Empire Charge!

By Steek, in Warhammer Invasion Deck Building

A tactical empire deck, designed to strike behind enemy lines, avoiding direct combat when possible.

Utilizing Lizardmens natural prowess at guerilla warfare to eliminate enemy forces without direct contact.

Units - 29

Friedrich Hemmler 3

Wilhelm of the Osterknacht 3

Gryphon Legionnaire 3

Rodrik's Raiders 3

Free Company 3

Gold Wizard Acolyte 3

Jade Acolyte 2

Knights Panther 3

Spawn of Itzl 3

Skinks of Sotek 3

Supports - 12

Church of Sigmar 3

Derricksburg Forge 3

Knight Training 3

Warpstone Excavation 3

Tactics - 12

Called Back 3

Forced March 3

Douse the Flames 3

Innovation 3

Empire Charge! weighs in at 53 cards

Straight forward deck with focus on control and attack.

The recipe may be simple, but it packs a considerable punch.

The weaknesses of the deck are judgement and troll vomit, due to the large amount of units, and general lack of development synergy.

More to the point; it's a very fun deck to play, which tend to leave some interesting decisions to be had during the games.

Pretty sure that Douse the Flames won't trigger Savage - Douse moves damage on a unit rather than assigning it. Savage only triggers on dealt damage, and even then only if the unit survives it.

Well to be fair, the deck doesn't contain any savage units as I find their use limited.

Douse the Flames, is mainly used to damage key opponent for a easy Spawn of Itzl kill.

Coupled with Skinks of Sotek and Friedrich Hemmler (on defense), who both pierce through armour, Spawn of Itzl becomes a formidable obstacle for the opponent.