So due to the lack of Orderdecks (I think everybody is kind of tiered just reading Orclists or Orc-Chaoslists) in the deckbuilding section im posting my Mill-Deck here to be discussed:
First the list:
Units:
3x Dwarf Cannon Crew
3x Hammerer of Karak Azul
2x Runesmith
3x Dwarf Masons
1x Drugnor the Bold
2x Mountain Brigade
3x Peasant Militia
3x Huntsmen
3x Nuln Tinkerers
Support:
3x Contested Village
3x Keystone Forge
3x Armoury
3x Contested Fortress
Tactics:
3x Master Rune of Valaya
3x Demolition
3x Stand your Ground
2x Grudge Thrower Assault
2x Demoralise
3x Franz's Decree
3x Forced March
3x Burn it Down
Quests:
3x Infiltrate
Total should be 60 Cards.
OK now the tactical breakdown:
This deck is basically a Stalldeck which wants to win by decking your opponent. I play all bunch of cards that destroy support cards to either slow the opponent down or remove cards that give damage boosts. Also heal cards and damage cancels are very strong (Keystone Forge and Contested Fortress are a pain in the ARSE!!!). If u cant remove damage boosters just kill the unit and take a one time amount of damage and kill it with the grudge thrower assault or just move a lot of power icons in the quest zone with forced march and let ur opponent help u to deck himself. The killer cards in this deck sureley are the Master Rune and the Franz's Decree.
The Peepbase is cheep one the big part. almost every unit is playable with having 3 ressources to come back from a trolls vomit. the militia is great for the infiltrate. if u already built up a strong draw (3-4) cards and u need the extra units because the infiltrate came late or u wanna play multiple just send a unit with no power icons to prevent u from decking urself. Also this is the reason why this Deck plays 60 cards. Another thing u have to keep in mind is that the dwarf cannon crew and the dwarf masons bring cards into play as support or development cards thus making the deck effectively only 54 cards big.
The development of the deck concentrates in the quest and in the kindom zone only. so neglect the battlefield completely.
None the less in some games u will have to switch to military. in that case build a strong kingdom and quest zone and the play every unit in the battlefield and use forced march to remove strong defenders into the KINGDOM. Remember u can still handle most decks' draw with all the support destruction and giving ur opponent more money while keeping his hand low is better then giving him more amunition to use against u. Also Franz's decree is pretty good to deliver the killing blow. Let his one or strong defender not defend to press the maximum amount of damage through.
OK so enjoy commenting on the list and if anybody has questions about some mechanics or card choices feel free to ask.