Compiled list of combo's/tactics

By Facepalm2, in Warhammer: Invasion The Card Game

Hey everybody,

I made this thread to make a list of combo's that could be useful to any player.

Lets see how much combo/tactics we can come up with, I will start with a few basic ones...

#1. Cards needed: Vaul's Unmaking (Path Of the Zeolot) high elf

Banish (Death masters dance)high elf

used for: killing beefed up units with attachments on them (YES, I am looking at you Gurni Thorgrimson!)

How to use it: use Vaul's unmaking to destroy any attachment on the card, then use banish to send the card back to the players hand, that will give you aother turn to do something and will probably slow down the enemy a lot, atleast a bit.

#2. Cards needed: Gurni Thorgrimson (tooth and claw)

Anvil of doom, more is better (tooth and claw)

any attachments (varies)

Used for: making the hero really strong

How to use it: Put as many attachments as possible on the hero ( he gets +1 power per attachment) anvil of doom then farthen this combo by giving him +1 each.

Hope people will find this thread useful!

I will post more later. (your descriptions do not have to be as complicated as mine)

My favorite pure faction combo...

Stand Your Ground + Demolition!

Set an expensive Dwarf unit as a development. Destroy your development with Demolition!, then resurrect the Dwarf unit with Stand Your Ground.

Oooh...Fiendish, that was ...well...Fiendishly clever. I like that a lot. Can't believe it didn't occur to me! D'oh!

Good thread here, Facepalm!

Haha Fiendish you picked up on something my players think this game is going to be heading to in the future gameplay. Reinforcements, if you will, will be played like that. In fact that is exactly what we are going to call that tactic. Trust me when I say, I see that type of a card (stand your ground) and (demolition) becoming a common type of ability for each race. Cards that allow you to flip over developments such as the combo you have discovered could be where this game gets very interesting. demonio.gif

Each one may have different costs tho to make the cards seem unique.

I don't see the ability to turn developements face down happening though, because then things get confusing for keeping track of damage on capitals.

facepalm said:

#1. Cards needed: Vaul's Unmaking (Path Of the Zeolot) high elf

Banish (Death masters dance)high elf

used for: killing beefed up units with attachments on them (YES, I am looking at you Gurni Thorgrimson!)

How to use it: use Vaul's unmaking to destroy any attachment on the card, then use banish to send the card back to the players hand, that will give you aother turn to do something and will probably slow down the enemy a lot, atleast a bit.

Or, card needed:

1x Pilgrimage, return the Unit back to hand, Attachments go poof.

It's another one of those reasons why I'm not seeing HElfs as that great atm. Need 2 cards to do what a single Core Set card does preocupado.gif ?

Play your Dwarf rangers in quest zone and develop it. Then, with a battlefield full of weenies, play Judgement of Verenna, and free capital burn.

just thought of this one, it is extremely good especially against an orc rush.

cards needed: Juvinile wyvern (death masters dance)

shrine to nurgle (core set)

Recommended: Melekh the Changer (core set)

What it does: defend a zone with juvinile wyvern, causing 1 damage to every attacking unit, currupting them all.(because of shrine to nurgle). If you have melekh the changer he gets one power for every currupted unit, then next turn attack their battlefield which they will not be able to defend. If all goes good, the zone will burn.

Tobogan said:

Play your Dwarf rangers in quest zone and develop it. Then, with a battlefield full of weenies, play Judgement of Verenna, and...

And then play Burying the Grudge and a ton of more units...

Tobogan said:

free capital burn.

Nearly right gui%C3%B1o.gif

FiendishDevil said:

My favorite pure faction combo...

Stand Your Ground + Demolition!

Set an expensive Dwarf unit as a development. Destroy your development with Demolition!, then resurrect the Dwarf unit with Stand Your Ground.

Which pack has stand your ground?

I do not seem to have it...

Looks to be from Skavenblight Threat.

of course, the only one idont have, besides Ulthaun.

The best bit about the Stand Your Ground/Demolition/HUGE DWARF combo is that it uses cards that are all good on their own. And as a bonus you don't have to do it on your turn:

S> Attack your quest zone.

D> Ok.

S> With the Greyseer, Clan Rats and Spider Riders.

D> Ok. After that, demolish this development in my Kingdom...

S> ?? Ok.

D> Stand your ground, SURPRISE KAZADOR TO QUEST, BLOCK, KILL YOUR TEAM.

Doesn't happen that often but it's pretty funny when it does. And if your surprise dwarf survives the experience you get to keep it (unlike Rip/Bloodthirster).

Playing Offering of Blood, and Rock Lobber, while attacking with Basha's Bloody Axe.

Tobogan said:

Playing Offering of Blood, and Rock Lobber, while attacking with Basha's Bloody Axe.

I dont have warpstone chronicles, but Basha's Bloody Axe sounds... violent.

What does it do?

Spoiler is up (Spanish card names, but works).

If the Unit with the Relic is attached, double damage to capital.

Dam said:

Spoiler is up (Spanish card names, but works).

If the Unit with the Relic is attacking, double damage to capital.

Oops, dang typo sonrojado.gif .

Seems odd though that the Orc Relic doubles all damage to capital and not just combat damage. Guy leading charge, swinging an axe makes Rock Lobbers (who can't probably even see him) more effective how gran_risa.gif ? Will it get FAQ'd?

Grudge Thrower + Dwarf Miner + Stand Your Ground = to be able to reuse Miners healing ability on any zone with damage.

chill wind and deathmaster snickh for multi sniping fun every time :) Or another personal favourite is thanqual and brutal offering, delcare him as an attacker to power him up then pop him! clear the board for thier turn

ok may not be an effective combo per se, but was playing my friend tonight. I DE, he HE. I was running the Infiltrate! quest and he was getting annoyed at losing his tactics over & over. i felt bad said I'd help him out lol I had Mortella out, corrupted her to play Demolition! from his discard pile on one of my supports, then played Chillwind from my hand to uncorrupt Mortella, then corrupted again to play High Elf's Disdain from his discard pile to cancel the Demolition (we count "a tactic just played" as any tactic that is in the same stack until we hear otherwise). Thought he'd be happy i gave him two tactics back....but didn't find it as funny as i did.

The move you made with Mortella is not legal :

Action 1 : Mortella's action

Action 2 : Demolition

Action 3 : Chillwind on random target and Mortella

Action 4 : Mortella's action

Action 5 : Disdain

You can only play disdain to a tactic "just" played (that normally mean the last one played).

Edit :

Between action 3 and 4 if Mortella is untap to use his action that mean that you solved action 3 and so you have also solved action 2 and action 1 due to LiFo.

sonrojado.gif yeah youre right....guess you can't use mortella twice in the same stack unless theres an action the 'restore/uncorrupt' is the cost of one of the actions! Wouldve need another tactic to be played to use the Disdain i suppose

deviant-dj said:

chill wind and deathmaster snickh for multi sniping fun every time :) Or another personal favourite is thanqual and brutal offering, delcare him as an attacker to power him up then pop him! clear the board for thier turn

both of those are great, i never thought of them.

I'm oging to need to use those.

supports like Keystone forge + Contested Fortress (cancel damage to capital) make for a tough time to damage your capital. I removed these from a dwarf deck to make our games a little more... fun.

Shindulus said:

The move you made with Mortella is not legal :

Action 1 : Mortella's action

Action 2 : Demolition

Action 3 : Chillwind on random target and Mortella

Action 4 : Mortella's action

Action 5 : Disdain

You can only play disdain to a tactic "just" played (that normally mean the last one played).

Edit :

Between action 3 and 4 if Mortella is untap to use his action that mean that you solved action 3 and so you have also solved action 2 and action 1 due to LiFo.

So, you can not copy cards that have been resolved? That means using Twin-tailed comet after Your will is mine is totally useless.