First Turn Units: Why we Love 'Em

By qwertyuiop, in Warhammer: Invasion The Card Game

We've all been there before. We expectantly draw an opening hand for Warhammer: Invasion hoping to get a God draw, only to get a fist full of tactics and units. No supports! No Warpstones, Villages, Dburg Forges. No Alliances. But, lo and/or behold, within the thin pile of disappointment a unit shines like a buoy of hope rocking in an ocean of despair! A little guy that might just hold the game together and become a cornerstone in a temple of victory!

But seriously. Let's give some love to first turn units. They don't have to be the best, or most efficient. They just need to come out in the first turn and help out.

Go ahead and post a unit that you want to give props to. If you can remember a game where an unlikely unit helped set up the rest of the game, post it. If not, just post a unit you like. List what the unit is and why it's hot. It doesn't matter if you're the first or second player. It doesn't matter if you drop more than one copy on the first turn.

I wanted to post some Empire goodness because I love their first turn units, but I'll let someone else do that. Also, I want to get this guy out of the way, quick quick.

Greyseer Thanquol Cost 3. 1P 1HP. Can attack from any zone. Gains 1P while attacking for each Skaven unit you control.

This is why I'm hot For the first player, drop him into the zone that supplies aid to your most immediate need. For the second player, pretty much the same as the first only add 2 damage to the opponent's capital. It's a pretty decent unit.

Go nuts! There's plenty of good first turn units.

I love multiple turn 1 units or a turn 1 unit and a support aswell, If I can only play 1 unit total I get scared if its a good card.

Though I have to say Dwarf Cannon Crew to kingdom is a pretty good start, ideally i'd play a Defender of the Hold to battlefield aswell

I have built a lot of decks where a turn one Fledgling Chaos Spawn made all the difference.

I'm a big fan of walking sacrifice. It's like one free loyalty, contributes toward bottomless mine, and can combo great with lash the prisoner on any turn (but even better on turn 1).

Lobber Crew.

Why he's hot: He makes your opponent's first turn Greyseer really bad.

This is what I'm talking about! Let's keep it going!

Someone already said it, but...

Dwarf Cannon Crew.

Why he's hot: he is capable of delivering first turns that are illegal in 21 states.

Bonus:

Zealot Hunter.

Why he's hot: because Lobber Crew didn't punish their first turn Greyseer enough.

Bonus bonus:

Huntsmen.

Why he's hot: because it turns out that Contested Villages with legs are good.

On the draw, turn 1: Ancestral Tomb to K, develop K, Innovation, Wake the Wountain, Innovation, Innovation KING KAZADOR BABY. OH MAN.

Haha just kidding, real decks don't play units. /sizzle.

Personally I lover Cold One knights. My friends never know what to do when one of those come out. They hate me using toughness and really hate my dwarf deck. =)

Keggy said:

I'm a big fan of walking sacrifice. It's like one free loyalty, contributes toward bottomless mine, and can combo great with lash the prisoner on any turn (but even better on turn 1).

They are great with Ghond too, and against Lobber Crew. Definetly one of the best 1st turn cards.

A first turn Vile Sorceress could also be a real pain, especially if you have some We Need Your Blood in hand too.

ddm5182 said:

On the draw, turn 1: Ancestral Tomb to K, develop K, Innovation, Wake the Wountain, Innovation, Innovation KING KAZADOR BABY. OH MAN.

Haha just kidding, real decks don't play units. /sizzle.

This guy is edgy. We can learn from him.

1st turn Savage Marauders in the kindom zone! they set you up nicely for the second turn Chaos Knights into the quest zone. Pretty solid base to work from.

Doc9 said:

1st turn Savage Marauders in the kindom zone! they set you up nicely for the second turn Chaos Knights into the quest zone. Pretty solid base to work from.

I did this frequently with the core set, except i threw the knights into the battlefield. Also put first two developments into the battlefield as well, getting ready for savage gors.

Today i have similar begining like ddm5182:

Turn 1: Ancestral Tomb to K, develop K (King Kazador).

On my opponent turn: Innovation, Demolition! (King), Stand Your Ground.

Ouch :)

shrine to nurgle on the first turn can be brilliant/irritating, especially against the empire, i am a new player but does nayone know an empire card that can destroy it/supports

Anti-support stuff that Empire has access to:

Rodrik's Raiders (Empire, in March of the Damned)

Burn It Down (neutral, Core Set)

Demolition! (Dwarf, Core Set)

thamks clamatus, but still there isn't much that can counter attack it and can be extremely potent from the first roundespecially if you go on the offensive

The thing is that you wont deal combat damage to newer empire decks. Gold Wizard, Osterknacht, March, Surrender, Called Back and the defenders are away.

New favorite first turn Orcs. Kingdom, Grimgor's camp, then Wez Bigga! Squig Herders into Quest Zone. Essentially two power in both zones (Grimgor's Camp is only 1 power but if you're playing an orc unit its like two power).

Wraith428

Yeah that is one of my favorite starts as well Wraith

I think all two-power-in-kingdom starts are pretty solid. My favourite start which I can often accomplish is High Elf Spearmen (K), development(K), Innovation, Envoy of Averlorn (Q).