I put together what I thought was a pretty good Orc beatdown deck which, after its initial victories, started getting repulsed pretty easily by the same Empire/Lizardmen deck I was just wiping the floor with. While trying to analyze my losses, I realized that I still don't have a solid grip on what each faction is supposed to do.
For example, I really dig pretty much any Orc card that rewards me for controlling damaged units, like Squig Herders, Boar Boyz and Urguck. But it seems to me that they don't have much staying power, which is reflected in their overall low HP and lack of damage cancellation. Does that sound about right?
If it's not too much trouble, can someone/some people post a really brief synopsis of how each faction goes about winning? Also what would be nice is a card or two that demonstrates the strengths and weaknesses of that faction. Not just what would make a cool combo, but as an example of why that card is good or bad within the general way a given faction wins the game. Does that make sense?
I also want a pony.
? HElves have what, 2 units (both Dragons) that pack 4 Hammers, nothing else packs 3 Hammers (that I could think of), that doesn't ring powerful, high dmg units in my book. Not to mention HElves lack the attachments and abilities to add Hammers that many of the other races have ("yay" for War Crown of Saphery). All but DElves can weigh in with plenty more high Hammer units than HElves. If you're taking IDD from units into account, then HElf damage output does go up, but only when they are attacking, defending is still another Achilles' heel for them, you defend, you die, leaving healing useless.