Can anyone make out the rest of that Subduel?
I'll try to solve the puzzle pat... action: place a target support card or attachment card on the bottom of its owners deck
Can anyone make out the rest of that Subduel?
I'll try to solve the puzzle pat... action: place a target support card or attachment card on the bottom of its owners deck
Can anyone make out the rest of that Subduel?
I'll try to solve the puzzle pat... action: place a target support card or attachment card on the bottom of its owners deck
Your right! Now on to the daily double..
I suspect subdual puts the card on top of the deck instead of on the bottom. This is mostly just due to the spacing on the card. I don't think there's room for " on the bottom of i ts" in the space below the text " Action: P lace", while " on top of i ts" should fit nicely. (italics being the portion of the text we're guessing on)
I suspect subdual puts the card on top of the deck instead of on the bottom. This is mostly just due to the spacing on the card. I don't think there's room for " on the bottom of i ts" in the space below the text " Action: P lace", while " on top of i ts" should fit nicely. (italics being the portion of the text we're guessing on)
Good observation. Top would be way better! This will probably get used in decks.
Edited by SilverhelmWas thinking top or bottom. Definitely a 3 of bye bye chimera den
I like it. It's stronger than a put back into hand effect. It makes your opponent spend a draw as well as the resource cost to get their card back into play. Also, the fact that it works on two types of cards makes it versatile. The general structure of most warlords' signature squads makes it good also, considering that most of the squads include a very strong support or attachment or both.
I like it. It's stronger than a put back into hand effect. It makes your opponent spend a draw as well as the resource cost to get their card back into play. Also, the fact that it works on two types of cards makes it versatile. The general structure of most warlords' signature squads makes it good also, considering that most of the squads include a very strong support or attachment or both.
On top of that you also know what they drew or at least 1/2 of what they drew. I like it too probably best in a Eldar/DE deck.
Everybody (both here and on cardgamedb) seems to be thinking that Tyranids are going to be really lacking in command. You guys do realize that we've only seen 3 actual army units previewed, right?
The other units have been tokens (no token so far has had command icons, which makes sense), the warlord, and a synapse unit.
That doesn't seem like nearly enough information to me to make such a broad assumption .
Edited by SilverhelmEverybody (both here and on cardgamedb) seems to be thinking that Tyranids are going to be really lacking in command. You guys do realize that we've only seen 3 actual army units previewed, right?
The other units have been tokens (no token so far has had command icons, which makes sense), the warlord, and a synapse unit.
That doesn't seem like nearly enough information to me to make such a broad assumption .
From what we know so far, infestation is a prerequisite to certain cards or enhanced certain cards. I suspect it might give a boost as well to the Tyranids like the creep does for the Zerg in StarCraft.
It might give one or more of the following:
1- stat boost (like +1/+1)
2- speed boost (like mobile or a way to move around infested planets like a Nydus Network in StarCraft)
3- card/ressource generation (that would replace the Void Pirate/Rogue Trader if they can't play neutral units and/or neutral cards and would fit thematically with Kill -> Consume -> Move On)
4- all of those answers
Time will tell how right or wrong I am, but I feel I've nailed it with point #3!)
I have a feeling your right too. Command icons for them might only be for denying resource for other factions, But will see.
I have the feeling that if a planet is infested, the Tyranids will start draining the ressources of the planet and the other player won't have access to them anymore. Even you have way more command icons than the Tyranids, it won't matter unless you uninfest the planet.
The command icons on the Tyranids will serve only in a mirror match. I might be wrong, but on this one I have a pretty good feeling I'd be right.
I have the feeling that if a planet is infested, the Tyranids will start draining the ressources of the planet and the other player won't have access to them anymore. Even you have way more command icons than the Tyranids, it won't matter unless you uninfest the planet.
The command icons on the Tyranids will serve only in a mirror match. I might be wrong, but on this one I have a pretty good feeling I'd be right.
![]()
Actually I hope your right it just sounds fun
So far the only spoiled card with hammer is spore mine. And that unit infects the planet. Other spoiled units termegaunts and gargoyle. I really don't see those two units holding planets as gargoyles are more flankers and termegaunts are cannon fodder. I think they will get genestealers, hormagaunts, tyranid warriors, carnifexes and raveners that will have hammers. I am really having fun speculating this expansion.
I wonder if tyranids will be legal for regionals...hopefully
Edited by SilverhelmSo far the only spoiled card with hammer is spore mine. And that unit infects the planet. Other spoiled units termegaunts and gargoyle. I really don't see those two units holding planets as gargoyles are more flankers and termegaunts are cannon fodder. I think they will get genestealers, hormagaunts, tyranid warriors, carnifexes and raveners that will have hammers. I am really having fun speculating this expansion.
I wonder if tyranids will be legal for regionals...hopefully
![]()
Completly shutting down comand from the non-nid player might be a bit OP.
My bet would be we'll see more units (Lictors, etc) with hammers.
Or maybe spore mines that blow up when you win a command struggle.
Reaction: If you loose the command struggle at this planet: you may sacrifice this unit to destroy target enemy non-warlord unit at the same planet.
FFG, we neeD mOre infO please, please complY....
Maybe not "drain" maybe they auto gain an (x) amount of resource without the use of command struggle?
Edited by SilverhelmI'm sure they'll have units with more hammers seeing they have unit with hammers. My point is (if me or timezero are right at all) they would just be used for denial of planet resource. Or ouch! they get both. Some auto resource and some chance to win via the old way would be nasty.
But yeah this could easily be to OP totally get where you are coming from and would probably be hard to balance competition wise. But who knows maybe they got a plan.
Edited by SilverhelmCompletly shutting down comand from the non-nid player might be a bit OP.
My bet would be we'll see more units (Lictors, etc) with hammers.
Or maybe spore mines that blow up when you win a command struggle.
Reaction: If you loose the command struggle at this planet: you may sacrifice this unit to destroy target enemy non-warlord unit at the same planet.
It's not as OP as you think. On the first turn you would win 0 command struggle unless you can infest without fighting, because if my opponent can uninfest by winning a fight, I guess i can infest by doing the same. Since the combat phase is after the command struggle, you would be behind on the first turn, but right after you may be in a position to infest 2 or more planet.
Edited by timezero
I love the idea that someone could buy nothing but the Tyranid expansion and wreck face
I love the idea that someone could buy nothing but the Tyranid expansion and wreck face
![]()
Nom nom nom?
I love the idea that someone could buy nothing but the Tyranid expansion and wreck face
![]()
I'd like to know if Tyranids will be able to use the neutral cards, since they can't ally with anybody. If Tyranids don't turn out to be a bit OP, I'll be disappointed; they should be the most fearsome faction in the game when they debut imo.
I love the idea that someone could buy nothing but the Tyranid expansion and wreck face
![]()
I'd like to know if Tyranids will be able to use the neutral cards, since they can't ally with anybody. If Tyranids don't turn out to be a bit OP, I'll be disappointed; they should be the most fearsome faction in the game when they debut imo.
That mindest always confuses me. Why would you want anyone to be overpowered? I'd much rather have a blaanced game than have my favorite factiosn be considered unfun to play against because of them being too powerful.
I love the idea that someone could buy nothing but the Tyranid expansion and wreck face
![]()
I'd like to know if Tyranids will be able to use the neutral cards, since they can't ally with anybody. If Tyranids don't turn out to be a bit OP, I'll be disappointed; they should be the most fearsome faction in the game when they debut imo.
That mindest always confuses me. Why would you want anyone to be overpowered? I'd much rather have a blaanced game than have my favorite factiosn be considered unfun to play against because of them being too powerful.
Okay, I don't really mean that I wanted Tyranids to be overpowered, but I definitely think they should be one of the top tier factions in Conquest. Tyranids are feared throughout the galaxy; I don't want them to premiere only to crushed easily by other established factions.
Do you think FFG really design these factions specifically for the tier system?
I can't help but think they design factions along a certain theme as best they can, and then the player base sorts them out into Tiers.
Maybe I'm wrong (LCG Newb), but I doubt they're like:
"Right, so Guard w/ Stracken is going to be a Tier 2 deck."
Instead its
"Right, so feedback from the community is that Guard w/ Stracken isn't competitive enough, so what can we do to make that better."
I doubt they deliberately design any of the factions to not be competitive.
(Also the idea of the tier system annoys me on principle - I don't like the idea of a deck being instantly discounted from competitions because reasons. Smacks of Min/Maxing too much.)