Empire Deck Advice

By iwantpie, in Warhammer Invasion Deck Building

Hola all! This is my first post on these forums. I'm hoping to take part in my local tournament in May and currently my Empire deck is my strongest. I haven't played the game that much though and I'm wondering if anyone can suggest any ways I can improve this deck. Any help appreciated!

Support (16)

2x City Gates
3x Abandoned Mine
2x Temple of Shallya
2x Shrine to Taal
3x Contested Stronghold
2x Church of Sigmar
2x Knight's Training

Tactics (13)

2x Judgement of Verena
2x Sigmar's Intervention
2x Will of the Electors
2x Innovation
3x Forced March
2x Demolition

Units (21)

3x Reiksguard Knights
3x Reiksguard Swordsman
3x Greatswords
3x Pistoliers
2x Johannes Broheim
3x Runesmith
2x Vigilant Elector
2x Ironbreakers of Ankhor

I imagine this type of deck is quite familiar but the idea is to get your City Gates in action and gradually amass ridiculous amounts of resource, using the counterstrike units, Judgement of Verena and Sigmar's Intervention to cope with the early rush. This deck seems to have a zone burned quite a lot of the time but then stops the opponent doing any further damage as that is usually sufficient time to get the wheels of production turning. My main question is whether people think it's worth putting in Twin Tailed Comet as this seems like a nice, adaptable card you can use for a variety of purposes. If so, should I swap something out for it or just throw in an extra couple of cards?

On a side note, does anybody know if you are usually allowed a sideboard in LCG tournaments?

looks nice and solid- interesting seeing ironbreakers in there...are you able to get them out and do you really need their defense? my empire deck is similar: deckbox.org/sets/3620 . Talabheim Detachment is hard for me to pass up because it has the opportunity to pump up the Greatswords so much. I also like Contested Fortess/ Gate of SIgmar / Flagellants to cancel capital damage. It doesnt always help tremendously, i'll admit, but always soacks up damage, especially in early game and works to frustrate opponent sometimes gran_risa.gif I put Errant Wolf & Prepare for War! in for quest to help cycle through cards - and they made a huge difference to me. Bright Wizard Apprentice is good for countering Deathmaster, Rock Lobber, etc. but i could never get him out and able to use the 2 resources as fast as those other guys, so i axed him. The new Gold WIz i am trying now w/ Franz's Decree.

I know what you mean about the Talabheim Detachment but at the moment my greatswords generally seem to have 3 or 4 power most turns after about the 4th and I can always spend the 2 resources the TD would cost moving a Pistolier out and in again or on the Runesmith's ability which also give an extra power. I know the TD gives another unit too but it's only one power and for the sake of keeping the deck lean I left them out. If, over time, it seems short on units they'd probably be the first in though.

The Ironbreakers do come out resonably late game normally. By the time they emerge I'm normally generating 14+ resources a turn so their 7 cost (assuming no Dwarf icons) isn't too bad and they totally cover my Kingdom zone on their own, leaving me free to concentrate on the Battlefield (assuming the quest zone's burned which it often is).

I did consider going for some of the damage cancellation too but I reasoned that to make it anything other than a handy little perk would mean putting at least 6 more cards into the deck and I'd sacrifrice a lot from the main tactic for that. As it is, I have the Church of Sigmars in as my little perk, it's handy to make the opponent suffer a bit for corruption or sniping.

I might try chucking in some Prepare for War!s as a little boost though, getting Judgements of Verena, Vigilant Electors and Forced Marches back is handy,

biggest threats ive run into with this deck are Rush (the deck not the band) obviously, and now Dark Elf / Chaos Discard. Prepare for War helps with the discard / milling guys which can really screw you up if your important cards or immediately sent to discard. The best way ive countered rush is multi-pronged approach of outlasting them through their peak with damage cancellation & CS. After they peak and i can do a judgement, it's in the bag fast with johannes & greatswords in a couple of turns. However there seems to be missing something or I am missing something as i'm not satisfied until i get a 90% success rate in taking down a skaven/orc rush deck...right now its like 60-75%

have you tried Sigmar's Intervention x3 & Ulric's Fury x3 yet?

Funny you should ask that actually as I replaced the Ulric's Furys with the SIgmar's Interventions as I don't think I've ever actually played Ulric's Fury. It normally works out well enough that I can get out the counterstrike I need with Johanes Broheim and Reiksguard Knights/Swordsmen so I never needed the Ulric's Fury.