Hi all, new to getting an id for forums, but not new to forums or game. I think the new bw expansion is awesome, and as i stated in another post, my favorite part of the new expansion are the leadership cards. I'm writing this as a general fyi to people who haven't bought theirs, or received theirs yet, and also as a kinda poll/give your opinion on my theorys of it.
Now each faction has 7 leadership cards to choose from which add a lot of depth, stategy, and imagination to each of them. There are 3 for the stage 1 phase, 2 for the stage 2 phase(where each faction can bring a hero into play if they want), and 2 for the stage 3 phase. Each player can pick one of them for each phase of the game. Unlike the first game, the only way to get a special victory now is to choose the stage 1 leadership card that has it. For stage 1, each faction has a special victory card, a mega resource card, and a powerful ability card. They are as follows;
Overmind Faction: All in all, solid cards, not one weak card except for one of their level 3 cards. And 2 really powerful installations. (The Cerebrate Doggath for level 2 is really good too)
Stage 1;
Special Victory- You win if you have a base on at least 3 different planets at stage 3 of the game.
4 Zerglings, 1 Hydralisk, 1 Transport, 8 workers
Mega Resource Card- Add 1 mineral and 1 gas to your permanant resources.
1 Zergling, 2 Hydralisks, 1 Transport, 9 workers
Powerful Ability- Place the Overmind token in any friendly area. While the token is in play, gain 1 con. pt. at the start of each regrouping phase
3 Zerglings, 2 Hyrdalisks, 1 Transport, 7 workers
Queen of Blades Faction: No powerful installations like the Overmind faction, but a little more starting units, and the best Hero in the game imo- Sarrah Kerrigan.
Stage 1;
Special Victory- You win if you control at least 3 areas that provide con. pts. during stage 3 of the game
3 Zerglings, 2 Hyrdalisks, 1 Transport, 7 workers
Mega Resource Card- During setup, you choose where to put each players z-axis routes. Place 1 transport on each navigation route of the planet with your base
1 Infested Terran, 4 Zerglings, 9 workers
Powerful Ability- When setting up the galaxy, you receive 2 bases. During setup, place 1 of them on each planet you place
6 Zerglings, 2 Transports, 8 Workers
Arcturus Mengsk Faction: Powerful abilities on cards, and not a single weak card. Also has best Level 3 card in the game imo; Scorched Earth Policy.
Stage 1;
Special Victory- You win if you control every area on 2 planets during stage 3 of the game
2 Marines, 1 Firebat, 1 Ghost, 1 Transport, 8 Workers
Mega Resource Card- Before players receive starting planet tokes, you may select which tokens you receive. Give the first player token to any player
3 Marines, 1 Firebat, 1 Transport, 9 Workers
Powerful Ability- You may use the Star Order Token. (It's a token that you use the same way as your other order tokens). You may choose to use it as a Mobilize, Research, or Build Order, and can choose to treat it as a build order, following special order rules and restrictions.
3 Marines, 1 Medic, 1 Goliath, 1 Transport, 7 Workers
Jim Raynor Faction: Scrappy faction, and the best Faction for Resources of any of the 6
Stage1;
Special Victory- You win if you control at least 6 areas containing minerals and/or gas in stage 3 of the game
2 Marines, 1 Vulture, 1 Firebat, 1 Transport, 8 Workers
Mega Resource Card- At the start of the game, receive 3 resource tokens of your choice. At the start of each regrouping phase, gain 1 resource token for eac worker in your worker pool, (maximum of 3 per regrouping phase).
3 Marines, 1 Vulture, 1 Transport, 9 Workers
Powerful Ability- Place 3 Ghosts on this card. When you resolve a Mobilize Order, you may move any Ghost(s) from this card to the active planet. When you build a Ghost, you may place it on this card
3 Marines, 2 Firebats, 1 Transport, 7 Workers
Aldaris Faction: On a scale of 1-10, all cards are 8-9, but no 10's
Stage 1;
Special Victory- The number of conquest points needed for each opponent to win is raised from 15 to 20. When 2 or more 'The End Draws Near' cards are played, you win the game.
2 Zealots, 1 Dragoon, 1 Transport, 7 Workers
Mega Resource Card- At the end of each Regrouping Phase, you may undeplete 2 partially depleted Resource Cards. In addition, your resource cards may not be depleted by opponents' Event Cards.
1 Zealot, 1 Dragoon, 1 Transport, 9 Workers
Powerful Ability- Whenever you build a unit, you may place it on this card rather than on a planet. When any player's Mobilize Order is revealed, you may move any units from this card to a friendly area containing one of your bases, (obeying unit limits)
2 Dragoons, 1 Transport, 8 Workers
Tassador Faction: The only faction with 2 hero choices for level 2 cards, and both are really, really good. Warp Gate is sick for level 1, and solid level 3's
Stage 1;
Special Victory- You win if you control more areas than each individual opponent during stage 3 of the game.
3 Zealots, 1 Transport, 8 Workers
Mega Resource Card- Add 2 minerals to your permanant resources
1 Dark Templar, 1 Zealot, 1 Transport, 9 Workers
Powerful Ability- After you place your starting units, place the Warp Gate installation in any friendly area. At the end of each regrouping phase, you may move any units from this area to any one friendly or empty area on any planet.
2 Zealots, 1 Dragoon, 1 Transport, 7 Workers
Sorry for the long post, but hope this helps, and who does everyone think has the best leadership cards, or card?
I would say either the Overmind Faction, or Mengsk faction for overall best cards, and the Scorched Earth Policy card, (a level 3 card that gives you 2 Battlecruisers or 2 Siege Tanks for free. And if you choose Battlecruisers, they gain the ability, Collateral Damage), from the Mengsk faction