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Threat Beyond Warpack Review

warhammer 40k conquest warpack review threat from beyond

Before I get started I would like to thank Askelpios for using his power to get me access to post this. I would also like to thank the reviewers that submitted their initial reviews in an extremely timely fashion.
I will take a minute to get on my soapbox and encourage everyone to report all the games you play at 40kconquest.blogspot.com. The more people we have reporting games, the more accurate it is. You can also go there to see stats on games others have reported to see if anything we say in these reviews turn out to be true or not.

Ratings

The rating scale as follows was offered to reviewers:

1- Very poor - Very bad for the foreseeable future, but may become a usable card one day in the meta.

2- Bad - Not a good card to play generally, but may have its role in some very specific deck builds. Not likely to be seen in a tourney winning deck.

3- Average - Will make some tourney winning decks, but not in every deck it is eligible for. Think hard before including.
4- Strong - Almost certainly a strong include for almost every deck that is eligible to include it.
5- Excellent - A definite auto-include of exceptional strength.

For Warlord cards, use other Warlords as point of comparison, and account for their signature cards in their strength.

For Signature cards, rate them in isolation, as if they were a Loyal card you could choose to include or not, but at the fixed number of cards required by the Squad.

Also note, that in terms of multiples included, a card does not have to be a 3x to be a 5/5 auto-include. Some cards are clearly designed to be included fewer times, and cannot be rated less strong because of this.

Synopsis

Ksi’m’yen Orbital City 4.83
Snake Bite Thug 4.67
Evil Suns Warbiker 4.67
Formosan Black Ship 4.5
The Glovodan Eagle 4.33
Nocturne-Ultima Storm Bolter 4
Torquemada Coteaz 3.67
Mork’s Great Heap 3.67
Firedrake Terminators 3.5
Shadow Field 3.5
The Emperor Protects 3.33
Imperial Fists Siege Force 3.33
Noise Marine Zealots 3.33
Coteaz Henchman 3.17
Cacophonic Chorus 3
Fire Warrior Grenadiers 2.83
Mighty Wraithknight 2.33
Turbulent Rift 2.17
Slake the Thirst 2.17
Seer’s Exodus 2.17
Slumbering Gardens 2
Kabalite Halfborn 1.67

The Reviews
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Torquemada Coteaz
Steinerp - 3/5
8 cards, 8 resources, 8 health, solid signatures, rocking a 90% win rate on the database at the time of writing. What’s not to like. Namely 0 attack and without key cards like staging ground or drop troopers, things can go downhill very quickly. In a multi-round event it is likely that the deck will fall flat on its face at least one as such I can’t give it a 4.

BuzzsawMF - 3/5
I am quite on the fence about Torq. In one hand I can see 3 attack being strong but at the cost of removing targets for your opponent. Typically less choice is going to result in a warlord target. Or you remove any options he has and he is a 0 ATK squatter. I am really unsure what to make of him yet. If I could give a middle of the road 2.5 I would.


Killax - 5/5
A prime example of a great different Warlord for the game. His opening stats are very interesting as is his ability to make sure his impact is not small by any means when it comes down to combat. Granted this Warlord is in need of many bodies (Tokens more preferable) the combination of his strong opening start and AM Command presence can secure you a very great start which in turn can lead you into winning a game by sheer amount of Armies, Supports and Events.


Zephireast - 4/5
8/8 alone intrigues me a lot on this guy. I think he will give Guard a new awesome aggro build

FedericoFasullo 3/5
I've already discussed about him, I'm not sold. He has a lot of flaws:
- killing every time a guy you own is exactly the opposite of winning warlords ability which make every turn tokens
- the fueling of his ability is kind of hard to sustain
- leaving him alone in a planet is auto-loss against everything
- he cannot capture planets alone just like Aun'shi (Torquemada is even worse because he cannot even kill anyone before leaving).
Still, he is pretty brutal. We need Kingsley to make it works.

Kingsley- 4/5
Coteaz is extremely powerful as an individual combatant, but requires combos and synergy plays to operate at maximum effectiveness and cannot snipe enemy capping units without other cards to empower him. If not for his accelerated start, I would give him (like Straken), a 3/5. However, Coteaz begins the game with an extra card and resource, letting him get a jump start on his opponents. While this may not seem like much at first glance, it's more of an advantage than one might think.

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Coteaz’s Henchmen

Steinerp - 4/5
Not the most exciting card out there but for 2 resources, very solid.

BuzzsawMF – 3/5
The cost and stats of this unit make it great but its main purpose will be to sac for Torq so its useful ness is limited. You won’t want it as a capper either because again, it should be sac’ed for full usage.


Killax- 3/5
A signature Army card which has a good design towards its Warlord. By no means is this card as awesome as some other signature Army cards but it still allows you to swing more with Coteaz, which is cool by itself.


Zephireast - 3/5
I think they are pretty average. Nothing great or terrible

FedericoFasullo- 3/5
We already saw of bad signature units (Nurglins, Ethereal Envoy) at least this one is somehow helping your warlord. A bit underwhelming. It would have been better if it was something like the other one of Straken but it's not always Christmas.

Kingsley- 3/5
This unit has a decent but not amazing profile for the price, coupled with a situational, powerful ability. It makes a good capping unit because most warlords cannot snipe it effectively, instead leaving it to run away at 1 HP and empower Coteaz in later battles. Using this unit alongside Coteaz and Preemptive Barrage can be especially powerful. However, most other signature units are more directly powerful rather than relying on combos. Overall, I consider this a decent but not great signature unit.


Formosan Black Ship
Steinerp – 5/5
This card sucks, when will I ever sacrifice a unit? What does the arlord do again. Ok, sure this card is pretty good.

BuzzsawMF- 3/5
Obvious synergy with Torq and a low cost. This will increase the staying power of Torq and give him more of a late game presence that I feel he sorely lacks.


Killax- 5/5
Where we see a more mediocre Army card set for this Warlord we see an incredible Support. This card works insanely well with Coteaz and finding it early on in the game has the same effect as finding The Plaguefather’s Banner or Tallassarian Tempest Blade. This card by itself can be a game-changer.


Zephireast - 4/5
I love this thing. Pretty strong, and pairs fantastically with Corteaz and his theme

FedericoFasullo- 5/5
Imperial Guardsmen are just like the broom of the movie Fantasia, you split them in 2 and they become 2 single units. Not bad. A little bit creepy but not bad. If you see this card from the first turn it will be a bad match for your opponent.

Kingsley- 5/5
This card lets you create two Guardsman tokens when you use Coteaz's ability (or a few others). The tokens can then themselves be sacrificed in order to power up Coteaz on later turns. This is a very effective combination, and the card can also be readied with To Arms! to flood the board with Guardsmen. Overall a very strong signature support, especially given its cost of only one resource.

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The Glovodan Eagle
Steinerp- 4/5
It gives Coteaz an attack value which is huge and can always pop back to hand if you need a 3 shield card, or be sac’ed for a killing blow. I don’t think the ability will be used a lot but options are nice

BuzzsawMF- 5/5
This sig. attachment is bonkers awesome. At 1 cost, it turns you’re warlord from a squatter to a powerhouse when you trigger Torq’s ability. A warlord swinging for 4 is scary and this attachment can also bounce off to become a unit. Great value from this card.


Killax- 5/5
While at first sight this card might seem less impressive as the Formosan Black Ship we do again see a card that is incredible with Coteaz, allowing him to Attack without sacrifice or allowing him to Attack for a massive 4 damage, which by itself can destroy many 3 or 4 drops with ease and the fun does not even stop there as in dire situations this card can again turn itself into a 3 “shielder”.

Zephireast - 3/5
I need to see this played to get a better grasp on it. I don't dislike it, but I'm not sure i like it.

FedericoFasullo- 4/5
Well, signature attachments are OP. This is not an exception. It makes your warlord works without acting like a total douche.
- I need you to take that planet.
- Pls, don't kill me.
- Don't worry I have my 2-headed parrot with me, you are not going to die...
- Good to hear that, sir! I'll tell my wife I'll be back for dinner.
- ...yet.

Kingsley- 5/5
While this card wouldn't be that impressive for most warlords, it's great for Coteaz. The +1 attack overcomes Coteaz's biggest disadvantage by allowing him to snipe enemy capping units, and if you find yourself in a pinch, the eagle can also become an extra combat attacker or even another sacrifice for a crucial big attack.
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The Emperor Protects
Steinerp- 5/5- This is probably more of a 4/5 but imp guard have such good options for returning things to play mid combat it becomes a mini gift of isha. At worst it is a semi-controlled cantrip.

BuzzsawMF- 3/5
This ability is not blowing my mind or anything but it is effective, especially with a Staging Ground deck.


Killax- 3/5
Another good card, only bound by the fact that it can only use its effect when Coteaz is around. It does however allow AM players to really get the most out of a handful of heavy drops only to deploy them again the turn after.

Zephireast - 4/5
Fallback for any unit with Corteaz? pretty slick, especially if you can staging ground them back into the fight

FedericoFasullo 2/5
Yeah, the emperor protects... from your warlord! Nice card but I would have preferred something like "instead of sacrifice a unit, just deal it one damage this time."
So it could have stayed in play.

Kingsley- 3/5
This is a decently good card, but nothing too special - it's a solid utility effect that's sometimes strong and sometimes better used as a shield. The synergy with Staging Ground is particularly notable. Note that you cannot use this to cause an Elysian Assault Team to respond to its own death.

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Firedrake Terminators
Steinerp-4/5
These guys are scary! I just have trouble giving anything costing more than 4 a 5/5. Work great in Shadowsun (repulsor shield for 3 damage back to the attacker?) and space marines, not sure about imp guard as they are currently more a swarm.

BuzzsawMF- 5/5
Putting aside the rage that I have for seeing this card released, it is a great card. Elite units should be incredible for the lofty cost and this card is incredible.


Killax- 3/5
First of all I have to say that I am a huge fan of the art on this card. The only downside here is that it already faces some competition in its own faction and as such is unlikely to see massive play. It potentially deals well with swarms but there is no real reason for your opponent to attack it. Nontheless the card is cool but I feel it could have been much more intresting.

Zephireast - 2/5
I want to like these, im a big salamander fan. But I don't. too expensive for my taste

FedericoFasullo- 3/5
Maybe it will see the field.

Kingsley- 4/5
This is the sort of Elite unit that I like to see. While these guys are expensive, you get a pretty good statline for the price, and the ability is amazing - units with 1 HP left will be destroyed before even getting a chance to damage this unit if they try to attack it, and units with 2 HP need to worry about Crushing Blow! This guy is a very solid combatant and perhaps the best bodyguard for Honored Librarian in the game.

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Imperial Fists Siege Force
Steinerp -3/5
2/2 for two with an icon is solid. The routing ability can be nice but primary targets will be traders and pirates which still provide bonuses if with the warlord regardless of exhaustion.

BuzzsawMF- 3/5
I pooped on this card initially but after some conversation with friends, I can see the merits of this card. It has a low cost with a good stat-line and a useful ability. Not much more you can ask for in a card.


Killax- 3/5
A very cool card in design for the SM faction. They really have the “Space Police” feel and I do like that aspect about them. The effect by itself isn’t incredible (because the Pirates etc. will still get out of HQ with the Warlord commitment) but can be usefull against Tau and Eldar mainly.

Zephireast - 4/5
I love this utility. Plus they should help Marine in the command struggle

FedericoFasullo- 3/5
This is something well designed. A situational card that pay its cost. But... routing an ally is not always that good, if it's a trader or a pirate there's the chances that moving them with the warlord could be helpful for the opponent. But routing all the other allies is always good In this meta is a little feeble because not always useful against all decks around.

Kingsley- 4/5
This unit is a two cost 1/2/2, which is the Grizzly Bears of Conquest. Further, it has a solid ability that can be used to rout enemy Ally units, allowing you to beat staple cappers like Rogue Trader, Void Pirate, Recon Drone, and the like. There are also a few cheap combat units that this guy can send away, most notably Goff Boyz. In some respects this can be considered a "stealth two-for-two" (two cost two command) for Space Marines, which is a welcome card indeed! Note that this ability triggers on deploying, and therefore doesn't work with Drop Pod Assault (though it does work with Veteran Brother Maxos).

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Nocturne-Ultima Storm Bolter
Steinerp-4/5
Great ability. Puts a larger target on the librarian’s head and costs 3 resources. Cato is still good at generating money but a 6 cost unit (3+3) is a lot.

BuzsawMF-4/5
The Storm Bolter will probably take up the spot of the Iron Halo in most decks moving forward and for a good reason. It is not a relic and it has a great ability but at a good cost. Any lower and it would be broken. I feel bad for anyone who sees this card attached to an Honored Lib with Cato’s sig support.


Killax- 4/5
The SM card of this pack that excites me the most because of its great usefulness. Certain SM decks already ran a couple of Iron Halos because of the shield icons or otherwise great effect during the later stages of the game. This card is another example of a card that can do insane things during the later stages of the game. In special when attached to an Honored Librarian the combat becomes very hard to lose. Granted it does come at a fair cost and because of that will still be more often used for its shield icons.


Zephireast - 4/5
More shields for Marines. I guess it also has an ability.

FedericoFasullo- 4/5
This card is stupidly brutal. Placed on a librarian it will make a genocide in 2 turns of fire. This is the best finisher card I've seen so far. (Luckily) It cannot be placed on your warlord and it's really expensive. This card will be a serious threat, it will make a single unit fight like two in single strike. I'm scared.

Kingsley- 4/5
This card is a great replacement for the underwhelming Iron Halo. Many Marine decks play 2-3 copies of Iron Halo for the two shields, but this card has an effect that seems much more likely to actually see play and retains the two shields for defense. When attached to a powerful Space Marine unit like Honored Librarian or Firedrake Terminators, you can really dish out the pain. There are also interesting subtleties to the way this effect works that should lend themselves to some cool gameplay decisions.

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Snake Bite Thug
Steinerp- 4/5 – Obvious comparison to the Warlock Destructor which is a great card. However unlike the destructor you don’t get to control when it dies. Will be a common card however in most decks that can take him.

BuzzsawMF- 5/5
This card is amazing for all the reasons that Warlock Destructor is amazing. It will certainly be 3x in most AM/Chaos decks and certainly 3x in any Ork deck. Great synergy with Nazdreg.


Killax- 5/5
By far the card Ork players needed the most to truly be able to play a great competitive game. I think this card by design and art is perfect. I am very happy to see it as well as I felt that the Ork faction in general was way too focused on the late game. Which doesn’t match at all with the faction background.


Zephireast 5/5
This is the best card in the set. Helps IG, Ork, and Chaos tremendously.

FedericoFasullo 4/5
Cheap and strong. It won't last a lot in play (believe me) that's making his skinny brother (Warlock Destructor) way better than him; but still a solid hitter for a low cost. If you manage to hit twice with him you'll be enough repaid. With Nazdrek the second hit will be so hard that your opponent will be lifted from the chair by the impact.

Kingsley- 5/5
An amazing unit for all Ork or Ork-allied decks, this is another very strong "downside unit" - just watch out for Zarathur, as his Interrupt really penalizes this guy's Forced Reaction. Overall, though, I'd expect to see this card in Chaos, Ork, and IG decks for quite some time to come.

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Evil Suns Warbiker
Steinerp- 5/5
I love the 2 cost warlock buddies. That this can be staging ground in or moved with tellyporta pads, buffed with outposts, just makes it that much better.

BuzzsawMF- 5/5
The Orks are typically resource hungry and cards like this and the Thug are very much needed. It is a tad squishy for an Ork unit but its potential cannot be denied.


Killax- 4/5
Like any 2 cost Warlord-groupie another great addition for the faction.


Zephireast - 4/5
Almost as good as the Thug, but again helps out all three factions who can take it

FedericoFasullo- 5/5
Yay for the warlord grupies. Gimme a W. Gimme an A. Gimme an R. Ok, I already bored myself, you can spell the rest on your own.
Goooo Orks!

Kingsley- 5/5
Why does this card get a 5/5 when the seemingly-identical Bork'an Recruits is a 4/5 card? Simple - Staging Ground. Staging Ground is a great support that really takes Evil Suns Warbiker to the next level. Mork's Great Heap can also be a huge boon here, and this card is a Warrior so it works with Colonel Straken to boot. When you take a solidly good card as the starting point and add several key synergies, you end up with something great.

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Mork’s Great Heap
Steinerp – 3/5
I like it, but orks already have a lot of support and this won’t make the cut in most cases at 3 resources. Still a useful ability.

BuzzsawMF- 5/5
Many will probably disagree on the 5 out of 5 rating but this support, although expensive, creates so much value out of all of your Ork units. It turns Flash Gitz, Weirdboy Maniak, Snakebite Thug, Bad Dok all to 5 HP which is great value for their cost. Not to mention Enraged Ork, Goff Boyz or Evil Sunz Warbikers. Well worth the cost of 3 resources.


Killax- 3/5
This card by itself can do some incredible things but comes in at a heavy cost for its effect. Currently I feel Orks cannot solely rely on Ork bodies (which would have made this card much better) however the card by itself can be a changer during a very late stage in the game. As such I think it is playable but comes down as a typical single inclusion for the Ork deck. However its very far from an auto-include competitive wise.

Zephireast 4/5
I might change my mind on this rating and drop it after more tests. In my head it seems great, but it could be too expensive

FedericoFasullo- 3/5
Hard to give this card more than 3. +1HP is a lot but it also requires a lot of efforts to deploy it, there are chances in which you prefere dropping more units just to take planets instead of drop this fat support.

Kingsley- 4/5
This card provides a powerful global effect that works especially well for Nazdreg decks by increasing the amount of damage most of your units can take (and thus the amount they can dish out thanks to Brutal). However, it's a pricey unique, so one to two copies seems best - three would be excessive. Overall a solid pick.

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Noise Marine Zealots
Steinerp– 3/5
The 3 cost buddies just aren’t as good. Also why are these slannesh? I thought Nurgle was the theme for this cycle.

BuzzsawMF- 3/5
It is good for the 3 cost slot in Chaos that is lacking in quality cards and a great target for Infernal Gateway. Still not sure if it is better than Khorne Berserker but I am leaning towards KB.


Killax- 3/5
For Chaos the least interesting card because of Khorne Berserker doing a very comparable job. The card itself is not bad at all with Infernal Gateway however again there is no real need for this being in a deck either. As such it’s just good enough and does give you the option to finally include some Slaanesh warriors.

Zephireast - 3/5
Warlord Groupie. I dont like that Chaos has yet another 3 cost unit (Also one that continues to prove DGE suck)

FedericoFasullo 4/5
We know them, we are used to them, they are the Warlord Grupies! Personally, I don't like the fat groupies (cost of 3 is fat). But this time it's different. For Zarathur it could be something pretty nice because 5 points of attack are really a lot (Infernal gateway, am I rite?).

Kingsley- 4/5
This is a solid midrange unit, which Chaos have traditionally lacked. It's also one of the best targets for Infernal Gateway in the game. While not an autoinclude, I expect this will see a good deal of play.

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Turbulent Rift
Steinerp- 2/5
Chaos has a lot of elites and doesn’t mind a little damage on them but is this card worth a card slot, I sort of doubt it. I wouldn’t argue if you wanted to give this card a 3 as it only costs 1.

BuzzsawMF- 2/5
This card will really only make it into elite decks and those are not very viable currently. I can see some synergy with Throne of Vainglory and Xavaes Split-Tongue getting cultists in the deploy phase to fuel more Elite Daemons. More cards like this and we may be seeing pure daemon decks.


Killax- 2/5
Currently the meta does not allow you to heavily rely on a multitude of Elite units. Most competitive Chaos decks also only run 3 Elite units which in turn make it really hard to get this card synergy going.

Zephireast - 2/5
I dont really like this card. Effect is all right, but Elites are so hard to use as it is that I dont see much place for it

FedericoFasullo 3/5
A situational support for a fair effect. You can play one of this at most, but pretty strong.

Kingsley- 2/5
Another card emphasizing that Chaos is the "elite units" faction at present, Turbulent Rift offers a powerful way for Elite units to overwhelm hordes. However, the timing is relatively strict, and most decks probably don't run enough Elite units to justify many copies of this card. Note that if Chaos ever sees an Elite unit with Ambush, Zarathur will be all over this guy.

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Cacophonic Chorus
Steinerp – 5/5
This is a big middle finger to all those one cost allies out there (you never see them do you?). Doesn’t fuel brutal like Dakka Dakka and only 1 shield but I might still run this over Dakka Dakka in an ork deck. Dark Eldar and Chaos will be the primary homes I think.

BuzzsawMF- 1/5
Chaos events are already tight and this is not good enough to make it into any chaos deck right now even with the weenie meta in at its height. If you did not have to exhaust your warlord, it would be a 2 but as it stands, it is going in my box and never seeing the light of day.


Killax- 3/5
A card that can be used to some good extend by many Chaos players. However its usefulness is still somewhat limited to the mid to late game. The card also comes in at quite the heavy cost and the exhaustion of a Warlord in the Deploy Phase is not something that is generally seen as incredible.

Zephireast - 3/5
I do not like exhausting my warlord ever. But this effect is pretty darn cool. Im not sure i'll use it, but I won't write it off just yet

FedericoFasullo 3/5
I was really in love with this card the first time I saw it but... I've talked to my friends and there are a lot of bad scenarios which can make this card not very useful. The main problem is the Soaring Falcon, that vehicle can absorb up 4 damage without dying and always avoiding battles. Also Cato's unit and Orks in general doesnt suffers a lot this event.
Exausting the warlord is a huge price, which is hard to be repaid. Usually it means means losing one planet's struggle (1 card and 1 resources less for you and 1 1 for your opponent).
Sadly it's the best card so far that involves exhausting a WL.

Kingsley- 3/5
While this card can be crushing in the right situation, there are also going to be a lot of situations where the opponent can stack up a bunch of damage on Sanctioned Psykers or the like. Exhausting your warlord in the Deploy phase also continues to be a huge cost. Overall I think this has potential but is certainly not an autoinclude - it needs more testing.

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Kabalite Halfborn
Steinerp– 1/5
Finally we start getting to some of the bad cards. Yes he replaces himself but so what. Give him a hammer and he becomes a usable card. Still an inferior pirate in most cases but usable.

BuzzsawMF- 2/5
Previewed this card on the ConQast but still the same thoughts. This is competing for the Razorwing slot and I don’t think it is good enough. May see some play in Rakarth decks since I believe he will need more card draw than other warlords.


Killax- 2/5
The are some combinations for this card available but generally speaking I would avoid playing it. This mainly due to the fact that Dark Eldar and Eldar have many 1 cost cards who are simply said better as this card.

Zephireast - 2/5
I dont see much reason to run this guy. Even though DE have a few cards that make you sac your own units I dont see him finding space in a deck

FedericoFasullo- 2/5
How about no? A void pirate is way better than this guy. Maybe with a command icon it could have been playable.

Kingsley-1/5
Unless more Kabalite synergy cards are printed (and they won't be this cycle, since the next pack has a DE warlord), this card is just a worse version of Murder of Razorwings. When and if more Kabalite synergy cards are printed, this card will still probably just be a worse version of Murder of Razorwings.

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Slake the Thirst
Steinerp- 2/5
Obviously intended for a mill deck but the game isn’t there yet (and I hope never will be).

BuzzsawMF- 1/5
0 cost is great but exhausting your warlord to make your opponent discard, then redraw, is bad. This would fit into a mill theme but that is nonexistent right now.


Killax- 2/5
Another DE card that has some potential but does not work very well in the current DE strategies. As such I think it might allow for a future DE mill deck but those times aren’t anywhere near us.

Zephireast - 3/5
It does not create card advantages, but it is a pretty cool card for 0 cost

FedericoFasullo 3/5
This card sucks 99% of the times but it is the first card for the DE milling theme (yay!)! I don't know if there will be more of this kind of cards or if some day "mill theme" will be a effective, but it's a good start.

Kingsley-2/5
Using this card on yourself to get more options is usually bad because it exhausts your warlord, which you really don't want to do during deployment and probably don't want to do if you're fishing for options in combat. Doing this to your opponent is usually bad because milling isn't really a thing in Conquest (yet?) and they might well draw better cards than the ones you randomly discarded. Overall not a very good card, though it has edge uses.

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Shadow Field
Steinerp- 2/5
It is neat but Dark Eldar don’t have a lot of units that want this. Also I think the meta will be shifting soon to an environment where a little more combat beef is needed post deluxe box. At least it is 2 shields.

BuzzsawMF- 4/5
Great cost, shield and ability. This will certainly replace suffering in many DE decks. Sadly, DE does not have many units that this is a viable drop on.


Killax- 4/5
With the growth of Warlord-groupies this card becomes an auto-include for DE. The card will still be mainly used for its shield icons but its impact should not be underestimated in many mid to late game stages.

Zephireast - 5/5
I hate DE

FedericoFasullo 3/5
A lot situational and metadependent but still strong enough to shift the game. Cato will laugh this card. Eldorath is already laughing (even though he knows that Kith is his worse nightmare). But in a meta full of cheap bodies this card can be devastating. In a different meta Suffering is better.

Kingsley- 3/5
This card would be amazing in most factions other than Dark Eldar, but as it stands Dark Eldar really don't play many army units that can benefit much from this. The best target is probably Syren Zythlex or a previously played Klaivex Warleader, but neither of them are great targets. I'm not sure this card will manage to beat Suffering, but it's on my "watch list" as one that might potentially grow very powerful if some more solid Dark Eldar army units are printed.

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Mighty Wraithknight
Steinerp- 3/5
I’ll probably find room for one in my deck. Eldar suffer when the enemy can stack units on a planet. If this happens on a non-vital planet, you lose it and doom once they are back in HQ, no big deal. However if they are able to stack on a vital planet you are in trouble. This can serve a pseudo-exterminatus hitting that planet and hopefully letting you win the game. It is damn expensive however so you really can’t include more than 1. Card is closer to a 2/5 in value but fills a niche where Eldar struggle so gets a higher grade than it deserves.

BuzzsawMF- 1/5
If this card was a 2/6/6 I would like it more but as it stands, it is on the squishy side of elite card HP. Not to mention that this exhausts each non-Spirit unit, which includes your own. Great Isha target for a solo planet but 5 HP is not that high for an elite unit imo.


Killax- 3/5
Another example of a very cool card with great art but also comes in at a very heavy cost. Currently Eldar already has fantastic Army units for its cost (and Events obviously) and as such don’t really need this Wraithknight despite its awesomeness.

Zephireast - 2/5
Much like the salmander terminator, its too expensive to be useful

FedericoFasullo 2/5
Aaaaand another unit that cost really a lot. This game need some changes before this kind of cards can actually see play. I'm not saying this will never happens. It's just not the right moment.
Maybe with Gift of Isha.

Kingsley- 3/5
Eldar have been searching for a strong Elite unit for some time. While it was recently somewhat in fashion to play a few copies of Wailing Wraithfighter, that card hasn't really impressed me much. This guy, who exhausts everything except for other Spirit units (Wraithguard, Wraithknight, Wraithfighter), can be a great way to deal with an entrenched force - further, if you bring him back with Isha you can exhaust everything again! However, 6 cost is quite expensive, and the stats aren't great for the price. Time will tell whether this is the Elite unit Eldar have been looking for.

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Seer’s Exodus
Steinerp- 1/5
Move along, nothing to see here. Just more Eldar junk.

BuzzsawMF- 2/5
The first thing I think of is Aun’shi using this in conjunction with Kauyon Strike but its effect is very limited. It can protect your from an ambushed Gun Drone or Maxos/Daring Assault Squad combo but I see very little else.


Killax- 2/5
This card by itself can be seen as an way to protect yourself. However currently DE, Tau and Eldar have much better Event cards to include within their decks. The biggest downside of this card is that once you get experienced in the game certain plays become more predictable, making certain battles easy to win or better left after a single round of combat. The way Conquest currently is designed allows you for a retreat after the first combat round and as such I feel this card by itself is very much unneeded (unless your prone to making mistakes?).

Zephireast - 4/5
I kind of like having an eject button, and its free. I can see this card being pretty great.

FedericoFasullo 2/5
This is not a good card.
But I remember that there was some battles that wasn't worthy to fight. Some occasions in which this card could have been helpful. You can avoid a total massacre and use this card to save some dudes, just to avoid the waste of resources you've spent on them. Fleeing before the battle is now an option. It's very situational and maybe you can add at most 1 to a deck but it's not a bad choice.

Kingsley-3/5
This card provides an "escape route" if your Warlord is about to get killed or is otherwise in an unfavorable battle. If you find yourself in trouble against enemy hunt decks like Ragnar or Aun'shi, this could be a good counter - however, it's very narrow and may not be worth the slot. Given that Ragnar is one of Eldorath's worst matchups, though, this might well see some play.

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Slumbering Gardens
Steinerp - 2/5
This is a Tau card that they didn’t want to make available to Space Marines so shifted to Eldar. It gives a little protection vs. things like Archon Terror but not worth a slot at this point. One bright spot is that it cancels the entire effect, so if something has multiple parts such as Sicarius Chosen, it will cancels both parts.

BuzzsawMF- 2/5
Really only useful out of Aun’shi to keep him around longer but why use this when you can use Orbital city?


Killax- 2/5
Another card which by itself does not really impress me the way “move” works currently. It does allow Aun’Shi to be kept where he needs to be, which doesn’t make it a 1/5 but its pretty far from being very good.

Zephireast - 1/5
There are so few cards that will trigger this I dont see it being useful in the current meta

FedericoFasullo 3/5
Mh, something really wierd, I like it. You can stop the forced reaction of Aun'shi with this. This card costs less than the Orbital Station even though it's effects has less impact. I'm very intrigued. In an Aun'shi deck this card has a lot of potential.

Kingsley- 2/5
Rout isn't move, so there are very few things this card actually prevents - Sicarius's Chosen, Vile Laboratory, and the Tau Ethereal effects. Unfortunately, Ethereal decks just got Ksi'm'yen Orbital City, which does a similar but overwhelmingly better effect. The only real use this card has IMO is if you want more than three Orbital City-like effects in Aun'shi - which you might well want! Overall this is a decent but frustratingly narrow card, and all decks other than Aun'shi should probably give it a miss.

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Fire Warrior Grenadiers
Steinerp – 2/5 – Sure he can hit for 26 damage (which I think is most in game) but 3 cost for something that requires another unit to work and event hen is that same as Bork’an Recruits. I’ll pass

BuzzsawMF- 3/5
Obvious ethereal synergy in this unit but I am no fan of situational good cards. If there were more ethereal units then it would rank higher. That being said, with Aun’shi, this is a 4 armorbane alongside Borkan Recruits.


Killax - 4/5
Unlike some players I am a big fan of this card because of the way his ability stacks. While true that he only has 2 HP to work with, Tau do offer plethora of shield icons if that is wished for. Granted the card is very much limited to Aun’Shi.


Zephireast - 1/5
Its like a much more terrible and expensive Borkan. If it had more HP or cost less it would be pretty cool.

FedericoFasullo- 4/5
A little bit feeble itself. Situational cards should be a little bit more strong if they don't match the trigger. With only one Ethereal you will have 1/4/2, which is exactly the same as an Exiperimental Devilfish. On the other side this would become a monster which can bloody a warlord in a single strike. I'm giving 4 because it will be a solid trump card but not something you can actually abuse.

Kingsley- 3/5
This card needs two Ethereal units at the same planet to be worthwhile, as without any it's a 0/2/2 for three resources (terrible) and with only one it's a 1/4/2 for three with no other ability (objectively worse than Experimental Devilfish). However, once you get two or more Ethereals, watch out! I suspect this card will see some play in Aun'shi, where Kauyon Strike and Ethereal Wisdom make this a dangerous synergy unit, but will not make it into many other decks.

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Ksi’m’yen Orbital City
Steinerp– 4/5
Great ability, great card. I’m giving it a 4 because it is a trap card. It makes you think that Aun’shi is good. I think this card will help him get into lower tier of warlords 45%-50% win percentage but doesn’t do it on its own. Will dominate some games but the rest of the deck is too unreliable still.

BuzzsawMF- 5/5
I believe that this is the card that will bring Aun’shi out of the low tier. This allows him to jump all over the place and for such a low cost and non-unique. This is a great card and much needed for Aun’shi.


Killax - 5/5
This card is very much limited to Aun’Shi (again) but does essentially give you more Kau’yon Strikes, which simply said is insane with him. For any willing to pick up Aun’Shi, include this card aswell!

Zephireast - 5/5
Amazingly good card for Aun. one this packs top tier cards.

FedericoFasullo 5/5
Omg, what the heck? This warlord has the record for having the most un-synergistic signature among all but it has the best cards designed only for him in other packs (see also Kayoun strike). The scenarios are pretty bad (for the opponent), Aun'shi can finally captures planet alone and stay for 2 consecutive rounds of fire. Keep rocking!

Kingsley- 5/5
The best card ever for Aun'shi (even better than Kauyon Strike), this card mitigates his disadvantage while also allowing for flexible and surprising moves. I'd say this is a three-of autoinclude, though of course you don't want it in any deck other than Aun'shi.
  • Kpuff likes this


15 Comments

Great review again, thanks guys! I really enjoy reading the opinions of others about many cards.

 

And yes I do have to say I am a Coteaz fanboy and I also have to say that Kabilite Halfborn is also very close to being a 1/5, probably should have rated it 1/5 as others have clearly pointed out, there is no real reason to include it.

    • MotoBuzzsawMF and Timster76 like this

Glad I didn't contribute here, as with a single exception, my comments and scores would again have been exactly the same as Kingsley's. Partially this is me aping his style, and partially I think its a convergence of game approaches.

 

The one exception?

 

Kabalite Halfborn. I'm going to stick my neck out and say the universally low scores are a travesty here.

 

This is a card that - with a delay admittedly - is 1R for 0/1/1. Not a 1R1C for 0/1/1, which would be appalling, but essentially a resource spent for a snotling token gained.

 

Also, its a vital part of making Calamity a viable card: we're not there yet, but I believe that once we have a couple more tricks, a deck that runs Calamity could be seriously competitive, running BOTH Razorwings and Halfborn, plus some good 0 and 3 costers. Calamity has a great game-shrinking effect, reducing the number of things on the board, and that can be very good for Kith who needs a small board for her Khymera to shine. Everything works better in Dark Eldar when there are less units on each side of the table, and I believe there's a deckshape emerging that uses this.

 

The other more current option here is to drop them in as 1-costers in an Eldar deck that uses Craftworld Gate. Currently I do this with 3 Sybarite Marksmen, 3 Void Pirates and 3 Rogue Traders. The problem with Eldar right now is that 3-cost sig units push the curve up, and many great players have responded to this by cutting almost all other 3 cost units from the deck. For me, running more 1 costs than 2 costs is another way to solve things, and allows us to keep the Iyanden Wraithguard in, as well as using 1 x Wraithknight as our big fellow. A deck that runs round this concept, and Craftworld Gate, is high T1.5 I think, just below the more standard 2-cost centred T1 Eldar deck that most players are going with right now. It also mitigates one of Eldar's biggest weaknesses, which is that they tend to run out of deploy turns before the opponent.

    • theamazingmrg likes this
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theamazingmrg
Apr 10 2015 01:58 PM

As far as the Fire Warriors go - don't forget they get the bonus for any Ethereal, not just the printed ones.  Ethereal Wisdom makes them a 3ATK unit with no other cards.  Definitely a late game card to surprise bloody a Warlord I think.  Probably a one-of for me.

    • Killax likes this

Wow, this came out fast. 

 

Was expecting a few cards to get an unanimous 5 this time. Obviously, I was wrong yet again.

 

Anyway, thanks for the hard work, guys. It's been another great read.

As far as the Fire Warriors go - don't forget they get the bonus for any Ethereal, not just the printed ones.  Ethereal Wisdom makes them a 3ATK unit with no other cards.  Definitely a late game card to surprise bloody a Warlord I think.  Probably a one-of for me.

 

Well yes! And I honestly dont feel like Ive overrated it with 4/5. Having tested the card it isn't uncommon for it to reach an ungodly 6 ATK Armorbane and 2 Command Icons, meaning no opposing Warlord should actually want to show up there.

 

Granted this is very much lategame I think I might eventually put in 2 again once we have the more solid options. Much like Fire Warrior Elite it becomes a hassle to deal with if the right conditions meet. 

    • theamazingmrg likes this

As far as the Fire Warriors go - don't forget they get the bonus for any Ethereal, not just the printed ones.  Ethereal Wisdom makes them a 3ATK unit with no other cards.  Definitely a late game card to surprise bloody a Warlord I think.  Probably a one-of for me.

5 ATK, actually. Getting them to 6 or 7 is incredibly easy.

They have a place as a less expensive and less finicky way of one-shotting warlords than putting an ion rifle on something big, but with all the things Aun'shi has to cram into his deck i'm not sure they make the cut.

    • Killax likes this

I would point out that Mork’s Great Heap is at 4/5 if not 5/5 for me because it affects your Warlord. Nazdreg at 2/8 is really scary.

On thing worth noting on the wraith knight is that it's a vehicle and can therefore wield a star cannon for Armorbane. Of course such a deck isn't viable right now, but perhaps one to watch for the future?

 

I also semi-agree with Asklepios re: halfborn. Like the reviewers I do think it's pretty terrible right now, but I also think that it may have some of the uses Asklepios refers to when/if more stuff appears that goes with it. Although you have to pay the 1R (which you may not always want to do in some decks) and the draw is delayed, it is a little like running 47 cards, in the right deck. And like Razorwings a deploy on planet 1 in a situation where neither player has committed anything yet forces a reaction from your opponent. If your opponent does respond in an undesirable fashion you can craftworld gate it.

How does Fire Warrior Grenadiers get to 26 ATK? By my count, there are 8 Ethereal units you could theoretically all stack on one planet (Aunshi, all four Envoys, all three Prelates), and you could make two other units Ethereal through Ethereal Wisdom. That should be 10 Ethereal units (one of which could be the FWG itself), so that puts it at 22 ATK.

 

Is the 26 figure assuming all three Prelates ambushed in this phase, and that the Honor Blade is in play too? Any other way to get to 26? Why not just dump all three Ion Rifles onto him as well, get that FWG up to a cool 35 ATK.

 

Also, I bet we could get an Infantry Conscript up even higher. 10 supports isn't unusual in an IG deck. Have them all out, they're at 20 ATK. 3 Catachan pumps, 3 To Arms!, 3 more Catachan pumps and we're already at 32 ATK. Three Goff Big Choppas and Straken's Cunning gets it up to 39. Can it go any higher?

Nice!

 

I guess the other question is, how high does HP need to be before it doesn't matter?

 

My first thought for biggest hit that can be absorbed (discounting ignore damage like Indomitable, as we're only looking at what damage threshold needs to be reached before +attack is irrelevant) was Heldrake protected by three shields, which would need 22 damage to one-shot from a non-flying unit.

 

So anything past 22 damage ought to be irrelevant... right?

 

However, then I thought "what about KFG?". That can make any damage increase relevant, as we might need to get the damage high enough that the Indirect damage dealt has to kill the Warlord we're attacking.

So let's say there's max of each Ork Army unit at the first planet, plus one Nazdreg and one Crushface, plus ten Snotlings, and we're trying to do enough damage to make sure that the target we're attacking is killed, and that target is Infantry Conscripts with three Hostile Environment Gears plus Cybork Body, and 3 shields are played.

 

 

I make it that you'll need to 228 damage to make sure your attack kills the powered up Infantry Conscripts in one attack.

 

So that's your target: make an attack that deals 228 damage in one attack!

 

edit:

Actually, forgot that we can add in 3 Rockcrete Bunkers, 3 Steel Legion Chimera and 3 Bodyguards as well. So lets make that 237 damage!

    • Killax likes this

Steinerp, any objections if I move this from general articles to Conquest articles? I feel it helps for those who want to read back through Conquest articles in the future for it to be in that category

I agree with Steinerp: Firedrake Terminators are great in Shadowsun and could possibly be good enough to compete with the Crisis Battle Guard slot.

How does Fire Warrior Grenadiers get to 26 ATK? By my count, there are 8 Ethereal units you could theoretically all stack on one planet (Aunshi, all four Envoys, all three Prelates), and you could make two other units Ethereal through Ethereal Wisdom. That should be 10 Ethereal units (one of which could be the FWG itself), so that puts it at 22 ATK.

 

Is the 26 figure assuming all three Prelates ambushed in this phase, and that the Honor Blade is in play too? Any other way to get to 26? Why not just dump all three Ion Rifles onto him as well, get that FWG up to a cool 35 ATK.

 

Also, I bet we could get an Infantry Conscript up even higher. 10 supports isn't unusual in an IG deck. Have them all out, they're at 20 ATK. 3 Catachan pumps, 3 To Arms!, 3 more Catachan pumps and we're already at 32 ATK. Three Goff Big Choppas and Straken's Cunning gets it up to 39. Can it go any higher?

 

Because I forgot about adding ion rifles?  Besides 35 attack is a little silly.  You are right on the conscripts.  I believe that IG can have up to 26 supports in play so 52 attack base + 12 from outposts +6 from choppa +1 from cunning + ranged from honorific imperialus gives you 71 ranged armourbane attack

Nice!

 

I guess the other question is, how high does HP need to be before it doesn't matter?

 

My first thought for biggest hit that can be absorbed (discounting ignore damage like Indomitable, as we're only looking at what damage threshold needs to be reached before +attack is irrelevant) was Heldrake protected by three shields, which would need 22 damage to one-shot from a non-flying unit.

 

So anything past 22 damage ought to be irrelevant... right?

 

However, then I thought "what about KFG?". That can make any damage increase relevant, as we might need to get the damage high enough that the Indirect damage dealt has to kill the Warlord we're attacking.

So let's say there's max of each Ork Army unit at the first planet, plus one Nazdreg and one Crushface, plus ten Snotlings, and we're trying to do enough damage to make sure that the target we're attacking is killed, and that target is Infantry Conscripts with three Hostile Environment Gears plus Cybork Body, and 3 shields are played.

 

 

I make it that you'll need to 228 damage to make sure your attack kills the powered up Infantry Conscripts in one attack.

 

So that's your target: make an attack that deals 228 damage in one attack!

 

edit:

Actually, forgot that we can add in 3 Rockcrete Bunkers, 3 Steel Legion Chimera and 3 Bodyguards as well. So lets make that 237 damage!

 

Close, except that KFF can't be used on attacks directed at AM units, only ork units.

Damn, guess make it 5 less damage then, as we have to pick an ork unit as the target...

 

Well, make that the Goff Nob, and its 235 damage then. That's not bad either!

 

Steinerp, are you ok with me moving this article into the Conquest category? All the other Conquest articles are there, and I think it will make future reading easier.