You are confused. The symbols in the Gorzod card are Atra Militarum (the skull) and Space Marines. He doesn't reduce the cost of Orks units.
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Deadly Salvage, 3rd Planetfall Warpack
#41
Posted 07 July 2015 - 08:04 PM

#42
Posted 07 July 2015 - 08:10 PM

Edit: Or is "neutral" a faction?
#43
Posted 07 July 2015 - 08:18 PM

#44
Posted 07 July 2015 - 08:23 PM

He can still use neutral cards yes? So that boosts command a bit.
Edit: Or is "neutral" a faction?
Any answer on this?
#45
Posted 07 July 2015 - 08:28 PM

#46
Posted 07 July 2015 - 08:31 PM

By the way anyone ealse getting flashbacks of Mad Max scenes with his signature card artwork and style of play?
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#47
Posted 07 July 2015 - 08:40 PM

You are confused. The symbols in the Gorzod card are Atra Militarum (the skull) and Space Marines. He doesn't reduce the cost of Orks units.
Ah ok thanks, knew I must have been missing something. I always did think that the Skull for Astra Militarum was misleading, looks more like an orky symbol to me.
#48
Posted 07 July 2015 - 09:07 PM

By the way anyone ealse getting flashbacks of Mad Max scenes with his signature card artwork and style of play?
Totally, specially the attachtment
#49
Posted 07 July 2015 - 10:19 PM

I'll definitely construct a deck around him, although I doubt we'll see this Force pack before the end of the year.
#50
Posted 07 July 2015 - 10:37 PM

Wondered a bit what vehicle was shown in Hostile Acquisition.
They looted an Ordinatus. Go big or go home I guess.
- Zouavez likes this
#51
Posted 08 July 2015 - 12:21 AM

1 - his sig events are situational on opponent's build and localised to warlord's planet (most decks run 0-6 vehicles and this makes the trait a liability making them less playable).
2 - his sig units whilst nice for Orks at 2 cost aren't exactly great compared to say Broderick's units at a green planet (and more Wargear attachment hate)
3 - his sig support is cost 3 and requires a commitment to vehicles which are expensive so can't have too many in your cost curve
(Yes his sig attachment is good but not premier like Banner, reliant on either losing a valuable unit or opponent having one to kill.)
4 - he has no access to any other non-Ork cards so is incredibly predictable (many Ork cards reference Ork so exclude his allied vehicles without his 1x 3 cost support) and there will only be a few variant builds
5 - his theme seems weird - an Ork warlord that leads Space Marines and Imperial Guard vehicles? What gives him power over human-driven vehicles? Does anyone know the lore?
But my main worry is the cost inflation he will cause on all Human Vehicles. That 1 cost discount means they will always be better played with this Ork warlord. So they daren't create a great value vehicle as it would be ridiculous here. Just as tortures are 0.5 resources too expensive at their printed cost.
Maybe I'm being alarmist here that trait based cost-discounting is going to create cards that are basically for certain warlords who get them cheaper.
On the positive side, defining "common" is a big improvement. Now they need to define "generic" too as non-unique is so clunky.
Sorry that I haven't joined in the plaudits of this warlord. I hope I'm wrong and lots of other warlords will now play common AM and SM vehicles too.
On other cards spoiled...
The loyal Vanguard Soldiers is just what AM need, especially Straken. The vanilla Genestealers don't excite though sadly.
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#52
Posted 08 July 2015 - 01:00 AM

We've see that same partially spoiled DE attachment before; even the same portion partially spoiled, same position in a fan in the initial announcement for the cycle. Can't tell much about it other than it's probably Shadow Something, and it's a Kabalite attachment (unless there's another trait starting with K).
I think the Tau support might be a cost reduction. Someone who knows the fluff better might know what it's called, "...'ae'lum Enclave."
Seer of Deceit seems to provide a card bonus (probably planet color reliant, similar to Skrap Nappa). Better be good stats to make that 3 cost worthwhile, or that's just begging for warlord capping.
#53
Posted 08 July 2015 - 01:26 AM

@sparrowhawk - I assume Gorzod's lore is that he's an ork warboss with a penchant for looting, and has a lot of Militarum/Adeptus Astartes equipment at his disposal. Orks have an innate knack for technology, and can adapt all manner of creations for their own use. It's easier and quicker for his orks to repair and jury-rig the human equipment than it is for them to craft their own orky gear from scratch. Just imagine the vehicles rebuilt, repainted, and orky.
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#54
Posted 08 July 2015 - 01:54 AM

I remember (a fair few years ago - 1997 or so) being told by a GW employee that orks could field Imperial Guard vehicles (with the fluff rationale being that they'd been looted and repurposed). This was back in the day when customization of armies was more in vogue.
#55
Posted 08 July 2015 - 02:42 AM

5 - his theme seems weird - an Ork warlord that leads Space Marines and Imperial Guard vehicles? What gives him power over human-driven vehicles? Does anyone know the lore?
He has power over human-driven vehicles because he's an Ork. They were genetically engineered to be innately understand technology, and their technology essentially operates on faith alone.
Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who possess genetically-implanted dispositions and technical knowledge that grant them unusual skill with maintaining and developing technology. However, this skill is an unconscious one preserved through genetic memories hard-wired into the Oddboyz' DNA by the Brain Boyz millions of standard years ago. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery into the genomes of all Orks; thus Mekboyz require very little training in their function within Ork "kultur," since they understand mechanical principles at a fully instinctive level.
Orks lack individual psychic power, being denied such abilities by the Old Ones. However, they do have a sort of collaborative, collective psychic ability, meaning that if enough Orks believe something is true, then it will actually become so, brought into power by their gestalt psychic ability. For example, Ork rockets painted yellow create bigger explosions, simply because the vast majority of Orks believe they do. This is also why much of the Orks' seemingly ramshackle technology will do terrible damage in the hands of Orks, but will cease to function when used by other races.
Gorzod has probably successfully raided these vehicles from warring with humans. But they might also be clunker vehicles from a junkyard that work because the Orks believe they do.
- Zouavez likes this
#56
Posted 08 July 2015 - 02:56 AM

#57
Posted 08 July 2015 - 05:32 AM

But my main worry is the cost inflation he will cause on all Human Vehicles. That 1 cost discount means they will always be better played with this Ork warlord. So they daren't create a great value vehicle as it would be ridiculous here. Just as tortures are 0.5 resources too expensive at their printed cost.
Maybe I'm being alarmist here that trait based cost-discounting is going to create cards that are basically for certain warlords who get them cheaper.
This indeed is a bit worrying, but fortunately they can put a loyal sticker to the ones that would be totally op with Gorzod.
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#58
Posted 08 July 2015 - 07:09 AM

It's disappointing to see that they're still printing utterly generic cards(Genestealer), dull cards just kill games for me. On the other hand the new warlord looks rad, definitely looking forward to playing with him.
#59
Posted 08 July 2015 - 07:10 AM

As for issues with telegraphed deck builds, initially I can see it being a small problem but the card pool is only getting bigger, who knows what people will be doing with him by the end of the cycle
#60
Posted 08 July 2015 - 08:08 AM

My worry with Hostile Acquisition is that it will drive (ho ho) vehicles out of other decks that were barely using them anyway.
Staple cards that are now worse in general: Steel Legion Chimera, Bloodied Reavers, Wild Rider. There's others as well, but Eldar just got a little bit of pain, basically.
Of course a lot of that depends on how the warlord holds up as a whole. I'm with Sparrowhawk on this, cautiously unimpressed. A handful of discounts don't make up for the massive shrinking of the available card pool, especially the AM 2-for-2 cappers, but also tallarn raiders and ratling deadeye. 4 cost land raiders and 3 cost valkyries are very nice, for sure, but the weakness in command means you're likely missing the same number of resources you would have got from command, over time. You start shoving a load of 3 and 4 cost vehicles into a deck, the deck as a whole is going to suffer in terms of deploy turns and command.
Building this deck, I expect I'd go three valkyries and three hellhounds, then aim for a 2-3 costing deck with 28 or so units and high shielding. This'd be a deck that can't get great mileage out of Tellyporta Pad or KFG, so more room for orky events.
Don't forget, there's another warlord who got a -1 discount on a small group of cards, but was effectively locked out of a bunch of staple cards for his faction. And yeah, he's not impressing most people.
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