Hi fellow gamers ! Hi to our ever growing number of trolls too !
Don't you think it was enought whining in the last few months to stop it ? We have no reasons to continue it I guess. (and also I have some points to say why)
What happened ? The biggest "problem-card" of W:I has become nerfed. Ignore the next paragraph if you are uninterested about my opinion about this, since it's not really the topic of this post... so reading that is optional. Base point is : the BT deck was unhealthy to the game, because many players left the game behind, and others (me included) gained a less happy attitude towards the game because mostly this deck.
[opinion on]
I think it was needed. The deck was one of the strongest archetypes because of a single card which would not be a problem in itself... but it was very unfun to play, or play against. And mch worse : it was far from the game original premise which was an army vs. army "dealing blows" confrontation wih much tactic included... there was no tactic and no hit exchange. It was lame. It caused people leave the game in droves, whitch was untrue for skavens or verena jumping packs... which is a clear indication that instant action was required. Even the world champion said it is broken as most of the still staying players community.
[opinion off]
There is already a new wave of whining madness in these forums from players who are partly from the "shot first ask later" type of guys... attacking players and developers because the nerfing, which they call by the dreadfull name "BAN !" There are also some veteran and very honest players too who think the nerf was unneeded, but they seems to be the minority. But they are both wrong. First I will examine the current possibilities for the Indirect damage route and especially RBT and after our other so-called problem cards.
The RBT worked because it could changed your incredible quantity of resources into the same aount of damage with a support and a single development. People saying that now it won't work, it is banned, killed, burned and taken a shovel in the head... but it's only partly right. First RTFC !!! (Read the F... Card !) This is the most important thing to learn in any cardgame :
Battlefield. Action: Spend
X resources to deal X indirect damage
to target opponent. X is the number of
your developments in this zone. (Limit
once per turn)
First thing to recognize : you could actually use it twice (once in your turn, once in your opponent turn) The second thing to recognize that with a single development (as yo used it before) it will be useless... you need more. You could still exchange (for example) 10 resources to 10 damage but you will need 5 developments instead of one. But maybe the most important thing to look at is the card pool : there are things like tiranoc outpost, warship, sea guard captain, suprise assault etc to deal a lots of indirect damage in the same deck. Oh, and you could play multiple RBT-s into BF, now it worth !
So all in all RBT (as a single damage dealing card) won't win by itself, but far from useless, and the indirect path stays viable.
About te other problem-cards :
- Reclaim the Fallen could win games with a big attack... but that's also true to Waaagh, and nobody ask for banning that. This card is not cheap, and needs time to make it effective (put many cards to the discard pile) while orcs/skavens could make a zoneburn strike in turn 2. So don't be ridicolous to ask for a ban for this. Also note that it needs place in a deck... with means something must be removed, and the current dwarf decks are not so filled with units. (The world champion decklist has only 17 dwarf units if I'm not mistaken)
- Mining Tunnels is a clearly powerfull support, especially if drawn in multiples. But hey, that's true to any powerfull card. (2 lobber crew anyone ?) But is it that overpwered ? if you have a single it gives you the ability to change a card in your hand, and in multiples it's a card draw engine... but a good card draw is managable with every deck. If you could keep your opponent from having 2 or 3 in the same time (support destruction do the trick... it i as needed as unit removal)
- WE ... it was discussed to the death. I guess the more unit-heavy enviroment will balance it a bit. Still VERY strong if drawn multiples in the first turns. Hovewer... since destruction don't have that effective supports as order they would be even more nerfed if WE get's depowered or banned.
I guess these are both great, but won't destroy the field.
That's all I wanted to say, so feed me to the trolls ! ![]()
Cain


