What do you expect the next "Deluxe Expansion" would be?

By Iffo, in Warhammer: Invasion The Card Game

Let the speculations begin! :) What do you think would be the theme (or gimmick) of the next expansion? Will it offer something unique or just more of the same? When do you expect to see it - fall or spring?

It would be nice to get a tip from someone following the CoC and AGoT LCG's about how often do those games get expansion releases and what are the themes for those expanisons, etc.

Based on my earlier thread (just posted today) about the LCG format and some of its weaknesses, I'd really hope we see a larger expansion by this Fall but I doubt it'd come that soon. We could maybe hope for something in early spring of 2011 though. If I had to guess, I'd say it would add a new Neutral race for Order (counter to the Skaven for destruction). At least I'd hope it would be something like that...preferably Tomb Kings (though I thought they were Destruction-based rather than good guys, I can't recall).

Tomb Kings will be neutral in the 8th edition Warhammer Fantasy battles based on current rumors, what is somewhat a supprise to me.

It seems that th focus in tabbletop will be the skavens (even the new starter will be HE vs Skavens instead of the current Dwarf vs Goblins), but it seems unlikely to get a skaven based deluxe pack.

I think that as AoU, we get some "history" to the deluxe pack, so maybe a new chaos invasion from north ? Then we could get some heavy Empire+Chaos support, some Kislevite neutrals, and some cards from the other factions as dwarwes and high elves try to help, and orcs and dark elven crossairs try to use the oppurtunity presented.

Well, It'shard to think about a balanced expansion, which is both thematical and wide.

Maybe some new game mechanics and new cards for all factions to support it ?

I would like to see lizardmen as the order friendly neutrals, but they are so diverse it would be hard to get enough of them out there to do them justice. They could always release more skaven to make up for it though. They could also do wood elves, but with 2 other elf races already, I would rather not.

Another theme they could take could be to go unit light and build up capital stuff. Release a bunch of support cards that are not attachments that are really defensive and fast enough to stabilize before rush wins. Maybe bring up some big defensive units. Give dwarves a Clan Moulder Elite that can't attack. Or another unit that doesn't take combat damage if it is defending against more than one attacker.

Oooh...I forgot about the Lizardmen..yeah, I'd rather see those guys as a faction. Good call, DD.

I'd love to see what I call "rule cards" or even "city cards" that are played attached to Capitals that can give your capital some special over-arching ability that changes the rules a bit or something. Like a permanent global enchantment that totally skews the playing field a bit. That could be interesting OR new Capital boards that offer unique capabilities built into the capital boards themselves (something I'd have liked to have seen at the very start with the Core Set, even).

I want to see the snooty Bretonnians (for Order) and maybe, since they have that whole quest/grail things, Undies (for Destruction). Of course, I'm probably old school in that I prefer the days when all Undies were under one banner, not split up into Tomb Kings, Vampire Counts and whatnots.

I'm hoping for a two deck deluxe expansion centered around faction neutrals, featuring Bretonnians and Wood Elves for Order and Undead for Destruction, that way subfaction neutrals would be tallied at two for each side.

I think that a new Deluxe Expansion should have new armies. So I hope to see:

- special Skaven

- Vampire

- Lizardman

- Tomb Kings

Those could make a revolution in W:I, maybe we will se them in 2011. Becouse I don't think that FFG would announce a new Deluxe Expansion sooner then 2011.

Wytefang said:

Oooh...I forgot about the Lizardmen..yeah, I'd rather see those guys as a faction. Good call, DD.

I'd love to see what I call "rule cards" or even "city cards" that are played attached to Capitals that can give your capital some special over-arching ability that changes the rules a bit or something. Like a permanent global enchantment that totally skews the playing field a bit. That could be interesting OR new Capital boards that offer unique capabilities built into the capital boards themselves (something I'd have liked to have seen at the very start with the Core Set, even).

Wytefang said:

Oooh...I forgot about the Lizardmen..yeah, I'd rather see those guys as a faction. Good call, DD.

I'd love to see what I call "rule cards" or even "city cards" that are played attached to Capitals that can give your capital some special over-arching ability that changes the rules a bit or something. Like a permanent global enchantment that totally skews the playing field a bit. That could be interesting OR new Capital boards that offer unique capabilities built into the capital boards themselves (something I'd have liked to have seen at the very start with the Core Set, even).

I think additional factions would be a very-very bad idea, as we already crying to get more cards and possibilities for the current six. :)

Also, Lizardmen are very passive to the outside world in my knowledge, so I could imagine them better as neutrals.

Cities attached to capitals wont happen... as we already have settlements as building-supports. For example Har Ganeth is one of the six major dark elf cities, but Grimgor's Camp or the contested neutrals are also count.

BTW, I don't see the point in attaching something to the capital, rather than simply make it a support card (maybe with no power icons) or a quest card if appropiate. ;)

My best idea so far :

Maybe the next big expansion will be the REAL Companion Set with multiplayer rules, cards with inter-faction abilities, and "order only" and "destruction only" neutrals with synergical abilities (maybe the same way as skavens were done), and even some Dog of War units.

Some ideas :

Morathi's Caravan (Unique Support - 4-DDD) - Quest. 2 power, all non-DE units you play with the Warrior keyword cost 1 less to play

or maybe more innovative as a quest :

Morathi's Caravan (Unique Quest - 2D) - All unit with the Sorceror keyword provides a Chaos loyalty symbol, and have the following ability - Action : lower the cost of the next Warrior unit you play by 1. It comes into play corrupted. Play this ability only once per turn.

Support against the Horde (Tactic 5EE) - Action: Search the top five cards of your deck. You may put into play into your BF two units found amongst those cards that does not share the racial affiliation of your capital with printed cost 3 or lower. Then shuffle your deck.

Mentor from the White Tower (Unit, 4H, 2 power 3 HP) - Each of your non-HE mages you control gains +1 power.

Mercenary Captain (neutral unit, 4 ... 2 power 3 HP.) Warrior. Forced : Search the top five cards of your deck. You may put into your hand one unit amongst those cards that does not share the racial affiliation of your capital. Then shuffle your deck.

I think the Wytefang's city like cards would be a nice idea. Something like sensei in L5R. For example:

Mordheim: Corrupt a Warpstone card and put 1 resource token on that card. You can use those resources to pay for units and attachments. If you did, at the end of your turn corrupt a card.

I really hope something like that, wich could interatc more with traits and make the game even more versatile.

Great suggestions, everyone! I doubt we'll see more factions with capitals or an expansion based mainly around neutral factions (I think they'd reserve those for the BP cycles)

I really like the mechanics suggested in some of the posts - we will definitely see "tribal" mechanics put in good use (otherwise they wouldn't put all those traits on each card, would they). That would really freshen things up and will spawn new deck archetypes.

The other thing that would help create diversity would be something that boosts synergies between different factions.

My guess is that theme wise the expansions would be either faction enmity centric (although the theme of the next BP cycle makes me doubt that) or based around major events or famous battles. Storm of Chaos anyone?

As for the capital boards... maybe they will come up with some twist to those at some point. Or maybe not.

So anybody with experience in CoC and AGoT willing to share how expansions influence those games? Do they bring something new; modify the rules; introduce new card types and mechanics, etc? Or are they mostly more of the same?

Cain_hu said:

Wytefang said:

Oooh...I forgot about the Lizardmen..yeah, I'd rather see those guys as a faction. Good call, DD.

I'd love to see what I call "rule cards" or even "city cards" that are played attached to Capitals that can give your capital some special over-arching ability that changes the rules a bit or something. Like a permanent global enchantment that totally skews the playing field a bit. That could be interesting OR new Capital boards that offer unique capabilities built into the capital boards themselves (something I'd have liked to have seen at the very start with the Core Set, even).

Wytefang said:

Oooh...I forgot about the Lizardmen..yeah, I'd rather see those guys as a faction. Good call, DD.

I'd love to see what I call "rule cards" or even "city cards" that are played attached to Capitals that can give your capital some special over-arching ability that changes the rules a bit or something. Like a permanent global enchantment that totally skews the playing field a bit. That could be interesting OR new Capital boards that offer unique capabilities built into the capital boards themselves (something I'd have liked to have seen at the very start with the Core Set, even).

I think additional factions would be a very-very bad idea, as we already crying to get more cards and possibilities for the current six. :)

Also, Lizardmen are very passive to the outside world in my knowledge, so I could imagine them better as neutrals.

Cities attached to capitals wont happen... as we already have settlements as building-supports. For example Har Ganeth is one of the six major dark elf cities, but Grimgor's Camp or the contested neutrals are also count.

BTW, I don't see the point in attaching something to the capital, rather than simply make it a support card (maybe with no power icons) or a quest card if appropiate. ;)

My best idea so far :

Maybe the next big expansion will be the REAL Companion Set with multiplayer rules, cards with inter-faction abilities, and "order only" and "destruction only" neutrals with synergical abilities (maybe the same way as skavens were done), and even some Dog of War units.

Some ideas :

Morathi's Caravan (Unique Support - 4-DDD) - Quest. 2 power, all non-DE units you play with the Warrior keyword cost 1 less to play

or maybe more innovative as a quest :

Morathi's Caravan (Unique Quest - 2D) - All unit with the Sorceror keyword provides a Chaos loyalty symbol, and have the following ability - Action : lower the cost of the next Warrior unit you play by 1. It comes into play corrupted. Play this ability only once per turn.

Support against the Horde (Tactic 5EE) - Action: Search the top five cards of your deck. You may put into play into your BF two units found amongst those cards that does not share the racial affiliation of your capital with printed cost 3 or lower. Then shuffle your deck.

Mentor from the White Tower (Unit, 4H, 2 power 3 HP) - Each of your non-HE mages you control gains +1 power.

Mercenary Captain (neutral unit, 4 ... 2 power 3 HP.) Warrior. Forced : Search the top five cards of your deck. You may put into your hand one unit amongst those cards that does not share the racial affiliation of your capital. Then shuffle your deck.

First off, Order needs a neutral race or something that can balance skaven being destruction only.

Second, capital attachments could be used. They would be support - attachments just like the hex's (not a location/building/ or anything physical). They could be something like Capital Attachment Empire - Bar the gates - Your quest zone has -1 power, prevent the first 6 damage dealt to your capital each turn. The point would be that it would have another designator or keyword that other cards could look at. For instance - Tactical Councel Meeting - Search your deck for a Capital Attachment and put it into your hand.

Hey Guys...Listen. :)

I know what's gonna happen 'cause I helped with the translation. I'm going to ask FFG if we can start something like a "guess/game" with some little "hints" about the future and let you know what they think..

I'm pretty excited and I really think that this community deserves some "inputs" about the near future...

Be patient...I'll let you know! :)

Hey dude, I really dont want to be in your situation. Better for me to not know, whats coming than knowing it, having to wait for 6 month and being not allowed to tell anybody ;D

But in my case I´d love to hear some news. Pls also tell us when your not allowed to ;D

I would love sylvanian theme expansion pack, necromancers and vampires for the win ! I'm waiting for somekind of mechanic where you discard cards from your hand voluntarily and then get them back from the discard pile via somekind of necromance mechanic >:]

I WANT LIZARDMEN!!!

It makes sense too, there are already skaven soooooooooooo lizardmen are the likely answer for order since they are enemies and all

facepalm said:

I WANT LIZARDMEN!!!

It makes sense too, there are already skaven soooooooooooo lizardmen are the likely answer for order since they are enemies and all

Lizzies already "ruined" Blood Bowl for me, I hope they don't show up in W:I cool.gif .