Dwarf-Empire Developers

By Sir Blackadder, in Warhammer Invasion Deck Building

Here is my deck, after having achieved 3 core sets, 1x battle pack #1, 2x battle pack #2 and 2x battle pack #3:

Capital:

Dwarf

Units:

3x Peasant Militia

3x Dwarf Cannon Crew

3x Dwarf Miner

2x Errant Wolf (would leave the deck for another Abandoned Mine and Reap what's sown)

3x Pistoliers

3x Talabheim Detachment

3x Troll Slayers

3x Reiksguard Knights

3x Ironbreakers of Ankhor

3x Reiksguard Swordsmen

Supports:

3x City Gates

3x Keystone Forge

2x Shrine to Taal

2x Temple of Shallya

1x Abandoned Mine (need a 2nd)

Tactics:

3x Innovation

2x Reap what's sown (need a 3rd)

3x Wake the Mountain

2x Judgment of Verena

The deck is very fun to play and has a lot of stalling potential to buy time for the finisher combo. The Militia helps getting out the Empire cards quickly, but even without them most Empire cards are cheap enough to be played by themselves. Keystone Forge, Wake the Mountain and the Dwarf Miners help to keep you alive for the first rounds until you have enough power symbols in your Kingdom to cast anything from your hand that you want. You can almost always afford to lose a zone in the first rounds since you mostly concentrate on your Kingdom zone. The Dwarf Cannon Crew helps speeding through your deck and get your 2 cost support cards into play.

In the end you want to play the Ironbreakers who are too tough for 95% of the cards out there. Shrine to Taal and Temple of Shallya and/or Pistoliers create the ultimative killer combo to crush any enemy zone. The Shrine creates infinite resources and card draw once you have the "movers" in play.

Innovation and Reap what's sown are the two cards that give me the edge over my opponent's card draw and board power, by letting me play nearly my complete hand/deck on the board.

Abandoned Mine gives me a "second hand" by letting me choose from a wide range of developments in my capital.

My personal favourite card in the game is the Talabheim Detachment which I nicknamed "The Immortals". They can survive any unit removals and block enemy units, collect the damage and disappear to my hand. So in fact they keep my zones intact at a low cost to be played.

My other favourite card are the Pistoliers. With the Shrine to Taal they alone collect my ressources, draw my cards and bash the enemy zones. What more can you wish for at a cost of 2 + a loyalty point?

The deck has a positive record against Orcs and Orc/Chaos. Any suggestions how to make it more lethal are appreciated. gui%C3%B1o.gif

Any specific reason why Dwarf Capital > Empire Capital? With EC, Peasant Militia are freebies and even then, seems there is more Empire stuff than Dwarf stuff. First turn DCC is made possible by the Dwarf Capital (IIRC, DCC is 2-DD), but other than that, can't see much difference with DC vs EC.

I chose the Dwarf capital over the Empire capital because I need the Dwarf cards in the early game to develop (pun intended ^^) my board. The Cannon Crew's speed + the healers are too good to pass on. Especially Wake the Mountain needs a proper support to be played early in the game.

Also the Militia's low cost was more of an argument for the Dwarf capital than not. I can play them for 1 ressource and then use them as a "second capital" to provide the loyalty symbols for the other Empire cards. So the dwarf cards are more in need of a capital than the Empire cards.

I would drop:

Dwarf Miner x1

Talabheim Detachment x1 - subsequent copies not as useful

Errant Wolf x2 - a lot of things that cost 2 in the deck; no faction icon

Reiksguard Swordsmen x1 - expensive, late-game unit

Temple of Shayla x2 - just not good enough and too loyal

Wake the Mountain x3 - Maybe keep one or two and lose Militias instead

Reap What's Sown x2 - You could run into decking issues with this build.

I would add:

Contested Village x3 - Still good, even with the other supports

Alliance banner x3 - Cannon Crew FTW

Will of the Electors x2-3 - Gotta have it for Verena. Can kind of work like Wake the Mountain for Troll Slayers

Abandoned Mine x1 - But you know this

Sigmar's Intervetion x2 - Solid w/ Ironbreakers and CS