Good news! Almost every card depends on placement of developments.
Bad News! Not many cards destroy developments.
Dwarves have a support card that makes support cards in zones w/o a dev lose all power.
Orcs have support that makes it so units in a zone w/o devs can't defend.
Humans support is like dwarves only it affects units instead of support cards.
High elves stop trigger abilities.
Chaos forces units to enter zones without devs corrupted.
Dark elves have a support that makes units in zone without devs get -1 hit points.
All these cards cost 2 and have 2 faction symbols of the appropriate army.
2 wood elf units.
the tree kin and a spearman.
when spearman enters play you may put top card of ur deck into his zone as a dev.
High elves are getting a new swarm weenie rush theme.
The hero we have seen but then they get a chariot.
3 cost 1 loyalty
1 power and 3 hit points.
Action: When it attacks reveal top card of deck. if a high elf with cost of 2 or lower is revealed put it into battlefield attacking.
Wytefang will take care of the spoiler for ya guys.
Omens is an Awsome BP!
Thanks for the mini-spoiler. I'm liking it. I'm scared how annoying an Empire Development destruction deck might be though,... I'll reserve final judgment until I can play them. Hopefully the mini spoiler will hold me over until after work, and hopefully when Wytefang's spoiler is up.
the most important question: chaos unit stats and ability ? any chaos tactics?
Thanks, can't wait for the full spoiler of this one. I hope I wuill see it soon in Europe. So I can rebuild my decks.
Please publish the full spoiler . We would like to know all the cards. Thanks.
Hi!
Thanks for info but we need more
Don't be like that... Give us card list, great if with description, maybe scan also ... All Europe is awaiting news from You guys... We count on You...
/Regards, Colan
I already don't like FFG for personal reasons. I am only here for fans of the products I still find fun.
For Chaos
Ungor Raiders
2 cost 1 loyal
1 pow 2 hp
Action: When it leaves play destroy target dev.
Mark of Chaos
Attachment, Spell.
1 cost 2 loyal
Attached unit gets 2 power. Forced: deal 1 uncancellable damage to attached unit at beginning of turn.
Den of Iniquity
cost 2 1 loyal
Building
1 pow
Units entering a zone w/o dev enter corrupted.
I have responded to your request, my good European W:I Players!! Full spoiler is posted in its own thread in these forums. Enjoy!
Fine I will cave just this once. If any gripes appear in the replies about broken races I won't dio it again and you can wait next month for Wytefang.
After all FFG lacked on a card of the week this week....
No surprise there.
Dwarves
Ancient Longbeards
3 cost 2 loyal
1 pow 3 hp
Action: When this unit attacks or defends, put the top card of your deck into this zone as a dev.
Und Dokbar
2 cost 2 loyal
building
1 pow
Support cards in a zone w/o a dev lose all power.
Orcs
Poisonous Wyvern
4 cost 2 loyal
2 pow 6 hp
River Troll4 cost 2 loyal
2 pow 4 hp
Forced:at begining of your turn heal all damage from this unit.
Boar Pen
2 cost 2 loyal
building
1 pow
Units in a zone w/o dev cannot defend.
Empire
Steam Tank
4 cost 3 loyal
no pow 7 hp
Gains 1 power for each resource token placed on it. Token is placed begining of your turn.
Hidden Grove
2 cost 2 loyal
building
1 Pow
Units in a zone w/o dev lose all power.
Visit the Haunted City
Quest
0 cost 2 loyal
Action when you place dev from hand put token on card if unit is questing.
Action discard 2 tokens on the card to move a target unit or support card from its current zone to another zone.
High Elves
See above post
Chaos
see above
Dark Elves
Witch Hag
2 cost 1 loyal
1pow 2 hp
Action Corrupt it to discard top card off opponents deck
Dark Elf Infiltrator
2 cost 1 loyal
1 pow 2 hp
Action when it enters take up to 2 resource tokens from target opponent.
Malekith's Throne
2 cost 2 lyal
building
1pow
Units in zonew/o dev get -1 hp
Wood elves
Tree kin see preview
Nimble Spearman
cost 2
order only
1 pow 2 hp
When it enters play place top card of deck in play as a dev.
Neutral
Bribery
cost 2
choose a target unit or support card in a zone w/o dev. That card loses its power this turn.
I better not see any complaining and moaning about meta and such.
Having read the spoilers, Omens became an instant "skip it" BP. Nothing interesting in the least, only positive being Beards didn't get another crazy card. Each race gets variant Support that does something for zones with no devs
.
As I said over on BGG, HElves get the shortest end of the short stick. Korhil might work at times with Sword Masters and Spearmen, but Chariot, cost 2 or less??? Seriously??? And since HElves are about the worst when it comes to development/support removal, their Support does very little at best.
Dam, I suspect you may be looking at this new set through glasses that are a bit too focused on race-specific decks. At this point, a lot of decks are hybridized, so High Elves can tap into some decent Development removal, if need be.
But generally you have the option to either remove a dev or a support, if limited in those options, most would pick Support > dev, no? Especially if/when zones are all packing 2+ dev. Also, it's just triggered abilities even if it goes through, passives still function. And as I mentioned over on BGG as well, Illyriel >>>>> Korhil in the BZ, so Korhil's ability and worth are pretty much zero.
And while I do play and look at things from a mono-race POV, seems bizarre the HElves still can't hold their own, whereas other decks have been perfectly viable from day one. This BP was another chance for them to get good (hell, or even decent) cards, instead, bleh. IDD works for the HElves, sorta, but neither Korhil or the Chariot (or the Support) do anything to strenghten that strategy. Compare to the Orcs who have great development removal, so their Support might actually work and Orcs are not lacking it hitters, yet what do they get? Two more hitters.
For my money, which I will be saving by skipping Omens, it's probably the weakest BP out of the 13 (?) out so far. Underwhelming cards all across the board.
Personally, I like this BP. Lots of stuff that Empire can take advantage of. Empire has some of the cheapest Development manipulation cards. Will of the Electors is cheap enough to slide into any deck if it means your opponent suddenly gets no power in his kingdom for a turn.
I can't really testify for the HE cards. Those cards aren't really in the direction of a strategy I plan on using. Don't just look at them as cards that might toss a unit into the battlefield, but also as a unit that lets you check the top of your deck for what you might draw next turn. With a few movement cards, you could easily drop a unit with the chariot or hero and then move him to another zone next turn, if he isn't dead by then.
To each his own though. Personally, I nab every battlepack even if I'm not impressed. I've learned from CCGs in the past that just because a card is crap right now, doesn't mean it will still be crap in the future when something else makes it better.
This is the first BP in a while where ive thought, "oh now that changes things"
The potential is there to stop some of the more degenerative combos out there and allow us to build decks where stragegy will win games and its not just a game where it becomes a race to get your winning cards in place quicker than your opponent.
If i were to be critical id say that giving order a card that allows them to place a development in a different zone to the one they played from their hand, might just be slightly unbalanced, but its a minor quibble given that the unit in itself is weak.
Overall a very good pack tho.
Periculum said:
Point is there aren't really any good cost 2 HElf units, only two cost 3 that are worthwhile (Spearmen and Sword Masters, maybe Silver Helm Detachment and Dreamer of Dragons), whether they are for attacking or not, Initiate of Saphery you don't want in your BZ. Keeper of the Flame and Loremaster of Hoeth, while 2 cost, are probably better in a side zone. But, are you going to keep your draws low, so you don't get them to your hand just so you can maybe get a unit into play for free with Korhil/Chariot? Better to just draw more and use some other units instead.
Out of this BP, only cards that I can see putting into decks for sure is Dark Elf Infiltrator, might be able to squeeze a few of the Orc units in, rest would just go back in the box right away. Too much chaff, Wood Elves getting added only increases it as I finally managed to rid my decks of Skaven cards.
Periculum said:
Personally, I like this BP. Lots of stuff that Empire can take advantage of. Empire has some of the cheapest Development manipulation cards. Will of the Electors is cheap enough to slide into any deck if it means your opponent suddenly gets no power in his kingdom for a turn.
And this is exactly why I say that this BP (and the whole "push developments theme") is a fault from the start.
Only order side, especially Dwarves and Empire are strong in developments, so the already totally unbalanced metagame gets even worse. And even in this BP, just compare the Chaos support to the others... totally useless (as opponent could play a development before the unit)
With this BP I'm even closer to quit the game forewer... I'm start to lose my patiance after months and months of promises about some balancing act, while quite the opposite happens again and again. I wont buy anything from now on until I see some change.
Sorry for the rant :-/
Cain
Hmmm... I don't think it's that bad. There are some game shifting cards in here, that's for sure.
I guess it waits to be seen, but I think the threat of cards like Hidden Grove or Malekith's Throne may slow down the innovation engine that every non-rush deck feels the need to employ. Think we may see pilgrimage a little more?
Mark of Chaos is cool. And I agree, Tiranoc Chariot isn't a bomb card by any means, but it definitely opens some doors for HE in later packs.
My gripe is Wood Elves seem kind of boring. Why the hell is a tree hitting for 1? I mean, it's a tree.
I dont think forcing someone to put a development into a zone they didnt really want to play it is a disadvantage.
Ideally most people want to start playing developments into the Kingdom so they can make use of Innovation. This then perhaps allowed another unit to be played into the Battlefield which could attack.
If you have Den of Iniquity out, your opponent is forced into a rethink. He can play the development into his Kingdom to use Innovation, but the unit he would have played to his battlefield will be corrupted and now cant attack (or defend) and you just changed the tempo of the game somewhat.
On the other hand, a development could be played to the Battlefield allowing a unit to enter there uncorrupted, but the innovation isnt as useful, again changing the tempo of the game. And who's to say the choice made was the right one. Its putting the emphasis on the player making the choice to pick the right one, instead of playing what is a win-win for him.
Eatine Harbour is a great card if played right. Look at what it does to the Dwarf Ranger, as it forces someone to play a development to the quest zone to just ensure he keeps his ability. The only time i can remember playing a development into the zone was because it was in danger of being destroyed and i needed to make sure it stayed unburned for an extra turn. Is that really to a players benefit to be forced to use a potentially valuable card where he didnt really want to use it. I dont think so, as again there is doubt as its not necessarily the correct play.
And of course, just the fact that your opponent may be playing these cards may force you into playing your deck somewhat sub-optimally as you didnt want to become hindered by them if they do drop.
I completely agree, Dam. I suspect that the hero and the chariot might be part of a new archetype that HE is supposed to be able to play after another few packs. I know several cards have been like that in past battle packs. (call of the grandfather, anyone?)
MartinSmudge said:
But with Mining Tunnels, why wouldn't Dwarves develop all zones? You need what, 3 dev in BZ for most of the work, possibly less in KZ, so you can develop QZ quite nicely. Don't know about you, but for us, QZ is the first zone to get burned most often, so developing it is more the norm than the exception. Plus, Eatine Harbour (BTW, is that meant to say Eataine?) is 2HH, meaning all resources if you play it turn 1. Would have to have a pretty poor starting hand to play that instead of something more useful. Early is when it will have the most effect, once it's out there, your opponent counters it with one card.
Periculum said:
To each his own though. Personally, I nab every battlepack even if I'm not impressed. I've learned from CCGs in the past that just because a card is crap right now, doesn't mean it will still be crap in the future when something else makes it better.
Wise words, Master Periculum.
Cain_hu said:
Periculum said:
Only order side, especially Dwarves and Empire are strong in developments,
I think the Orcs are going to make great use of Smash go Boom. They are going to be dangerous wigth that card.
Also...Smash der beards is going to be a great cards for them too. Attack, pump power with smash der beards, then play smash go boom to destroy the devs. Nasty nasty.
I'm happy about this battle pack just because chaos is getting some 2 cost cards that arent terrible/battlefield only.