Some questions and the way we played them (for Nate or anyone who knows)

By Hurdoc, in Warhammer Invasion Rules Questions

A few scenarios that came up and the way we played them:

1) Followers of Mork (Forced: After this unit enters play, each player takes 2 indirect damage. (Players allocate their own indirect damage.))

Player damage? You mean, assign it to capitals? Can the damage be split up, 1 point on each zone or unit?

Result: We put 2 points on a capital zone.

2) Grimgor IronHide (Limit one Hero per zone. Forced: After this unit enters play, destroy all support cards and developments in each player's corresponding zone. )

Does this destroy attachments on units?

Result: We did.

3) Lobber Crew (Kingdom. Action: Sacrifice this unit to force an opponent to sacrifice a unit he controls, if able.)

Can he do his action at the end of step 4 of Combat (assign damage), thus both dealing damage and also forcing a sacrifice)

Result: We allowed it

4) Toughness 1

Does it cancel the first point of damage REGARDLESS of source. For example, the damage that Followers of Mork would do, could you absorb that?

Result: We played that Toughness absorbs damage regardless of source.

5) Savage Gors (Battlefield. This unit deals 2 additional damage while attacking if you have 2 or more developments in your battlefield.)

Why the odd wording on this instead of stating Gain 2 Power while attacking? Totem of Gork says "Units in this zone gain l while attacking or defending". Why not say something similar? Are we missing some nuance?

Result: We didn't think more about it, played it as stated.

6) Horrific Mutation (Attach to a target unit you control. While attached unit is attacking, defending units get -1 hit points)

If a unit with this attached attacks a 2 health defender with one damage token on it already, does the defender instantly die? What if that defender also has Toughness 1.

This came up when one of my units (with Horrific Mutation attached) attacked a Squig Herders in his Quest zone (with one damage token on it) while there was a Big 'Uns in one of his Battlefield.

Result: The Squig Herders instantly died.

7) Sadistic Mutation (Attach to a target unit you control. Forced: After the attached unit deals damage in combat, deal 1 damage to one target unit or capital.)

Even if the unit deals damage to an undefended zone? And it can deal the damage anywhere? It seems simple enough, but seems almost too powerful.

Result: Yes to both questions.

8) Warpstone Meteor (Forced: After your turn begins, each player must corrupt one of his units in this corresponding zone or deal 1 damage to his capital. (Players decide where their own damage is assigned.))

After my turn begins, and I corrupt my unit, can I then immediately uncorrupt the unit as it is my Kingdom phase and I can uncorrupt 1 unit at that time?

Result: We played that the corruption occurs at the end of the Kingdom phase, or that I could not uncorrupt it right away.

9) Slaanesh's Domination (Action: Reveal up to three cards at random from one target opponent's hand. You may play any tactics thus revealed as though they were in your hand for no cost.)

Can I play an X cost tactic that is revealed by using my own resources?

Result: No

1: Can be assigned to units or capital. Damage can be split between different targets.

2: Correct. If a unit is destroyed, any attachments on that unit are also destroyed.

3: Yes, this action can be played at any time you would be allowed to play an action.

4: Toughness says "whenever a unit is taking damage...", no mention of combat damage or anything like that. So yes, it appears to be regardless of source.

5: There are cards that reference a unit's power (eg. Blood for the Blood God), for the purposes of those cards the Gors still have 1 power instead of 3. Their boost is specific to dealing damage.

6: As I read it, if you assign a defender with 1 hit point they die immediately. Page 7 says "If a unit has as many damage tokens as it has hit points..." so this would seem to apply regardless of timing.

7: Dealing damage to a capital is still dealing combat damage. So yes, this works even if zone is undefended. And yes, it is powerful.

8: You restore your unit in your Kingdom phase, which is after you apply the effect from Warpstone Meteor. So yes, you can uncorrupt it straight away. It only becomes an issue if you already have other corrupted units, then you have to decide which one to restore.

9: I believe X will be zero in this case, and you cannot pay resources to increase it. So Flames of Tzeentch would deal 0 damage (for example). Not 100% sure on this one though.

Thanks for the replies, ChaosChild. I posted a few points below...

ChaosChild said:

1: Can be assigned to units or capital. Damage can be split between different targets.

So two units with Toughness 1 each could negate this completely?

2: Correct. If a unit is destroyed, any attachments on that unit are also destroyed.

Yes, I realize that. But this card destroys support cards, not units, but I was wondering if it only appled to "buildings" and developments, or does it also "disarm" units.

3: Yes, this action can be played at any time you would be allowed to play an action.

4: Toughness says "whenever a unit is taking damage...", no mention of combat damage or anything like that. So yes, it appears to be regardless of source.

5: There are cards that reference a unit's power (eg. Blood for the Blood God), for the purposes of those cards the Gors still have 1 power instead of 3. Their boost is specific to dealing damage.

Yes, good point.

6: As I read it, if you assign a defender with 1 hit point they die immediately. Page 7 says "If a unit has as many damage tokens as it has hit points..." so this would seem to apply regardless of timing.

7: Dealing damage to a capital is still dealing combat damage. So yes, this works even if zone is undefended. And yes, it is powerful.

8: You restore your unit in your Kingdom phase, which is after you apply the effect from Warpstone Meteor. So yes, you can uncorrupt it straight away. It only becomes an issue if you already have other corrupted units, then you have to decide which one to restore.

This is what the card seems to imply. It seems as if there is no disadvantage for the owner of this card though, since he can uncorrupt his unit right away. You are correct, though, it could be a problem if you have more than one corrupted unit.

9: I believe X will be zero in this case, and you cannot pay resources to increase it. So Flames of Tzeentch would deal 0 damage (for example). Not 100% sure on this one though.

1: Yes, if you had 2 units with toughness:1 then this would have no real effect on you.

2: Sorry, misread the question. But attachments are support cards first and foremost, so Grimgor would destroy them along with any others.

8: To be honest, Warpstone Meteor should have less effect on the player who paid the cost to put it into play. Plus it means that you have to keep a unit in that zone in order to prevent damage to your own capital, so that limits your tactical options. Although Warpstone Meteor + Contested Fortress is a nice combo.

Warpstone meteor has a easy corruption building ability on it, AND its a 3cost2power support card. That is quite nice. and THAT is why it hits the player of the card first and there is 'nothing' you can do about it (you know except to benefit from your newly corrupted unit somehow of course, like say an alliance with Orcs and Chaos, with this, valkia the bloody and Urguck... ok that combo is a stretch. :) )

Comment on #6 of the original post..

How can a unit with Horrific Mutation attached attack a Squiq Herder? Isn't that Destruction vs. Destruction?

TubBelly said:

Comment on #6 of the original post..

How can a unit with Horrific Mutation attached attack a Squiq Herder? Isn't that Destruction vs. Destruction?

Nothing preventing that. Only thing you can't do by the rules is put Order and Destruction cards into the same deck. You can totally play Order vs Order or D vs D. Even the first game rules say nothing on the matter (nothing about one player picks one of the Order decks, the other one of the D-decks, etc.):

"For the first game, each player should choose one of
the four prebuilt 40 card starter decks in the Warhammer:
Invasion LCG Core Game: Dwarf (cards 1–25),
Empire (cards 26–50), Orc (cards 56–80), or Chaos
(cards 81–105)." (p. 8)

Going by WH fluff, Empire vs Dwarves is probably the iffiest game, Orcs vs Chaos, well they don't care who they fight. Once the Companion Set comes, Dwarves vs High Elves is a match I'm looking forward to (as a long-ago HE WH player), High Elves vs Empire is another iffier.

And if you were playing in a tournament, or with a friend who has their own set, there would be nothing preventing a Chaos/Chaos battle from occurring. My son, disheartened by my EPIC CHAOS DECK, which has spanked him repeatedly, (beating both Dwarves and Empire (these guys especially)), decided to make his own Chaos deck with his cards he received as a Christmas present. Best game we've ever had, with my just squeaking by, after his Bloodthirster got out and started wreaking havoc.