The Twin Tailed Comet - is comming!

By ffgfan, in Warhammer: Invasion The Card Game

thanks a lot for the translation!

Ok so first thanks for the spoiler but the translation is not to good.

Second - this battlepack is not to good. There could be a lot of useful card but there a lot of useless. And the Quest for Chaos is the worst. It could be a really good card but instead we got a totaly useless card. As I'm a huge fan of the game this expansion is the worst in this cycle so far.

Maybe those cards will be good in play in the future but at this point many of them are not worth to be in my deck.

Oh, and the last thing. It's not my problem but is the polish publisher not breaking the law? It's the second or third time they are releasing a battlepack before FFG does. Even in Spain they are waiting for the official release and then are releasing the game to stores. For me the polish publisher is breaking the agreement with FFG and they should be punished for that. Everybody would like to relaese new games before the main publisher does but that's against the law. But that's only my point of view.

GrumpyStranger said:

Voice of Order 1 EE

Spell

Action: Untill the end of your turn every time you play a tactic you may pay 1 resource to move it to its owner's hand by the end of the turn.

If your translation is correct - this is the most gamebreaking card i've ever seen.

Imagine a simple combo= 2 developments in kingdom + Voice of Order+Innovation = Infinite Resource base.

GrumpyStranger said:

Voice of Order 1 EE

Spell

Action: Untill the end of your turn every time you play a tactic you may pay 1 resource to move it to its owner's hand by the end of the turn.

Isn't that a little overpowered? An Empire player just has to keep 3 resources (not so difficult for the Empire faction) from the previous turn, then during phase 0 he plays Voice of Order (1 resource), followed by not-in-the-same-action-chain Order in Chaos (1 resource + 1 to put it back at the end of the turn)... this way he'll draw again Voice in Order during the Quest phase and he'll get back Order in Chaos + all the tactics he thinks useful, ready to start again next turn... why bother with 3 copies of a tactic when you have this almost-infinite-loop?

It was just updated on the upcoming page- it's in Stores now.

As I understand 'Voice of Order' you pay an additional 1 per tactic that you would like to have returned to your hand at the end of the turn. Definitely very useful, but you dont get the cards back immediately so its more like you can reuse things each turn, not use them over and over on the same turn.

TL

Seems i've missed "returne to your hand at the end of the turn" thing.

I just bought the pack this afternoon: I'll just add the stuff that was lost in translation.

Daemon Slayer 4 DD (Unit)

2 Power/ 4 HP

Slayer

Toughness X

X is the number of resource tokens on this unit

Action: When you play a development from hand, put a resource token on this card

Master Runesmith 3 D (Unit)

1 Power/ 2 HP

Priest

You may spend resource tokens on this unit to play tactics.

Action: When you play a development from your hand, put a resource token on this unit

The Slayer Oath 2 DD (Tactic)

Action: Target unit you control gains a power for each unit in your discard pile until the end of the turn.

Skarsnik and Gobbla 4 OO (Unit)

2 Power/ 4 HP

Hero, Goblin

Action: Remove 3 damage from this unit to deal 1 damage to each section of an opponent's capital. Then draw a card.

Ork Shaman 3 O (Unit)

1 Power/ 3 HP

Sorcerer

Action: When you play a development from hand, put 1 token on this card. Then you can move X damage from this zone of your capital onto a target unit controlled by you. X is the number of tokens on this unit.

Tribal Tattoo 0 OO (Support)

Attachment

Attach to a target unit controlled by you

Attached unit gains 1P.

If the attached unit leaves play, you can spend 1 resource to attach this card to another unit controlled by you.

Celestial Wizard 3 E (Unit)

1 Power/ 3 HP

Mage

Action: When you play a development from hand, put a token on this unit. Then you may spend 2 tokens from this unit to deal 1 damage to every unit in any corresponding zone.

Rally Point 1 EE (Support)

Location

Action: At the beginniong of your turn, move one unit you control from its current zone to this zone.

Voice of Command 1 EE (Tactic)

Spell

Action: Until the end of the turn, when you play a tactic, you may spend 1 resource to return it to its owner's hand at the end of the turn.

White Lion Vanguard 2 H (Unit)

1 Power/ 2 HP

Warrior. Elite.

Redirect the first point of damage dealt to this unit each turn to target unit in any corresponding zone.

True Mage 3 H (Unit)

1 Power/ 3 HP

Mage

Action: When you play a development from hand, place a token on this unit. Then deal X indirect damage to each player. X is the number of tokens on this card.

Centigor 4 CC (Unit)

3 Power/ 3 HP

Warrior

Forced: At the beginning of your turn sacrifice a development or this unit deals 1 damage to each section of your capital.

Sorcerer of Tzeentch 3 C (Unit)

1 Power/ 3 HP

Sorcerer

Action: When you play a development from hand put a token on this unit. Then deal X damage to a target unit. X is the number of tokens on this unit.

Emptying the Wastes 0 CC (Quest)

Action: If there is a unit questing on this mission, when you play a development from hand, place a token on this card

Action: Spend 2 tokens from this card to reveal the top card from your deck. If it's a unit, move it to hand, otherwise put it at the bottom of your deck

Blood Call Sorceress 3 DD (Unit)

1 Power/ 3 HP

Sorcerer

Action: When you play a development from hand, put a token on this unit. Then X target units lose PP until the end of the turn. X is the number of tokens on this card.

Sorceress Coven 2 DD (Support)

1 Power

Building

Action: When an opponent discards one or more cards from hand, deal 1 damage to his capital (you chose which zone)


Anointed Cauldron 3 D (Support)

1 Power

When this zone is attacked, the attacker discards one card from his hand

Ancient Treeman 5 (Unit)

2 Power/ 4 HP

Wood Elf, Forrest Spirit

Toughness 1

Standard forest spirit action. cba

Forgotten Cairn 2 (Support)

1 Power

Wood Elf, Location

Action: When a wood elf unit controlled by you leaves play, put the top card from your deck in this zone as a development.

Light of Morrslieb 4

2 Power

Building

During your turn you can play an additional development from hand.

I think by this pack, Wood Elves can do a pretty good job at getting extra developments played without losing any extra card advantage. That should make you take a second look at any order friendly card that triggers off of developments.

Cheers. I wasn't too inclined to cross-reference every wording nuance that might crop up while I was translating this (I'm not used to most of the exact game wording, since I play the game in polish) at 3am, so you got what you got. Thanks for filling the gaps.

@ffgfan

Galakta isn't releasing the battlepacks early, they were availible to the general public according to the ffg schedule. What you see here, the youtube vids, is one group that gets its battlepack early (though who is their source I can't tell) so it can release a day -1 review.

Wow! Worst...quest...EVER!

So much for Chaos getting ANY help this pack. I like the discard boost for DE and the stuff got HE, but that's about it. Terrible pack. The problem is that FFG put one card you almost NEED more than 3 of if you try to make balanced decks that can play against each other. As bad as this pack is it's the only one I'm thinking of buying 2 of just cause I feel like I'll need more Light of Morseib. **** IT!

swingjunkie said:

Wow! Worst...quest...EVER!

So much for Chaos getting ANY help this pack. I like the discard boost for DE and the stuff got HE, but that's about it. Terrible pack. The problem is that FFG put one card you almost NEED more than 3 of if you try to make balanced decks that can play against each other. As bad as this pack is it's the only one I'm thinking of buying 2 of just cause I feel like I'll need more Light of Morseib. **** IT!

You really don't see any value in the Sorcerer of Tzeentch? Its an awesome 3 cost unit, one of the best in the game if coupled with Light of Morrslieb.

I have a few things I like about this pack...

1) The Dark Elf Support cards look useful in the right deck :) and make me want to do something with them

2) The Chaos sorceror is a useful card, as any spot removal is good.... and even Chaos will be laying developments in the current environment.

3) The Orc stuff looks pretty solid. Skarsnik is very good in a self damaging deck. and the Tattoo is useful in any rush deck.

4) Some solid HE units, especially the Wizard.

however, I am concerned with the following:

1) That Dwarves get further resource bump from playing developments. Losing Innovation was supposed to slow them down. But with the new runepriest they can reasonably easily power-up one key tactic without saving resources normally.

2) While the Empire stuff might seem low powered, I think that it fits TOO well in to the current decks. The ability to get multiple uses out of their 3 copies of low cost cards such as Long Winter, Forced March and Iron Discipline seems very good. And the Empire didn't need much more help quite frankly.

3) The waste of card that is the Chaos Quest

4) Light of Morrslieb. It doesn't protect decks from empire as they can now get enough uses out of their low cost movement cards to still move the extra developments, and you HAVE to have enough cards in hand to play multiple developments, requiring additional allocation of resourecs to the Quest Zone or Mining Tunnels, which it further pushes over that card over the edge. Order decks can almost not bother with putting anything in the quest zone as they will see enough cards via Mining Tunnels to cycle through the deck.

Seems like a decent pack overall to me...

I like the Sorceror card Chaos got. And the 2 cost High Elf unit is a decent addition. I don't see what people see in the new HE Mage. Looks weak to me, but then I'm of the opinion that indirect damage is a weak theme that will be schooled repeatedly if any attempt is made to produce a competitive deck with it. Maybe I'm missing something.

The Dwarves and the Empire got pretty solid cards. Not that they needed them. Chaos and (especially) HE are the ones that need the help at this point. I try to remind myself that the cards we're seeing today were playtested (hopefully) months ago. I sure hope they have something in the pipeline now to boost Chaos a bit more (I have hope for them as they've gotten some decent cards lately) and to boost HE (I don't have a lot of hope for them... they are WEAK and the cards they're releasing for them don't seem to offer much synergy).

Papa

Thanks Rave for the original soiler from english version.

I still think that this Battle Pack could be a lot better and that the Chaos Quest is waste of space - there could be a lot better card then this one.

One more time we are seeing that Chaos is not the favoured designers race and it's not getting to good cards.

Oh and the Empire and Dwarf are still getting one of the best cards in the game and are most powersful race in Invasion.

Papa Khann said:

I don't see what people see in the new HE Mage. Looks weak to me, but then I'm of the opinion that indirect damage is a weak theme that will be schooled repeatedly if any attempt is made to produce a competitive deck with it. Maybe I'm missing something.

I would say you are forgeting Lizardmen. Their savage ability makes great synergy.

The White Lion Vanguard also works well with the True Mage, he kinda has super savage 1.

decado said:

Papa Khann said:

I don't see what people see in the new HE Mage. Looks weak to me, but then I'm of the opinion that indirect damage is a weak theme that will be schooled repeatedly if any attempt is made to produce a competitive deck with it. Maybe I'm missing something.

I would say you are forgeting Lizardmen. Their savage ability makes great synergy.

VitaminT said:

The White Lion Vanguard also works well with the True Mage, he kinda has super savage 1.

Both good points. I saw the potential with the White Lion Vanguard, but wasn't overyly taken with it. However, with the Lizardmen Savage units thrown in, perhaps the True Mage is worth a bit of experimenting.

Papa
Sigh... and the High Elves are married to the skinks (my derogatory pet name for the Lizardmen) even more than before. Not that there's anything wrong with that. I just find the skinks unappealing thematically.

Just out of curiosity: when is this battlepack official release date for Europe (UK)? It supposed to be 30/04/2011 but over sudden all online shops say it is out of supplier stock???