Orc/Skaven MadRush

By LiveTheDream, in Warhammer Invasion Deck Building

So here's a deck I've been working on.. any feedback is appreciated..

Units

3x Veteran Sellswords

3x Spider Riders

3x Crooked Teef Goblins

3x Squig Herders

3x Followers of Mork

3x Lobber Crew

3x Clan Moulder's Elite

3x Clan Rats

2x Big 'Uns

2x Greyseer Thanquol

2x Deathmaster Sniktch

Support

3x Warpstone Excavation

3x Contested Village

3 Choppa

2x Totem of Gork

Tactic

3x We'z Bigga

3x Chittering Horde

3x Waaagh!

So the idea is pretty straight forward. Beat down your opponent as fast as possible. Chittering Horde helps refill your hand, and Deathmaster, Greyseer, Clan Rats and Lobber Crew are all really good outside of the BZ. Big 'Uns is a personal favorite, and is really good at staving of the "sniping" decks as well as giving that push against some Counterstrike shenanigans.

Interesting idea. Most people are making Chaos/Skaven decks since they have more options for tactics, but this has the potential to take an orc rush and make it even faster.

One thing first, I'm pretty sure counterstrike is uncancelable damage so the toughness provided by Big 'Uns shouldn't help you against counterstrike (unless I'm missing something).

I see a few ways to optimize the deck but it all depends on how you want to play it. The big question is: What kind of units do you want? If you want really cheap units then you should definately get rid of We'z Bigga, Followers of Mork, and Big 'Uns since most of your units are only 1hp and would not benefit from these effects. On the other hand, if you want to pay more for tougher units then you probably want to switch the Veteran Sellswords and Crooked Teef Goblins for more Skaven units like Gutter Runners, Poison Wind Globadiers, and Rat Ogres (which has the added bonus of being able to be drawn with Chittering Horde).

So what are you looking to do? Also, do you have any card restrictions or do you have access to 3x of every card?

Well, I posted an Orc/Skaven deck, which should give you an idea of what I think. But anyway, for what it's worth...

I don't like Chittering Hordes - you have to play an awful lot of Skaven to make it work and you run out of good ones before you have enough. I definitely think it doesn't work in your current deck - you just don't have enough Skaven.

I would add another Greyseer for sure. He's one of the best Skaven if not the best, since you actually want 1 extra hammer in kingdom and as many as you can spare in quest. If you draw multiples, well, if they don't kill the first one they've probably lost anyway.

I think the best answer to Counterstrike units is to run Seduced by Darkness and either just pay 1 for it or run some Chaos / Orc alliances.

Thanks for the info. I wasn't aware that the counterstrike damage was uncancelable. Also, We'z Bigga and Chittering Horde we're all I could find to put in the deck. I'm trying to keep the cost of the cards down as much as possible, thus making the deck even faster. I would like to play with more rushing attack than anything else, and so far the deck has been working really well with We'z Bigga, but Chittering Horde has been a little lackluster. So any suggestions for what to put in place of the following:

1x We'z Bigga

2x Big 'Uns

3x Chittering Horde

I can't seem to come up with anything.

Try 1x Greyseer, 2x Chaos/Orc Alliance, 3x Seduced by Darkness. You'll never be super excited to play the Alliances but you will be glad you did when they Pestilence, leaving you with a couple of lonely supports on the board.

Clamatius and I have a mutual friend who has a version similar to this, and it's pretty close to what you run. Deathmaster and Rat Ogres are the most expensive thing it runs, and we keep all orc units at 2 or lower in cost.

We also have in a Lobber Crew, 3x. I can't overemphasize how powerful this card is. This deck will be smashing people's faces in, and they'll be trying frantically to 1) set up kingdom/quest asap with supplies 2) wipe the board 3) put down defenders.

I would say Chittering can come out for Pillage, as I don't think you have enough rats to search for (I think you're running 10 total or so?). I would rather save those 3 spots for a Pillage...or something else.

I don't know that Totem of Gork is worth it...? What has your experience been like? We prefer Rock Lobber instead. If the game does stall, it allows you to go directly as your opponent's last zone without having to go through blockers/counterstrike.

Our philosophy is to rush as fast as we can, realizing that the orc/Skaven will lose units to board wipes/Pestilence. But the idea is to get so much damage through as soon as possible that you're able to win with Waaagh! on turns 3 or 4. To do this, you need as many bodies in the field as possible, so we keep the cost very low (maybe consider how many of your guys are benefitting from Big' Unz? Does it really seem to help much? What has your experience been like?

Also consider Innovate - it can allow for some silly first turns. Two examples from last night's session:

1) Innovate, 2x Clan Moulder Elites to Battlefield + 1 Warp Stone to Kingdom + 1 Warp Stone to Quest. When he saw me play this out, he just laughed.

2) Innovate, 2x Spider Riders to the Battlezone, Warp Stone to Quest, Lobber Crew to Kingdom. Some serious harshness then ensued.

I wouldn't drop the Wez' Bigga. That + Innovate are GREAT at getting larger bodies on the field faster.

So here's the base that has done really good, and has been ending games quickly for me.

Units

3x Veteran Sellswords

3x Spider Riders

3x Crooked Teef Goblins

3x Lobber Crew

3x Squig Herders

3x Followers of Mork

3x Clan Moulder's Elite

3x Clan Rats

3x Greyseer Thanquol

2x Deathmaster Sniktch

Support

3x Warpstone Excavation

3x Contested Village

3x Choppa

2x Totem of Gork

Tactic

3x Waaagh!

Now that is only 43 cards, and I need help smoothing out the last 7 cards. I think We'z Bigga should go back into this list, but only as a 2 of as there are 11 targets for it out of 29 units. That also makes me want to put in some more targets for it. So far the highest candidates for it are, Big 'Uns, Rat Ogres, Iron Boyz, Poison Wind Globaiders, Urguck, Boar Boys, and to a lesser extent Night Goblins. Also, something is needed to get around and/or past the Counterstrike that eventually hits the board. For this I like Seduced by Darkness, and someone mentioned Rock Lobber. Now on a side note, Pillage looks like a good card to be rid of annoying supports, and Smash-Go-Boom could just put the game in reach by killing off their developments, effectively dealing damage I don't need to deal.

Thoughts?

LiveTheDream said:

Now that is only 43 cards, and I need help smoothing out the last 7 cards. I think We'z Bigga should go back into this list, but only as a 2 of as there are 11 targets for it out of 29 units. That also makes me want to put in some more targets for it. So far the highest candidates for it are, Big 'Uns, Rat Ogres, Iron Boyz, Poison Wind Globaiders, Urguck, Boar Boys, and to a lesser extent Night Goblins. Also, something is needed to get around and/or past the Counterstrike that eventually hits the board. For this I like Seduced by Darkness, and someone mentioned Rock Lobber. Now on a side note, Pillage looks like a good card to be rid of annoying supports, and Smash-Go-Boom could just put the game in reach by killing off their developments, effectively dealing damage I don't need to deal.

Thoughts?

If you are set on those 43 cards then I suggest adding a third Deathmaster Sniktch. He is severely overpowered at the moment and will be a huge target so don't expect him to stay too long. Also, you seem to want them so just add 3 We'z Bigga. Sure they won't have many targets (15 max) but using it to play Squig Herders on your first turn will give you a huge income. As for the last 3, I say Rat Ogres. Sure they are expensive, but being able to snipe 2 or 3 units at the beginning of your turn (with Deathmaster Sniktch) will get around any counterstrike problems pretty easily (can't counterstrike if they are dead).

I wouldn't worry too much about supports since this deck is going to be so fast the game won't last long enough for them to be useful.