How have the more expensive units been playing out for you?

By LordMalinari, in Warhammer: Invasion The Card Game

Had a game last night where the Chaos player was stuck with a Bloodthirster in hand for most of the game. Is it possible to reliably drop these potent units in a game where you haven't been playing specifically to allow you to pay its mammoth cost? I understand that Grimgor Ironhide can be pretty devastating if he hits play (especially in the battlefield, I've used him at least twice now to burn a non-damaged BF the turn he hits play), but are the Dwarf and Empire 6-cost high-loyalty units (their names escape me, and I can't be bothered to move to check) worth it?

Stories, opinions and thoughts are welcome :)

The desctruction ones are worth it . . . if you use Rip Dere "Eads Off to just pull them into play for their effect for one turn. Outside of that, you need to build up a pretty awesome economy to swing them down . . .

I love Contested Stronghold for this. It gives you a lot of flexibility for gaining resources/draws, even if it is expensive to get down in the first place.

I think certain factions are better at it than others, too. The Empire especially has a lot of support cards with great effects that need to be played into the Kingdom. I'm honestly not sure how you could get through a game as the Empire WITHOUT having at least 6 resources available, barring a lot of support-busting from your opponent.

I almost always build a big economy (fast attacking opponents gets sqashed befor they manage to burn two zones). I feel the big guys are usually worth it and not that hard to get in to play. The bloodthirster is the only one i have trouble of getting out. Thats because Caos is the race i get the the least economy with, and it requier some preparation (it is possible for me to get it out on turn 3, but i'm not gonna because it wuld just eat itself). If caos had some more smaller big units then i wuld probably exange the bloodthirsers for them, but as it now stands the bloodthirsters stay.

The only big units i don't have in any of my decs is the cold ones (they are dark elf) and the ironbreakers (Stops to little damage to reach your capital for their cost).

The problem with the contested stronghold is that a big part of your economy will be tied upp in one support card. A well timed demolish or pillage culd make you fall way behind. I'm not saying its bad, im saying it comes with a risk.

LordMalinari said:

but are the Dwarf and Empire 6-cost high-loyalty units (their names escape me, and I can't be bothered to move to check) worth it?

Easy way to look after them.

mylastnerv said:

The desctruction ones are worth it . . . if you use Rip Dere "Eads Off to just pull them into play for their effect for one turn. Outside of that, you need to build up a pretty awesome economy to swing them down . . .

"Enters play" is not triggered by facing up cards. So Grimgors effect wont happen.

Hi,

Yesterday King Kazador won a game for me... so yes, it's definetly worth it's resource cost. It's really hard for you opponent to get rid of him. :)

The human hero gives you 1 resource, 1 extra card plus per tur and a movable defender with counterstrke 2... seems really good in my opinion.

I played King Kazador, he did a tonne of damage, but lost all but 1 health in a single battle from a concentrated orc attacking force [attached choppa + frenzy from having damaged units, 5 attack from 1 unit, anybody?].

I also got ironbreaker out in my third turn - toughness 2 from developments and 5-ish health. These units are really centres of attention, but they need backup to last long and be a formidable attacking force.

I haven't tried using the Daemon Lord/Chaos super unit - he looks REALLY hard to play, maybe worth it though.

King Kazador was the decider in the first W:I game I played, Dwarves vs Orcs. Bloodthirster saw action in the second game (Chaos vs Empire), at least briefly. After he came out and attacked, on the Empire turn they played "Forced March" to move him to a zone with no other Units, so he went poof because of his Forced text start of my next turn. Despite winning the game (as Chaos), I was not pleased demonio.gif .

So far I never got the Bloodthirster out yet.

Chaos has suprisingly (only in the sense that themewise they probably don't fund stuff, of course, it might be more of a influx of chaos sorta thing) good economy options. Savage Marauders (I think that's the name), that cost 3+1, have 2 Power and 1HP, slap one of them to KZ on your first turn, you'll be getting 5 resources on turn 2, if you have another, to QZ next turn, 5 resources, draw 3 on turn 3. If playing with just 1x Core Set, using random Neutrals to get to 50 cards, getting the needed resource for the Bloodthirster isn't tough at all.

Bloodthirster would've shown up today as well, except the annoying Free Company Scout harrassed Chaos early on, discarding the BT.

jogo said:

LordMalinari said:

but are the Dwarf and Empire 6-cost high-loyalty units (their names escape me, and I can't be bothered to move to check) worth it?

Easy way to look after them.

mylastnerv said:

The desctruction ones are worth it . . . if you use Rip Dere "Eads Off to just pull them into play for their effect for one turn. Outside of that, you need to build up a pretty awesome economy to swing them down . . .

"Enters play" is not triggered by facing up cards. So Grimgors effect wont happen.

Just curious, where are you getting your definition of "enters play" from? To my recollection, the term isn't defined in the official rules...

If a unit is turned face up by Rip Dere 'Eads Off it is allowed to fight in combat, therefore it must enter play... therefore... Grimgor's ability would trigger. Certainly did against my dwarves. He caused one of my zones to come alight while hammering away the rest of my battlefield!

To be able to attack, he needs to have entered play yet, that is right. But he entered play, while he was played as development.
There was some discussion about him yet, but I dont find the thread.

Ok, but HE didn't enter play as a development. It was a development. He entered play when he was turned face up. I think the two concepts are mutually exclusive, but we'll see when the FAQ comes out.

Hi,

Basically it"s does not matter that it's entered play as a development or anything else... it's already in play.

Just follow logic here : if a card isn't in play then it's able to "come into play"... (at least it works similar in all other cardgame I know)

Two more games, featuring 3 of the 4 big ones. Even Bloodthirster was involved in hand, but didn't manage to make it into play.

King Kazador totally trounced Chaos. 3 Power, 2 Toughness, 6 Hitpoints, sitting in the Battlefield was making a mockery of most of the tweeners Chaos was getting out. Granted, Dwarves did get their economy machine rolling early on and Master Rune of Dismay hindered Chaos as well, but Kazador is a tough nut to remove.

Grimgor and Johannes saw action in the second game. While Grimgor did his part, he wasn't that pivotal to the Orc victory. Still, he contributed his share. Final attack was a very humbling and utterly cool overkill moment, with Empire Kingdom zone already burning, entire Orc Battlefield attacked the Empire Battlefield zone, defended by 2 Greatswords. There is just something to be said about getting to assign 50 points of damage partido_risa.gif !

he card itself physically entered into the playing field. It had to in order for it to become a development. The unit itself never entered play, the unit was revealed. Revealing a card is not the same as putting a card into play.

King Kazador was the clincher in my first game too. I had a slight advantage up until the point he came out. Once I had that advantage KK prevented my opponent from ever building up enough to counter it. He was able to do unrequitted damage from the time he entered until the end of the game.

So in that case it was a lot like a player getting to buy Boardwalk when he was only slightly ahead in Monopoly. Slightly ahead quickly turns into just a matter of time...

thefoehammer said:

King Kazador was the clincher in my first game too. I had a slight advantage up until the point he came out. Once I had that advantage KK prevented my opponent from ever building up enough to counter it. He was able to do unrequitted damage from the time he entered until the end of the game.

KK is hard to take out, once he's out there. Toughness 2, 6 HP, pay extra 3 to target him, lot of variables to get through. Still, Forced March him to a burning QZ and watch the Dwarves panic as they suddenly need to worry about decking out gran_risa.gif .