Chaosmoon Spoiler

By Grille2, in Warhammer: Invasion The Card Game

Hi there,

Got my Battlepack and could even play some games today. I think it's the most amazing Battlepack since a long time but see for yourself. I'm now editing this post so give me some time, it's totally worth it. After all I have to retranslate from the german cards so these aren't 100% the same texts as the english version.

Chaos got some great additions so did Dark Elves.

Dwarf:

Bugmans Barrel 1 DD

attachment

attach to a dwarf unit you control. This unit gets +1 HP for each development in this zone.

Bugmans Crony 3 DD

Ranger

1 P, 3 HP

This unit gains 1 power for each attachment card on it.

Josef Bugman 4 DDD

Hero, Ranger

2 P, 4 HP

Action: Each time a dwarf unit under your control enters play, search the top 5 cards in your deck for an attachment and attach it to that unit.

Empire:

Chain Lightning 2 EEE

Spell

Action: Destroy up to 2 attacking units with printed cost 3 or lower.

Sky Aprentice 2 E

Mage

1P, 2 HP

Action: If a unit in this zone takes 1 damage, then deal 1 damage to a unit in the corresponding zone.

I don't know if the translation is correct but from reading it I understand it so that this unit gives savage 1 for the zone where he is placed.

High Elves:

Moondragon and Dragons Lair were already in the news 2 weeks ago

Follow the Omen 0 HH

Action: After you play a development from your hand place 1 Resource Token onto this card if a unit is questing here.

Action: Remove 1 Resource Token to look at the top 3 cards of your deck and return them to the top of your deck in any order.

Now for the fun part =)

Orc:

Mosh' em 5 OOO

tactic

Action: After the first battlefield phase a second one follows. o_O

Pillaged City 3 OO

Building 1P

This card gains 1P for each unit in this zone

Nightgoblin Fanatic 2 OO

Goblin

1P, 2 HP

Action: When this unit attacks, reveal the first card of your deck. If printed cost are uneven, each unit in the defending zone takes 2 uncancable damage. If not sacrifice Nightgoblin Fanatic. Shuffle your deck.

Chaos:

Plague Bomb 3 CCC (I know it was already previewed but this cards really rocks)

Disease, Spell

Action: Deal 1 dmg to a unit, 2 to second unit and 3 to a third unit.

Desecrated Temple 2 C

Building 1P

Action: When one Chaos unit you control leaves play, destroy one development.

Deathbull 3 C

Warrior

1 P, 2 HP

Action: When this unit leaves play, deal 4 damage to a unit in a corresponding zone.

Dark Elves:

Offering for Khaine 2 DeDe

Spell

Action: Every Opponent has to sacrifice one unit under his control.

Lovely Chosen One 2 DeDe

Mage

1 P, 2 HP

Action: This unit gains 1P until the end of turn, if a unit enters opponents discard pile.

Raging Bride of Khaine 3 De

1P, 3 HP

Action: When this unit attacks discard the top 2 cards of a players deck.

Neutral:

Evil Clan Rat 4

1P, 3 HP

Skaven

When attacking this unit gains 1P for each corrupted skaven unit under your control.

Spellsinger 2

Woodelf, Mage

1P, 2 HP

Action: When playing a development one development becomes a unit with 2 hit points and 1 Power until the end of the turn. It also counts as development.

Yes there is no "limit once per turn" as by Jade Acolyte

Thornskin Dryad 4

1P, 4 HP

Counterstrike 2

Action: Spend 2 resources to have this unit become a development until the end of the turn. It no longer counts as a unit.

Here you can see arts :

Its in Polish, but arts are really great so enjoy :)

Wow, who balances these factions? Bugman's Barrel (+HP per developments) seems, how to say this... another highly effective drwarf card :S! I suppose Vaul's Unmaking has made attachment destruction super easy for order races, but nevertheless. Some of those tactics look very fun. Thanks for the list!

thanks for the list!

I love all 3 Chaos cards, especially the building. See some nice combo's with sacrifice tactics. Also the disease tactic rocks. Dwarfes got some nice new stuff as well, strong as well. Orc cards are interressting, must see how that turns out.

Chaos will finally join the playable factions with this battle pack! Huzzah!

Can't wait! =)

Played some games the day i got the BP and had a dark elf deck with Plague Monks, some spells and some discard units including the new "deck 2 cards while attacking" unit and it was good playable. It wasn't that tuned that well but it was quite suprising how good it worked out. After I could get some early control with Withering Hex, Hate and Shades the deck was a blast decking up to 5-8 cards a turn and discarding 1-2 cards from hand. Witch Hag from the last battle pack seemed a bit too slow but considdering that the deck was build spontanious it was good. Guess as long as you don't play against dwarf it can work well but even then if you manage to slave the right units it won't be so easy for those pesky beards.

I played against chaos with the new cards and in other games we gave each other a really hard time. My opponent couldn't do that much but with his low card draw he regularly got some Plague Bombs which whiped 2 Shades and a another unit from my board and some other games it was already turn 4-6 and each capital board was nearly clear but our discard piles were filled well.

Later I played this orc deck http://deckbox.org/sets/13667 against an empire deck. Visit the Haunted City was annoying as usual and as expected Chain Lightning is a really strong card. But playing fast while keeping some saving options it had a chance.

Now I really want to build a chaos deck because Chaos has a lot of potential now and I want to check how the new Orc tactic can be included in an Orc deck or if it's too expensive.

It's also clear that destruction won't get that much constant benefits from developments. The focus will be how to deny the opponent from getting a board full of developments and getting only advantages by playing them or removing them. Sorcerer of Tzeentch (play development -> get resource token -> do damage to target unit) in the next battlepack will also be a great addition to Chaos.

BTW did someone notice that Stone to Skin could be a way to counter Visit the Haunted City? At least you can disable your own Warpstone before playing units into your battlefield or if you have the right tools even destroy it as long as it's a unit (Bray Shamans or other sacrifice things comes to mind).

grille said:

BTW did someone notice that Stone to Skin could be a way to counter Visit the Haunted City? At least you can disable your own Warpstone before playing units into your battlefield or if you have the right tools even destroy it as long as it's a unit (Bray Shamans or other sacrifice things comes to mind).

warpstone in not a building , you can't use stone to skin on warpstone

**** missed that one :/

DaRKeR said:

Here you can see arts :

Its in Polish, but arts are really great so enjoy :)



Thanks for the video.
By the way, I just love the warhammer invasion live gameplay videos on your channel aplauso.gif . We can learned a lot from watching other people play. I wish I could understand polish though sad.gif .
I like how you set up the camera. It's easy to follow the game. Very educational.
Keep up the good work!

1st - thanks for the spoiler. There are some mistakes in the names of cards but I understand it becouse, I think, You made a translation.

2nd - this cycle is good but I don't like it. And I don't mean the cards but the style of this cycle. I will explain to You why. I made a discussion with my friend that also play the game and the topic was the Morrslieb cycle. When we bought the game it was great. Had a lot of cards and many options to customise Your deck. You could play just the way You liked it, with or without developments, and now? You can't play with out them becouse You are going to lose. When You first played the game You could lose even with someone that had only the core set, when He had a really good deck. Now that's imposible. The game is starting to be like Magic. When You don't have new cards, You lose. And the new cards are starting to be replaicements for old cards. Tell me how many of You play a Choas/Destruction rush deck with Bloodthirster in Your deck?

3rd - the only good thing I can see in this cycle is the fact that we could get some new good Chaos cards and maybe more balance in the game. Still the Order decks, specialy Dwarf and Empire, are a lot better then Destruction. The game is changeing but I don't know if in a good way.

4th - and after reading more about this cycle I come to only one conclusion. The Deluxe - Legends - will be in my opinion a lot better then those battlepacks.

I can only think that if this thing will go on the in the next cycle we should see more cards that would give You bonuses when You play without develeopment. I can only hope for that.

ffgfan said:

Tell me how many of You play a Choas/Destruction rush deck with Bloodthirster in Your deck?

It's not a rush deck, more like mob you with overwhelming corruption and power/attack, but BT is in my Chaos deck (along with all the other Greater Daemons, Great Unclean One and Lord of Change).

Kinda hard to read in this format, but the formatting options on this site aren't that great. Here's a full English spoiler.

Title # Faction Type Unique Cost Loyalty Power HP Traits Card Text
Josef Bugman 21 Dwarf Unit Yes 4 3 2 4 Hero. Ranger. Limit one Hero per zone. Action: When a [Dwarf] unit enters play under your control, search the top five cards of your deck for an Attachment support card and put it into play attached to that unit. Then, shuffle your deck.

Bugman's Rangers 22 Dwarf Unit 3 2 1 3 Ranger. This unit gains [P] for each Attachment support card attached to it.

Bugman's Tankard 23 Dwarf Support 1 2 - - Attachment. Attach to a target [Dwarf] unit you control. Attached unit gains +1 hit points for each development in this zone.

Night Goblin Fanatic 24 Orc Unit 2 2 1 2 Goblin. Action: When this unit attacks, reveal the top card of your deck. If the printed cost of the revealed card is odd, deal 2 uncancellable damage to each unit in the defending zone. Otherwise, sacrifice this unit. Then, shuffle your deck.

Looted Umie Town 25 Orc Support 3 2 1 - Building. This card gains [P] for each unit in this zone.
Bash 'Em! 26 Orc Tactic 5 3 - - Action: There is an additional battlefield phase this turn, following the first battlefield phase this turn.

Celestial Apprentice 27 Empire Unit 2 1 1 2 Mage. Action: When a unit in this zone is dealt exactly 1 damage, deal 1 damage to target unit in any corresponding zone.

Chain Lightning 28 Empire Tactic 2 3 - - Spell. Action: Destroy up to two target attacking units, each with a printed cost 3 or lower.

Moon Dragon 29 High Elf Unit 7 3 4 5 Dragon. Action: When this unit enters play, each player chooses up to one unit in each of his zones. All other units are sacrificed.

Dragon's Lair 30 High Elf Support 4 2 2 - Building. Action: At the beginning of your turn, put a resource token on this card. Then, you may remove 2 resource tokens on this card to search the top five cards of your deck for a Dragon unit and put it into play. Then, shuffle your deck.

Follow the Portent 31 High Elf Quest 0 2 - - Action: When you play a development from your hand,put a resource token on this card if a unit is questing here. Action: Discard a resource token on this card to look at the top 3 cards of your deck and rearrange them in any order.

Doombull 32 Chaos Unit 3 1 1 2 Warrior. Action: When this unit leaves play, deal 4 damage to target unit in any corresponding zone.

Desecrated Temple 33 Chaos Support 2 1 1 - Building. Action: When a [Chaos] unit you control leaves play, destroy target development.

Plague Bomb 34 Chaos Tactic 3 3 - - Spell. Disease. Action: Deal 1 damage to target unit. Deal 2 damage to another target unit. Deal 3 damage to a third target unit.

Frenzied Witch Elf 35 Dark Elf Unit 3 1 1 3 Witch Elf. Action: When this unit attacks, discard the top 2 cards of target player’s deck.

Alluring Chosen 36 Dark Elf Unit 2 2 1 2 Sorceror. Action: When a unit enters an opponent’s discard pile, this unit gains [P] until the end of the turn.

Sacrifice to Khaine 37 Dark Elf Tactic 2 2 - - Spell. Action: Each opponent must sacrifice a unit he controls.

Thornflesh Dyad 38 Neutral Unit 4 - 1 4 Wood Elf. Forest Spirit. Order only. Counterstrike 2. Action: Spend 2 resources to have this unit become a development until the end of the turn. It no longer counts as a unit.

Spellsinger 39 Neutral Unit 2 - 1 2 Wood Elf. Mage. Order only. Action: When you play a development from your hand, target development becomes a unit with [P] and 2 hit points until the end of the turn. It still counts as a development.

Vicious Clanrat 40 Neutral Unit 4 - 1 3 Skaven. Destruction only. While attacking, this unit gains [P] for each corrupted Skaven unit you control.

Thanks, Entropy. I don't have time these days to post these - glad someone else has done so. Do you mind if I cut and paste this to BGG, at some point, also?

A few decent cards in this pack, but mostly a "filler" pack, or developing archetypes that aren't already viable. Chaos still needs a reliable sacrifice mechanic imo, as they are getting lots of synergy in that direction. That being said, Doombull and the new HE quest are prolly my two picks for what im liking the most, with sacrifice to khaine maybe slipping in as a third.

Wytefang said:

Thanks, Entropy. I don't have time these days to post these - glad someone else has done so. Do you mind if I cut and paste this to BGG, at some point, also?

Yeah, go for it.

Thanks :) Im glad that ppl like it. There will be more and im almost sure that there will be Video spoiler always on time :)