Warp Lightning Gun

By Kako K., in Warhammer: Invasion The Card Game

Hi folks,

i checked lots of Decks here and cant find any users of the skaven lightning gun. I played against a friend who attached it to his Chaos Knights and made them **** powerful. I wonder if we did missunderstand the rules for this support?

Can u tell me if its only possible to attach it to skaven units? If not could u explain why noone here is using it? Seems quite cheap for a 3p powerboost.

Thx

Yes it is fine for none skaven units. Most people dont pack it because in a blitz you don't want any of your guys to be corrupted for a turn after it attaches. As for the other decks you need to defend against blitz so again, being corrupted isn't much good while defending. Not to mention that the unit equipped with it becomes a pretty big target whether empire move it or chaos snipe it. Thats my personal reasons for not playing it at the moment !

I have seen an almost pure Skaven deck in the deckbuilding subforum using it, and also I tried it in a chaos-skaven build.

They are good, but often you could find options which are better fitting to your deck. The card is bst with other skavens... they become corrupted often anyway, and Chittering Horde could take this support into your hand.

You are correct, it IS a good card. People probably avoid it because they tend to over-think things with card-games and end up missing out on some good stuff. ;)

We got too many self-proclaimed CCG experts around these parts, so they miss out on a lot of good, fun cards. :P

Me thinks this combo with the new Skaven Ogre (un-corrupts all skaven units) is pretty nice.

I've experimented with this card, but haven't really been able to make it work. With the T&C release, I'm going to try and create a deck with a heavy Skaven influence. I'm still trying to decide if I should combine it with Chaos or Orc. I'm leaning toward Chaos.

I really dont get the point. My friend just attaches it to his chaosknights. So they wont attack for 1 round. Np for him. Next round they have 6p!!! With a little help of their friends it only takes 2 more rounds to finish me. Cant do anything against them.

If I let them march to questzone he gets more and more cards and sais "thx". If I put them into kingdome its same. So how to deal with them, esp. Chaosknights?

Kako K. said:

I really dont get the point. My friend just attaches it to his chaosknights. So they wont attack for 1 round. Np for him. Next round they have 6p!!! With a little help of their friends it only takes 2 more rounds to finish me. Cant do anything against them.

If I let them march to questzone he gets more and more cards and sais "thx". If I put them into kingdome its same. So how to deal with them, esp. Chaosknights?

You then also just Will + Judgment on his KZ (throw in Twin-tailed Comet if need be). Keep zapping his KZ so he'll have 3 Resources per turn. WLC works only when they attack or defend, so you can ignore his QZ, Chaos Knights just sit there.

Its a decent card, but if you had the choice, just running another unit is probably better. The only power pumping support card that really sees any play is choppa and that is just because it costs 1 and the orcs still need really cheap units to fill the whole. If orcs get another 1 cost 2 (like spider rider) attack unit and choppa is the worst card left in the decks (probably not though) then it would be replaces.

Kako K. said:

I really dont get the point. My friend just attaches it to his chaosknights. So they wont attack for 1 round. Np for him. Next round they have 6p!!! With a little help of their friends it only takes 2 more rounds to finish me. Cant do anything against them.

If I let them march to questzone he gets more and more cards and sais "thx". If I put them into kingdome its same. So how to deal with them, esp. Chaosknights?





Vaul's Unmaking




Grudge Thrower Assault






darkdeal said:

Its a decent card, but if you had the choice, just running another unit is probably better. The only power pumping support card that really sees any play is choppa and that is just because it costs 1 and the orcs still need really cheap units to fill the whole. If orcs get another 1 cost 2 (like spider rider) attack unit and choppa is the worst card left in the decks (probably not though) then it would be replaces.

A couple of thoughts:

1. The following statement is solely your opinion and may not reflect reality among the W:I masses: "The only power-pumping support card that really sees any play is Choppa." So Totem of Gork is never used by Orc players? I don't mind anyone sharing their tactical, strategic, or just general opinions about the game but please try not to pass them off as factual when the reality may not match those claims. I don't mean this harshly, by any means, just be aware that there are a "million" experts out here, each of whom will claim that certain cards are the new hotness or the "most used" or "most important" for any particular deck.

2. I disagree that running another unit is better, especially if we're not just talking about Orcs - there is no 2 Cost, 0 Loyalty Unit that provides 3 Power when both Attacking and Defending. Now perhaps in a strictly Orc deck, it's too slow (even waiting a single turn to uncorrupt it may be too slow for the needs of an Orc rush-style deck) but for general use it's fantastic, imho. :)

Wytefang said:

darkdeal said:

Its a decent card, but if you had the choice, just running another unit is probably better. The only power pumping support card that really sees any play is choppa and that is just because it costs 1 and the orcs still need really cheap units to fill the whole. If orcs get another 1 cost 2 (like spider rider) attack unit and choppa is the worst card left in the decks (probably not though) then it would be replaces.

A couple of thoughts:

1. The following statement is solely your opinion and may not reflect reality among the W:I masses: "The only power-pumping support card that really sees any play is Choppa." So Totem of Gork is never used by Orc players? I don't mind anyone sharing their tactical, strategic, or just general opinions about the game but please try not to pass them off as factual when the reality may not match those claims. I don't mean this harshly, by any means, just be aware that there are a "million" experts out here, each of whom will claim that certain cards are the new hotness or the "most used" or "most important" for any particular deck.

2. I disagree that running another unit is better, especially if we're not just talking about Orcs - there is no 2 Cost, 0 Loyalty Unit that provides 3 Power when both Attacking and Defending. Now perhaps in a strictly Orc deck, it's too slow (even waiting a single turn to uncorrupt it may be too slow for the needs of an Orc rush-style deck) but for general use it's fantastic, imho. :)

First, I should have clarified better, but my meaning was attachments.

Second, you are getting a bit too aggresive in your attack on me as if I were trying to pass anything off as fact. I was merely stating that the only 'attachment' that really see's play is Choppa. You can look through all the decks published on any site about W:I and see. Sure there are a few others but they are used seldom or in decks that people make because they dont feel like having access to 3x of each card.

Third, running another unit is almost always better given a similar cost to power ratio. The attachments require a unit to be already in play and do nothing alone. Secondly, most attachments only give the power boost when attacking and/or defending and add nothing to the power count of the quest or kingdom zone.

Fourth, in talking about the cannon specifically, it corrupts the unit it attaches. That makes it so you can't attack with it the turn it is played, and you can't defend with it on your opponent's turn after it was played. That is a pretty rough drawback.

My bad about the attachments thing, I was wondering why you made that statement as you seem to understand this game well enough to realize how good Totem of Gork is for the Orcs. :D

I'd agree that a Support card isn't as utilitarian as a Unit, but for the purposes of the Battlefield and getting your attacks ramped up, it can serve a vital role - both as an Attacking enhancement (it's more obvious benefit) AND as a distraction or decoy. Once someone see the WLC on your unit, they have to start preparing to target or handle the unit it's attached to. I see that as being almost a better benefit than its obvious usage.

One last comment - if you felt my post was too aggressive, you have my apologies - that's not my intent. I will say that I don't much care what the decks being built and shown on this forum reveal about attachment usage, simply because everyone has an opinion and I've found that many of the folks posting decks here aren't coming at this game as its own unique game but as if it's just another knock-off CCG, which it's clearly not (you know my stance on this). So for me, many of the opinions here, from those types of gamers, aren't terribly valid (for me).

I will say that you can definitely learn a bunch from playing other W:I gamers and hearing their thoughts on deck-building and such but by no means do I feel obligated to take their understanding or skill at the game as any kind of Rule of Law about W:I either - and really, none of us should. So hopefully that's not going on here. You develop your skill at this game by playing it and figuring things out yourself as much as from hearing what other (so-called) "experts" think or believe about it. gui%C3%B1o.gif

Warp Lightning Cannon + Clan Moulder Elite seems to be the scripted combo to make it playable. That way that at least have to put some effort into killing your guy. I think it's a decent fit in Chaos/Skaven, such as the one I posted over on the deck forum. It's hard to consider it for Orcs since they have so many ways to get attack hammers.

There is at least one person locally who will play them on his opponent's units just to corrupt them so they can't defend. Its a dangerous tactic, but in the right circumstances can actually be in his benefit.

I agree that Warp Lightning Canon works better with Chaos/Skaven. Most of the Skaven effects work through corruption, if you attach WLC to an already corrupted unit you've got nothing to loose since the corrupted unit would only be available to attack next turn anyway.

Thee warp lightning gun is one I use a bit so far. I don't think it's a big deal to have a card corrupted for a turn. Most of the time you will boost the power to the point where you get more than you lose by attaching it. There was once or twice where I needed my units to defend and developed it, but the other times I played it it let me burn regions faster. So I'd say that if you are at a point where you aren't concerned about defense and will use it to attack a bit either because you have lots of units or the other side doesn't then it's useful.

JerusalemJones said:

There is at least one person locally who will play them on his opponent's units just to corrupt them so they can't defend. Its a dangerous tactic, but in the right circumstances can actually be in his benefit.

Props to him (or her) for thinking outside the box but I'm nearly 100% certain you cannot play your attachment onto someone else's unit. Cool idea though.

There is nothing in the rulebook or FAQ tha says you can't put attachments on opposing units, and Warp Lightning Cannon says "attach to target unit." Some other attachments say "attach to target unit in your battlefield." I actualy assumed the option to play it on opposing guys was intentional. I guess it could be an oversight in the rules, but why would they want to cut off the design option of having "debuff" attachments?

Why would you want to push past what would be the natural assumption (that you play attachments on your Units to help them) to force an unnatural usage of this kind of card? Without a proper ruling on this, I'd never agree to someone doing that. It just doesn't make sense at all - neither thematically nor from a gameplay standpoint.

My main concern with it is that there is no counter-card for a Support card being used as a Tactic (because that's what it basically would be used like in this scenario). Just a bad rules precedent to set, imho.

It actually seems perfectly thematic for someone like chaos or dark elves to Hex or Curse someone. That is a lasting negative effect that can really only be properly shown as an attachment.

Also, looking at the database, there seems to be no cards that destroy support cards that specifically target an opponent. So all cards currently available that destroy support cards could also be used to destroy a support card played on your unit.

Another note, it would make Grimgor Ironhide more playable in a midrange orc deck if they did expand into the curse/hex idea as he could clean all your guys in the zone you play him in.

A neat possiblity could be something like [Hemorrhage - Attach to target unit. The unit that this is attached to takes 1 damage at the beginning of your kingdom phase.]. Something like that would be decent to play on your opponent, and could be really good on an orc that gets bigger with more damage (Ugrok Beardburna). Another curse could be something like [Curse - Attach to target unit. The unit that this is attached to becomes corrupted at the beginning of your kingdom phase]. There are lots of possibilities.

cyberfunk said:

There is nothing in the rulebook or FAQ tha says you can't put attachments on opposing units,

Actually I believe their is. Page 10 of the rules says. (Emphasis mine.)

"In order for a player to play a card from his hand, he must pay for it by spending a sufficient number of resources (equal to the card’s total cost), returning them to the pool in the centre of the play area. When a unit, support, or quest card is played in this manner, the controller of the card chooses where (amongst his three zones) the card is placed."

So it seems pretty clear that support cards can only be played into one of your three zones, thus Warp Lightning Gun cannot be played on adversaries.

I agree that an attachment like cards that can be played on enemies would be cool and could easily be done by having game text that says they can be played on enemies. Maybe something to see in the future.

Wraith428

Thanks for the good research, Wraith. I thought I'd recalled reading something like that but I hadn't taken the time to actually go check! D'oh.


Darkdeal, I do agree - a hex/curse card would be great but it could easily be done as a Tactic that sticks around until canceled, too. I'm sure we'll see something like that though.

Yeah, good catch wraith. That does seem to be the suggestion, though it could be a little more explicit.

Another great use of WLC is playing it on the unit that you just placed on the "Wolves of The North" quest. There opportunity to attack does not come until the next turn anyway and you can really make that one attack a doozy.