No Balance between Order and Destruction?

By GreyGhost21, in Warhammer: Invasion The Card Game

Is there a way for Order to compete against an Orc Rush, Orc/Skaven or Chaos/Skaven deck?

The game just seems to be horribly slanted in favor of the Destruction side.

Its seems that Destruction's low cost, high power units and abilities are in line with the object of the game whereas Order's High cost, low power units have to scheme and rely on tricky card combos to achieve victory, and Empire being the worst of the three Order factions.

high elves have more than a few ways to lock them down, i've also seen some very aggressive dwarf and empire decks that can also do it, it's just a question of thinking outside of the box alot more

What do you mean by destruction's low cost and high power units?

By the way, the strength and weakness of each side are not the same and I do not think that "brutal power" is always more effective.

1. I am not sure we will be able to definitively answer this question until we see how the regionals play out.

2. My non definitive (or should I say anecdotal/empirical gui%C3%B1o.gif) answer is that it probably seems that way. Many Destruction builds are a very straightforward and the card synergies obvious. I have no recent CCG/LCG experience so Order has been a lot harder for me to build because the synergies are more muted and variable. To date i have one Order build that I am happy with and which does well in my meta.

I am not posting it yet because it MIGHT be my deck for regionals. Then again it MIGHT NOT.gran_risa.gif

i'd agree with the above statement totally! With destruction builds it's very easy to gear your deck towards one theme and have it do it well, i've only recently started playing high elves and the combos i thought were obvious were the ones that don't quite work. I've found the combo's are there you just have to look outside the box to get them to work. High elves for example have 101 ways to stop rush and destruction decks but aren't so great against other order decks (altho i admit when it comes to playing order i'm a bit of a noob).

From my experiance Order seems to work well with stall and either disruption or control builds, they don't do big rushes they sit back and try to grind the pace of the game down to thier level. I don't see it as un-balance, i see it as another way to play the game

My 2 cents...

When a game starts from "0" (or restarts, as for other LCGs), you have a weird thing: all factions are basically balanced in NUMBERS (almost the same amount of Units, Supports, etc.).

The thing is...A control-ish race needs more Tactics and maybe Supports to be effective/flexible and the they're the first ones to pay for the relatively small card pool you have...

At the beginning, all "straight" races, where all you have to do is "hit and hit hard", have some advantage...Control stuff needs more time and effort to work against them, cause the first thing they need is card choice and consistancy, something they can reach with time...

If you think about what happened with Caos, you'll understand what I mean...

At the beginning, everyone was statin' that Caos was underpowered/almost useless..:that's because it's not so "straight" and it ned more effort in deckbuilding and playin' than the "basic" orcs...

Then, after a month or so, people start sayin' "Caos's not too bad", cause they started to realize the right way to play it and the card pool increased a bit...

After that, Caos did a "jump back" to basics, 'cause the lot of choices we had started to become "unconsistancy"...Orcs were powerful but simple, but now that "simplicity" is their strength...

Things are going to change with High Elves and new expansions... :)

Order has a couple of brand new/original choices that can give us a bunch of surprises and Empire itself has an aggro part that's gettin' great...

Control decks will rule the world in the Order Side, helped with a bit of Aggro-ish part of High Elf and Empire...

A little thing more...FFG gave too much things to Orcs...They're already SOOO fast, and didn't really needed everything they got...

Then, Skaven are a problem, but we're going to solve it, one day or another......

It's not even about Order vs. Destruction at this point - I am convinced that the Skaven deck variants are the best deck. Even if you are trying really hard to beat it you will have trouble hitting 50% win rate, regardless of what you're playing - and your matchups against the rest of the field will be much worse than the Skaven deck's matchups.

I do know what you mean about the relative power level of the factions though - a lot of the Order cards seem to have "fair" costs but when you're up against cards like Clan Moulder's Elite, there's only so far your Witchhunters can take you. The Deathmaster is particularly problematic because it can singlehandedly win the game for the Skaven and Order just doesn't have that many good answers. I think once you have the Witchhunters you have to go further and play something really narrow like Blessing of Isha.

I suspect that the only Order deck that has any kind of realistic chance of winning a strongly contested tournament is a unitless bolt thrower deck since it has really good matchups against any deck without ways to deal with damage cancellation. I'd like to be wrong.

In a tournament environment you're looking for a deck which provides:

  • Consistancy in its win/loss ratio.
  • Has the fewest outright bad matchups.
  • Has efficiency in it's kill mechanism that can survive disruption (I know that thats the one people are going to question even as I write it...)

At the moment, many destruction decks have all three attributes, they're fast, simplistic, can provide reliable draws, and have few bad matchups (due to the speed at which they usually play). I have an Order deck I really, really like, and I want to get my HE deck to work really well, but on sheer consistancy, I'd take an Orc or Dark Elf Skaven Blitz deck to a regional tournament if I was going today.

Weirdly, I WANT to be wrong on this, which is not a statement many people say on forums. I want people to prove me wrong as I hate Blitz environments and I'd like the game to develop beyond the 4th turn.

Hopefully the upcoming regionals will prove me wrong, and people will mock my comments with their consistant and efficient Order decks which go 7-0 through the swiss rounds. I truely hope thats the case.

I suspect though that it isn't and the card pool is going to have to develop further before Order decks are going to be winning many tournaments

Extremely well said, preach it brother BountyHunter. Or should I call you Boba? ;)

have to totally agree w/ bountyhunter.

however, i will add that: if you take 10 random Order cards & 10 random Destruction cards, they should weigh the same amt. - the difference being negligible.

Bounty is so on the button there is nothing more to add.

FFG slow the game down make it more intresting stop making cards to powerful!!!

The positive thing is we are all trying are hardest to make the ultimite order deck!!!!

I belive My Dorfs will rule the world one day :)

here here!

Hi Ho!

Dittos to Bounty Hunter. It is not so much the 'power" of the rush cards as much as the cost/speed/synergy that makes it tough for Order decks to win consistently. In a perverse way, I like the challenge of trying to beat rush while at the same time having a deck that can fair well against other stuff. Everytime I get stomped into the dirt by rush is just going to make it that much sweeter when the worm turns.

In the end, I've to agree...The risk is to get a TOO FAST game, as CoC used to be in the past years...

I saw lots of turn 2 wins and with the new cards it's even more simple than now...Just think to the Orc's relic on WC Bp...

My little experience with FFG card games makes me think about a couple of possibilities:

- some bans are coming;

- they'll understand their "mistake" of speedin' up the game and slow it down.

Increasing the zone HP to 10 could help.

With my friends and I, order seems to be the decks to play as and destruction decks seem to run out of steam right as order is locking down the game for the win. I am not sure if this is due to playstyle or to 1x copy of sets sets but even rush can't seem to deal with massed counterstrike/toughness units of empire/dwarfs. Most games, orc rush will get through one zone quickly and then be looking for answers the crack the other two for the rest of the game. I would be really interested in seeing the decklists you guys play.

Yeah 3x set decks are another thing. I can't give you a decklist because I don't like this playstyle but you have to imagine We'z Bigga on squigs and attached Basha's Bloodaxe can burn one zone in turn 2 or 3 and there are a few more ways to do massive amounts of damage. A friend of mine uses an orc/skaven deck with heavy attachment support and it's really fast.

Orcs and Skaven are asbolutely OVERpowered and it's not a matter of "style" or tastes. It's a matter of cards, and that's a problem.

I understand the fact that Aggro decks ARE this...But there are at least 3-4 different ways to get a turn 2 or 3 WIN and that's not absolutely normal.

They're going on printin' good stuff for Rush decks and maybe it's time for a "step back". They don't need such treatment. ;)

I do like everything in the game (Orcs are not my playin' style, anyway), but there's the serious risk to get a toooooo fast game, as I said before (and someone else did).

Berserko said:

With my friends and I, order seems to be the decks to play as and destruction decks seem to run out of steam right as order is locking down the game for the win. I am not sure if this is due to playstyle or to 1x copy of sets sets but even rush can't seem to deal with massed counterstrike/toughness units of empire/dwarfs. Most games, orc rush will get through one zone quickly and then be looking for answers the crack the other two for the rest of the game. I would be really interested in seeing the decklists you guys play.