, so I'm starting to get used to the idea of exhausting the WL early.

I'm still not sold on exhausting a warlord, I think it is (in most cases) a extremely high cost.

One of the real problems with this card is the basic game speed I think. Like IF you have the exact planets you need, (already randomized) you also need the card. It could be powerful turn 1 in some situations. So you are looking at 3 copies to ensure turn 1 draw or close two it. If you draw it and there are no decent targets you have a dead card doing nothing. Also if you DO draw it you have to look at the speed of the game. You only start with 7 creds. We all know how tight those first turns are. Your basically saying that casting this card early, in addition to the convergence of events that has to happen to make it worth it and in your hand, you are also sacrificing a army drop. Now, is using a warlord tap, and not putting out a unit worth a temporary gain.. vs putting out a command unit and gaining a permanent board presence? I dunno... . .

Wonder if every faction is getting an Exhaust Warlord card? Have any more popped up that I've missed?

Well I think it is a revealed cost and I expect it to turn up as a cost for the length of the game. So yeah at some point every faction will have many cards with this cost on it, I expect.

The main reason why I couldn't comment in detail about the card was because I was on my Mobile phone.

Now without further ado, Tense Negotiations.

The card itself sets up for incredible battles for the Tau but also for Eldorath. The main reason being that both Shadowsun and Eldorath don't have any mayor ATK value and Aun'Shi simply kept on a planet longer is really good.

The biggest advantage of the card is that you can tap the Warlord after Command struggles have been done so it is very much unlike the Know No Fear/Dakka Dakka Dakka! etc. As such I feel it's ability is really potent for pretty much any Warlord that does not want to attack perse or does not heavily contribute to a good Combat (examples are 1 ATK Warlords).

So personally I will play it and enjoy the card. The ability by itself is extremely powerfull and a load of Planets actually have such an incredible battle ability it is worth it to play this card. This is not limited to just a few at all. Also note that for whatever reason you do not want to exhaust your Warlord you don't have to. Also note that it also works as a Shield as soon as you feel the battle triggers are not worth it to invest in.

My review on planets + Warlords who use it:

- Plannum, allows you to move units from A to B, which basicly puts the Wildrider ability on pretty much any unit you have on the board. The most dangerous units to pull back are indeed Darring Assault Squad, Stingwing Swarm and many other units who have a very serious Combat presence. In special after you have allready won an initial battle elsewhere (before this planet basicly) you can really blow your opponets out. It also allows you to distribute units on planets who are less dangerous to deploy. Here Id say it's worth it.

- Atrox Prime, pay 1 card, 1 resource for free AoE 1, worth it? Yes, depending on the faction you play against but its incredible versus AM, Tau, DE and many other decks who simply run Pirates etc all together. Here Id say it's worth it.

- Barlus, not that interesting in general. Here Id say it isn't worth it.

- Elouith, not that interesting in general. Here Id say it isn't worth it.

- Carnath, basicly is another one of the planet's that is worth it.

- Tarrus, extremely potent, in special because it's easier to check this before battle. Netting 3 cards or 3 resources for 1 card and 1 resource is worth it. In special the 3 cards. Here Id say it's worth it.

- Osus, not that interesting in general. Here Id say it isn't worth it.

- Ferrin, extremely potent, you now have an Archon's Terror for Cost 1. Here Id say it's worth it.

- Y'varn, for Eldar, SM and Tau not yet worth it, Granted if this is planet 1 and you are later in the game and know your opponent does not have an amazing unit it can be really worth it. Here Id say it's half worth it.

- Iridial, here Id say it's worth it. In special for the lategame.

Total rating 6,5/10

Which means generally speaking I think it's worth including because Plannum, Artus Prime, Carnath and Tarrus just gain you a massive advantage before the battle begins. The same is true for Iridial.

wow, that value is way over rated I think.

It isn't an advantage being able to win the command as well as activate the event, as you win the command anyway if you do nothing. That is sorta like saying it is a advantage as you also draw 2 cards at the end of the turn as a positive. So I do not think this really is a plus in anyway, though maybe makes it better than other "tap warlord" cards. It is true that loosing the command is among the reasons I dislike tap warlord effects. I mean Dakka Dakka Dakka! is nearly unplayable because of the loss of the command as well as the warlord.

As for the "if you do not want to attack". If there is a unit there and you are taped you are opening yourself to being pinged by an enemy unit, effectively adding a wound to its cost in a way. Or you need to send it to a planet with out any enemy units or wait till you have initiative and attack first with a deployed unit as any following are taped on move, and it has to have a effect you want to trigger. Doesn't that increase the situational problems even more?

I agree the tap warlord effect is lessened with the fact you can also win the command, but ... hmmm,.... still seams a REALLY high cost to me.

wow, that value is way over rated I think.

It isn't an advantage being able to win the command as well as activate the event, as you win the command anyway if you do nothing. That is sorta like saying it is a advantage as you also draw 2 cards at the end of the turn as a positive. So I do not think this really is a plus in anyway, though maybe makes it better than other "tap warlord" cards. It is true that loosing the command is among the reasons I dislike tap warlord effects. I mean Dakka Dakka Dakka! is nearly unplayable because of the loss of the command as well as the warlord.

As for the "if you do not want to attack". If there is a unit there and you are taped you are opening yourself to being pinged by an enemy unit, effectively adding a wound to its cost in a way. Or you need to send it to a planet with out any enemy units or wait till you have initiative and attack first with a deployed unit as any following are taped on move, and it has to have a effect you want to trigger. Doesn't that increase the situational problems even more?

I agree the tap warlord effect is lessened with the fact you can also win the command, but ... hmmm,.... still seams a REALLY high cost to me.

It is an advantage to win Command if you allready have strong Command presence elsewhere as Tau and Eldar allready have. I think the real question here is if you think it's worth 1 resource and 1 card to potentially gain all these battle effects. And yes, I believe out of the 10 planets 6-7 are worth it to trigger as a cost to tap your Warlord. Granted I do think this is less true if you have Cato, Ragnar or perhaps even Aun'Shi. Shadowsun and Eldorath on the other hand don't contribute much to Combat so tapping them for the battle effect is better imho.

It doesn't create the situational problem more in the case of Aun'Shi as normally he would only be around for the initial planet. In this case he can be around longer because he is tapped during the initial battle, will untap untill the secondary battle and will only be forced to leave at the end of the secondary battle.

Lastly I don't think the cost is high if played as a Combat Action (and there honestly isn't a reason not to do so) if you have an 1/X Warlord. In other scenerios attacking might be better, depending on the planet you are on and the general board state.

PS, the funny thing is people don't always put the Actions into context.

Dakka Dakka Dakka! allready is a really powerfull card if the window is there (destroying 2-3 cards while not destroying your own cards), it would be quite insane if it actually was Combat Action.

Rotten Plaguebeares have an Action but still are best used with Zarathur as a "Combat Action" as the increased damage is really relevant.

wow, that value is way over rated I think.

It isn't an advantage being able to win the command as well as activate the event, as you win the command anyway if you do nothing. That is sorta like saying it is a advantage as you also draw 2 cards at the end of the turn as a positive. So I do not think this really is a plus in anyway, though maybe makes it better than other "tap warlord" cards. It is true that loosing the command is among the reasons I dislike tap warlord effects. I mean Dakka Dakka Dakka! is nearly unplayable because of the loss of the command as well as the warlord.

As for the "if you do not want to attack". If there is a unit there and you are taped you are opening yourself to being pinged by an enemy unit, effectively adding a wound to its cost in a way. Or you need to send it to a planet with out any enemy units or wait till you have initiative and attack first with a deployed unit as any following are taped on move, and it has to have a effect you want to trigger. Doesn't that increase the situational problems even more?

I agree the tap warlord effect is lessened with the fact you can also win the command, but ... hmmm,.... still seams a REALLY high cost to me.

It is an advantage to win Command if you allready have strong Command presence elsewhere as Tau and Eldar allready have. I think the real question here is if you think it's worth 1 resource and 1 card to potentially gain all these battle effects. And yes, I believe out of the 10 planets 6-7 are worth it to trigger as a cost to tap your Warlord. Granted I do think this is less true if you have Cato, Ragnar or perhaps even Aun'Shi. Shadowsun and Eldorath on the other hand don't contribute much to Combat so tapping them for the battle effect is better imho.

It doesn't create the situational problem more in the case of Aun'Shi as normally he would only be around for the initial planet. In this case he can be around longer because he is tapped during the initial battle, will untap untill the secondary battle and will only be forced to leave at the end of the secondary battle.

Lastly I don't think the cost is high if played as a Combat Action (and there honestly isn't a reason not to do so) if you have an 1/X Warlord. In other scenerios attacking might be better, depending on the planet you are on and the general board state.

One of the reasons why I can't wait for that Broadside,I play Tau and Eldar with Shadowsun. I've played with Aun'Shi a few times and I like him,but your right the two warlords play differently as expected. But my play style so far is with Shadowsun and I agree with you on what you said above, that card situational or not will come in handy as so many cards are anyway. Even the planets are situational but that's part of the strategy your forming your deck around. 10 planets 7 will be played in a game session your counting on 1 or two of them to be their.

I think my Broadside might find a good home in my Aun'Shi deck. Sure, Shadowsun is the attachment guy, but apart from repulse field which just cries to go onto Fire Warrior... Elite? All the other attachments really belong on the FW Strike Team. Apart from gun drones as well maybe. That's a focus you can't really deviate from, and including Broadside's that need at least one attachment would be a deviation.

So I think I'll take out FW Strike team altogether from my Aun'Shi deck, replace them with the Broadsides so that the attachments now can be more evenly spread without worrying about sub-optimal play.

One of the reasons why I can't wait for that Broadside,I play Tau and Eldar with Shadowsun. I've played with Aun'Shi a few times and I like him,but your right the two warlords play differently as expected. But my play style so far is with Shadowsun and I agree with you on what you said above, that card situational or not will come in handy as so many cards are anyway. Even the planets are situational but that's part of the strategy your forming your deck around. 10 planets 7 will be played in a game session your counting on 1 or two of them to be their.

Yeah if your willing to commit heavy to the lategame I can really suggest putting that Broadside in. Altough from a competative standpoint I do have to say that AoE 2 is also presented on Darring Assault Squad and that cost is much more favoured to any deck. Gun Drones also make them AoE 4 for what it's worth.

I think my Broadside might find a good home in my Aun'Shi deck. Sure, Shadowsun is the attachment guy, but apart from repulse field which just cries to go onto Fire Warrior... Elite? All the other attachments really belong on the FW Strike Team. Apart from gun drones as well maybe. That's a focus you can't really deviate from, and including Broadside's that need at least one attachment would be a deviation.

So I think I'll take out FW Strike team altogether from my Aun'Shi deck, replace them with the Broadsides so that the attachments now can be more evenly spread without worrying about sub-optimal play.

RIF does indeed scream FWE but FWE by itself isn't all that great, mostly due to his lack of command. Hopefully we'll see another Tau 3 drop eventually because I would consider using other 3 drops over it instead.

FWS on the otherhand feels way to expensive and I wouldnt include them in Aun'Shi, Broadsides also don't really favour Aun'Shi's aggresive playstyle though... CGBs do but again the cost is high for such an aggresive Warlord.

Does the Gun Drone ability really stack with a card's natural AoE ability? Are you sure that's how it works?

Well Area Damage and Damage do have a keyword to identify them as separate. Still, I think it might have said something like combat damage if it was supposed to not effect area.

Dakka Dakka Dakka! allready is a really powerfull card if the window is there (destroying 2-3 cards while not destroying your own cards), it would be quite insane if it actually was Combat Action..

which is why it isn't and also why it is unplayable in an decent deck, much like this other one. I guess we will see but I bet you it will not be in any high profile winning decks.

Does the Gun Drone ability really stack with a card's natural AoE ability? Are you sure that's how it works?

I am a 100% sure this is how it works as it is in the RRG. Technically it doesn't "stack" but does accumulate for AoE numbers. Berserk + Berserk = Berserk.

RRG Keywords section states:

"Cards are considered to have a keyword or to not have that keyword. A single card that has and/or is gaining the same keyword from multiple sources functions as if it has one instance of that keyword. The value pertaining to numerative keywords does accumulate, however. For example: a card with “Area Effect (1)” that is gaining “Area Effect (2)” would function as “Area Effect (3).”

Edited by Killax

Which is why it isn't and also why it is unplayable in an decent deck, much like this other one. I guess we will see but I bet you it will not be in any high profile winning decks.

Unplayable you say. Booored, exactly against how many Ork decks do you play in a competative setting?

Does the Gun Drone ability really stack with a card's natural AoE ability? Are you sure that's how it works?

I am a 100% sure this is how it works as it is in the RRG. Technically it doesn't "stack" but does accumulate for AoE numbers. Berserk + Berserk = Berserk.

RRG Keywords section states:

"Cards are considered to have a keyword or to not have that keyword. A single card that has and/or is gaining the same keyword from multiple sources functions as if it has one instance of that keyword. The value pertaining to numerative keywords does accumulate, however. For example: a card with “Area Effect (1)” that is gaining “Area Effect (2)” would function as “Area Effect (3).”

...

...

... THIS CHANGES EVERYTHING!

Which is why it isn't and also why it is unplayable in an decent deck, much like this other one. I guess we will see but I bet you it will not be in any high profile winning decks.

Unplayable you say. Booored, exactly against how many Ork decks do you play in a competative setting?

hardly any as they always get knocked out in the early rounds and even they nvr run such a terrible card in a attempt to make the decks stronger

... THIS CHANGES EVERYTHING!

Just remember that this attachment isn't added a cumulative effect like in that ruling. This rule is in fact got nothing to do with that card. This is a separate effect that triggers off the damage itself.

Though I think it would count to area damage as well. As there is no distinction between area damage and combat / normal damage. We have already seen this with the Chaos Core Lord.

Edited by booored

Which is why it isn't and also why it is unplayable in an decent deck, much like this other one. I guess we will see but I bet you it will not be in any high profile winning decks.

Unplayable you say. Booored, exactly against how many Ork decks do you play in a competative setting?

He's still reeling from all the people cheating with Virulent Plague Squad, of course he can't be bothered to compete against Orks!

One of the reasons why I can't wait for that Broadside,I play Tau and Eldar with Shadowsun. I've played with Aun'Shi a few times and I like him,but your right the two warlords play differently as expected. But my play style so far is with Shadowsun and I agree with you on what you said above, that card situational or not will come in handy as so many cards are anyway. Even the planets are situational but that's part of the strategy your forming your deck around. 10 planets 7 will be played in a game session your counting on 1 or two of them to be their.

Yeah if your willing to commit heavy to the lategame I can really suggest putting that Broadside in. Altough from a competative standpoint I do have to say that AoE 2 is also presented on Darring Assault Squad and that cost is much more favoured to any deck. Gun Drones also make them AoE 4 for what it's worth.

My idea with my deck stems from what I need to better the deck I often have excess resource that needs spending and Broadside should help with that..probably around late game like you said. Command and planet control so far hasn't been an issue. Competitive speaking I see a lot of decks that really aren't part of the current meta some even using dark eldar (but playing competitively)my goal is to beat a deck that is all about the meta.

Ahh! messed up the quote sorry hope it isn't confusing

Edited by Silverhelm

Spoilers in the cast:

http://firstplanet.podbean.com/e/episode-7-aunshe-or-he/

PS no visuals yet!

Dark Eldar:

- Cost 3 Event, Searing Brand, Shield 2, Tactic, Torture, Combat Action: Deal 3 unpreventable damage to a target non-Warlord unit at a planet with your Warlord. Your opponent may choose and discard 2 cards from his hand to cancel this effect.

- Cost 1 Support, Crucible of Maledictions, Reaction: After you play a Torture Event card, exhaust this Support to look at the top 3 cards of a deck, discard one of those cards and place the remaining cards on top of that deck in any order.

- Cost 2 Army, Bloodied Reavers , Command: 1, 2/2, Vechicle, No Wargear, This unit gains +2 ATK while at a planet with a Warlord.

Edited by Killax