Orc Blitz w/Skaven

By chimchimm, in Warhammer Invasion Deck Building

A friend just turned me on to this game and I have really enjoyed it so far. I feel they did a pretty good job testing this game and balancing a lot of cards with the zone restrictions/requirements. ANYWAYS this is my 4th or 5th draft of my orc deck that has warped from a semi control deck to an almost fully dedicated weenie list.

Units

3x Spider Riders (1)

3x Crooked Teef Goblins (1)

3x Night Goblins (2)

3x Lobber Crew (2)

3x Squig Herders (2)

3x Followers of Mork (2) (love these guys so much synergy)

3x Clan Rats (2)

3x Urguck* (3)

3x Greyseer Thanquol* (3)

3x Boar Boyz (4)

2x Grimgor Ironhide* (6)

Support

3x Warpstone Excavation (0)

3x Contested Village (1)

3x Choppa (1)

3x Totem of Gork (3)

Tactic

3x We'z Bigga! (0)

3x WAAAGH! (3)

* - denotes hero

Cards are listed in ascending order.

This list has some pretty explosive starts but also sometimes has a few that just will not cut it. When in doubt always ALWAYS mulligan. Followers of Mork are amazing w/boar boys,Squig herders, and especially urguck. I just wish choppa wasn't battlefield only lol :]. Anyways WAAAGGGHH!!!!

Followers of Mork only damages capitals, if I understand it correctly.

Other than that your deck is solid. There is one combo that you are missing though and which can be devastating: Rip Dere 'Eads Off + Bloodthirster

chimchimm said:

A friend just turned me on to this game and I have really enjoyed it so far. I feel they did a pretty good job testing this game and balancing a lot of cards with the zone restrictions/requirements. ANYWAYS this is my 4th or 5th draft of my orc deck that has warped from a semi control deck to an almost fully dedicated weenie list.

Units

3x Spider Riders (1)

3x Crooked Teef Goblins (1)

3x Night Goblins (2)

3x Lobber Crew (2)

3x Squig Herders (2)

3x Followers of Mork (2) (love these guys so much synergy)

3x Clan Rats (2)

3x Urguck* (3)

3x Greyseer Thanquol* (3)

3x Boar Boyz (4)

2x Grimgor Ironhide* (6)

Support

3x Warpstone Excavation (0)

3x Contested Village (1)

3x Choppa (1)

3x Totem of Gork (3)

Tactic

3x We'z Bigga! (0)

3x WAAAGH! (3)

* - denotes hero

Cards are listed in ascending order.

This list has some pretty explosive starts but also sometimes has a few that just will not cut it. When in doubt always ALWAYS mulligan. Followers of Mork are amazing w/boar boys,Squig herders, and especially urguck. I just wish choppa wasn't battlefield only lol :]. Anyways WAAAGGGHH!!!!

I'm curious about the followers of mork. I checked the rule book and can't find anything about "indirect damage". So than I moved to a simple google search and came across a forum on BGG and it seemed like the consensus was that you could damage units with indirect damage. Now up until this point I have simply taken my friends word for it, that word being that you could damage units with indirect damage. HOWEVER after approaching the card for more answers it simply states that the player takes the 2 indirect damage. To me this would imply that since the player is the one taking the damage than it is the players capital that would be the recipient of this damage since the capital is in theory and extension of the player. Generally in other card games damage allocation is split between 3 seperate entities the first being a player himself the second being a players units/creatures/characters and the third being a combination of the two. I could definetly see indirect damage meaning just your capital but I could also see someone having the choice of damaging there own units or their capital.

As far as the blood thirster+rip dere eads off I had it for awhile but eventually cut it because I usuall ended up with one half in hand and the other half sitting in my deck or by the time i had it together it was irrelavent and I was already going to win.

I have however recently taken out Grimgore Ironhide x 2 and added Seduced by darkness x 2.

Sorry for the double post I'm new to the forums and can't seem to find an edit button.

Also just wanted to note the Boar boyz will be coming out for the Veteran sell swords from the new BP.

Followers of Mork damage can be put anywhere you like. For Orcs, they are often good at getting a wound on a Unit, boosting Boar Boyz and Squig Herders. Or combo with Urguck and play another Followers of Mork essentially for free.

Dam said:

Followers of Mork damage can be put anywhere you like. For Orcs, they are often good at getting a wound on a Unit, boosting Boar Boyz and Squig Herders. Or combo with Urguck and play another Followers of Mork essentially for free.

Ahh goodstuff would have been sad to find out I couldn't do that anymore.

Get Path of the Zealot and add in 3 copies of Chittering Horde, Poison Globadiers, and Warpstone Lightning Cannon, you'll see a significant increase in your speed/draw capabilities.

While adding these cards would increase the drawing capabilties of the deck it would definetly not speed it up :[. The cost to damage ratio of the cannon is sub par especially when factored with the idea of giving up a turn of attacking with that unit. the poison wing globs ( fromt this point forward i declare they will simply be named GLOBS :-P) do nothing Im interested in as a unit on there own. While I am using Skaven in this deck It is not a theme I am trying to push for the sake of using skaven unless ffg releases another efficiently costed skaven unit it will not find its way into this deck. I understand the more skaven units I add the more rediculous Greyseer can become but honestly he is is only a subtheme to the deck that effectively helps the rest of the main goal of this deck while the clan rats are another 2 creature that have great synergy with eachother as well as greyseer. Drawing power is not something I concern myself with in this game as much as other ccgs/lcgs due to the mechanics of the game. This deck deck is an example of your classic weenie rush decks you see in other card games except thanks to the mechanics of the actual game you can reload once you begin to run out of gas. This was always traditionally a weakness of this strategy but warhammer invasion strongly supports weenie rushes. I personally have never been a huge fan of these types of decks in other games usually leaning more towards control (which I will be throwing together here very shortly once I return from my vacation) but the design of this game has led to a VERY enjoyable experience with this deck.

Outside of the card drawing capability these decks can now maintain another thing that makes this type of strategy much better in this game as opposed to others is the way combat damage is dealt with. Being able to only "block" damage as opposed to actual units is INSANE. This makes cards like totem of gork and waaagh! borderline obsene (do i think they are broken however no. many factions have things that balance cards like this and many combos that make attacking very un profitable a lot of times). To make a comparison to Magic(as much as i know a lot of people hate this game I feel this game is one of the best around and gets a bad rep based on the financial issues that come with it) the card trumpet blast is funcionally the same as waagh! but has NEVER even come close to affecting the game like waagh! has. why is this? because the turn you go for your trumpet blast a player can simply "chump" block most of the attacking creatures and still taking no damage and at worst have some unfavorable creature trades forced upon them. I could go on but this post has already become very long and I will end with saying that there are many more examples i could give like this one but will save you the trouble of reading them lol. Also just because I'm using magic in my examples says nothing about what I think about this game I have said this is the past that I REALLY feel this games design is excellent and I love it very much and plan on playing this for long times to come.

Oh and 2x seduced by darkness have replaced Grimgor :_P

I would always include Rip dere 'eads off in an Orc build since it lets you play expensive units early in the game and you always have a nasty surprise up your sleeve. Even if you don't have it in your hand, playing a development in the battlefield always makes your opponent sweat in fear of a Bloodthirster or Ironclaw's Horde . gui%C3%B1o.gif