Prediction thread for the remaining EPIC Tactics in Arcane Fire Battlepack...

By Wytefang, in Warhammer: Invasion The Card Game

Or the skaven epic could cost 13 and just have text that says it costs 1 less to play for each skaven card in play, under your control, up to a reduction of 3.

Skaven are not getting an Epic Tactic 'cause they're not a Race. :) They're a sub-theme (thanks God :))...They're not different from "knights", "Slayers" or "Elite".

It's a trait, not a stand-alone race/faction.

:)

DB_Cooper,

Then why did they get a relic with each other race?

Rhelik said:

DB_Cooper,

Then why did they get a relic with each other race?

'Cause they're crazy... :) Maybe because a Relic is not that "decisive" as an Epic tactic can be. happy.gif

I don't know, really...But if you pay attention to my previous posts, you'll understand the "real meaning" (should read: "message") of my last post... gui%C3%B1o.gif

For HE I see a nice epic spell saying: Return your discard pile into your deck. Then shuffle it.

or the second idea: Discard the five cards of your opponents deck.

Both tactics worth 10 and focused on 'who will stay longer'.

Dark elves will have something to do with taking prisoners.

Orkz probably something very simple like adding power to units.

Empire moving units or maybe some heavy cancellation.

I got my pack (translated from german):

cost: 10 + 3L each

Empire: Sigmars Brillianz
action: Arrange your units and support cards new - you can move every of these cards into another zone.

HE: Morvales Vermächtnis
Only at your turn.
action: Put into play all units from your graveyard (you choose where)

Orc: Da Hrinbersta!
Only at your turn.
action: destroy all enemy units.

HE: Dein Wille gehört mir
Only at your turn.
action: choose a zone. Change control of all enemy units in this zone to you and put them in the corresponding zone.

I'd like to know the other cards, like the Empire quest allowing you to defend everywhere with every unit on that quest.

Well if everyone is giving their 2 cents...

Empire: Every non epic tactic for the rest of the game can be played out of your hand for 0 resource cost.

High Elf: All units under your control gain 2hp for the rest of the game.

Orc: All of your units gain 2 power

Dark Elf: All of your opponents units -2hp.

At the moment I dont have time to spoiler all cards, but most interesting is the new DE attachmant:

1R/2L
Fluch der Hexenkönigin
Attach to a target unit.
Treat this card as the textbox was empty (not including traits)

jogo, when u find a minute or two, write down the card list, pls. everybody awaits that :). Still, it is a bit strange that Arcane fire has it's premiere earlier in Germany than in USA.

It was the same for the past addons. Mine is on its way, too. But **** these weekends... ;)

So, it seems like I can spiler a coupleo of cards...

Here it is...

Empire...

SIGMAR'S BRILLIANCE

10 EEE

Epic Spell.
Action: Rearrange your units and support cards,
moving any number of them into new zones.

Dark Elf...

YOUR WILL IS MINE

10 DDD

Epic Spell.
Play only during your turn.
Action: Choose a zone. Take control of
each opponent’s units in that zone. (Those
units move to your corresponding zone.)

I hope not to get arrested... :)

Empire epic spell seems really so **** WEAK compared to others. Only good for the last assault to move all your units to BZ.

Dwarfen Epic is useless too. Either your zones are burning or not injured. No use for a complete healing.

Yes, you are right. Dwarves usually loose one zone quickly but after that they are well prepared to defend the 2 remaining.

Yet other tactics seem nice.

DB_Cooper - why won't you write down the complete spoiler?

Orc epic destroys all enemy units. But must be played at the beginning of your turn, so means keeping 10 resource from one turn to other (exposed to hates).

You have the complete spoiler in Spanish here: www.edgeent.com/V2/edge_foros_discusion.asp If I'm not too tired, I'll try to translate it later.

Great! This is the first time I really use my Spannish after six years of studies. Thanks.

Aryan said:

Yes, you are right. Dwarves usually loose one zone quickly but after that they are well prepared to defend the 2 remaining.

Yet other tactics seem nice.

DB_Cooper - why won't you write down the complete spoiler?

Here it is...:)

I sort them by TYPE, for an easy check of each.

UNITS

LONGBEARDS (x3) (Dwarf Unit)

4DD

PPP 3HP

Warrior. Elite.

Battlefield Only.

HELLBLASTER CREW (x1) (Empire Unit)

4EE

PP 2HP

Engineer.
Action: When this unit enters play,
move one target Attachment from
one unit to another unit in the same
zone.

ELLYRIAN REAVERS (x3) (High Elf Unit)

3H

P 3HP

Warrior. Elite.
Forced: When this unit enters play,
put the top card of your deck into
your battlefield as a development.

SNOTLING SABOTEURS (x3) (Orc Unit)

3OO

P 3HP

Ranger.
Action:
Spend 2 resources and
sacrifice this unit to destroy one
target support card or development.

BEAST OF CHAOS (x3) (Caos Unit)

4CCC

PPP 1HP

Creature.

Battlefield Only.

SLAVE DRIVER (x1) (Dark Elf Unit)

2DD

P 1HP

Warrior.
Kingdom. Action: Spend 2 resources
to choose one target unit with printed
cost 2 or lower. That unit cannot
attack or defend this turn.

PLAGUE MONK (x1) (Neutral Unit)

2

P 2HP

Skaven.
Destruction only.
Kingdom. Action: Whenever you play
a Spell, look at the top two cards of any
player’s deck. Discard any number of
those cards and place the rest back on
top of the deck in any order.

SUPPORTS

WITCH HAG'S CURSE (x3) (Dark Elf Support/Attachment)

1DD

Attachment. Hex.
Attach to a target unit.
Treat attached unit as though its printed text box
were blank (except for Traits).

GREYSEER'S LAIR (x3) (Neutral Support)

4

PP

Warpstone. Skaven.
Destruction only.
Kingdom. Lower the cost of the first Skaven
card you play each turn by 1.

"EPIC" TACTICS

SIGMAR'S BRILLIANCE (x1) (Empire Tactic)

10EEE

Epic Spell.
Action:
Rearrange your units and support cards,
moving any number of them into new zones.

MORVAEL'S LEGACY (x1) (High Elf Tactic)

10HHH

Epic Spell.
Play only during your turn.
Action: Put into play all units in your
discard pile. (You choose which zone each
unit enters.)

DA BRAIN BURSTA! (x1) (Orc Tactic)

10OOO

Epic Spell.
Play at the beginning of your turn.
Action: Destroy all opponents’ units.

CACOPHONIC SCREAM (x1) (Caos Tactic)

10CCC

Epic Spell.
Play at the beginning of your turn.
Action:
Deal 8 damage to one section of
target capital (you choose which section).

RUNE OF HEART AND HOME (x1) (Dwarf Tactic)

10DDD

Epic Spell.
Play during your turn.
Action:
Heal all damage to your capital.

YOUR WILL IS MINE (x1) (Dark Elf Tactic)

10DDD

Epic Spell.
Play only during your turn.
Action: Choose a zone. Take control of
each opponent’s units in that zone. (Those
units move to your corresponding zone.)

TACTICS

HEWN FROM THE MOUNTAIN (x3) (Dwarf Tactic)

2D

Action: Each of your defending units gains
PP until the end of the turn.

CHARGE OF THE SILVER HELM (x3) (High Elf Tactic)

1HH

Action: One of your target units gets –1
hit points and gains PPP until the end of
the turn.

EASY PICKIN'S (x3) (Orc Tactic)

2O

Action: The unit in play with the lowest
printed cost must be sacrificed. You choose
which unit in case of a tie.

BLESSING OF TZEENTCH (x3) (Caos Tactic)

3C

Spell.
Action:
Sacrifice a unit. If you do, you may
search the top five cards of your deck for any
number of units and put one of them into play at
random (you choose which zone). Then, shuffle
the other cards back into your deck.

QUESTS

PROTECT THE EMPIRE (x1) (Empire Quest)

0EE

Quest. Any unit questing on this card can defend any of your
zones when they are attacked.

Cheers! :)

BLESSING OF TZEENTCH (x3) (Caos Tactic)

3C

Spell.
Action: Sacrifice a unit. If you do, you may
search the top five cards of your deck for any
number of units and put one of them into play at
random (you choose which zone). Then, shuffle
the other cards back into your deck.

So? May I take just one (the best one) and put it into play at random? as far as it says any...

Thank You for your work. Now i really can't wait to play these cards... (in poland there is still no warpstone chronicles, getting my copy on monday)

Thanks for the translation, DB. If only I'd scrolled before following Tobogan's link.... :|

My favorites:

WITCH HAG'S CURSE - Yay for cards that stop the Deathmaster. Still not that exciting, but...

EASY PICKIN'S - Really unfair with the Lobber Crew, but pretty dicey for rush builds. Will it be enough to push mono-Orcs up the curve?

BLESSING OF TZEENTCH - Probably not that good, but I like it. Surprise upgrade on a defender; play with damage on the stack to get a Bloodthirster for three. Definitely have to be playing the heavies to get any value out of it. Or BLUE HORROS. Free guy from hand AND a guy from the top of the deck. BOOM.

PROTECT THE EMPIRE - Wow. You can get this rolling so much faster than Defend Tor Aendris. Warrior Priests or Sigmar's Blessed on turn one. Reiksguard Knights turn two. Pretty strong.

I agree in general with your POVs, Cyberfunk. :)

I'd add my particular "feeling" for:

- BLESSING OF TZEENTCH: I really like this type of combo-ish cards...I can't wait to find room for it...somewhere...Bloodthirster...mmmmh...

- EASY PICKIN'S: needed for the Orc/Control-ish archetype (I posted a list on the Deckbuilding Sections). Another way to get rid of Clan Moulder (and some skaven)...Great in mirror match.

Bizzarre consideration: anti-rush stuff for rush races. Odd.

- MORVAEL'S LEGACY: another combo-ish card. I do like it. With "Treasure Vaults" resource engines you usually get 10-12 resources in a few turns. Maybe you can play in a "magic-style", discarding your own cards to put them back in a "reanimator-way" (no effects allow us to do so nowadays but...who knows?) :)

- WITCH HAG'S CURSE: blanking stuff is useful in almost any occasion. We'll see it a lot.

- SLAVE DRIVER: ok. Too bad it has 1HP. Maybe a 3 cost/2 HP would have been better. With all of this "sniping" type of effects around... :)

PLAGUE MONK (x1) (Neutral Unit)

2

P 2HP

Skaven.
Destruction only.
Kingdom. Action: Whenever you play
a Spell, look at the top two cards of any
player’s deck. Discard any number of
those cards and place the rest back on
top of the deck in any order.

Weird 1 utility unit that works on kingdom. Three of these and Ancient waystone make funny playing spells.

Hey Guys,

i have already seen the cards, but i forgot most of them except for the chaos and the dark elves. the chaos everybody knows already but the dark elf one will do the following:

Name a Zone and take controll over all units in that zone.

if it was wrong to share my knowledge please forgive me ffg, but you guys sent all 6 Battlepacks to my german store weeks ago for previews. so dont blame me please!