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Inspirational Fervor



Inspirational Fervor

Inspirational Fervor


Type: Event
Faction: Astra Militarum
Cost: 1
Shields: 1
Signature/Loyalty:
Traits: Tactic.

Reaction: After you win a battle at a [Strongpoint] planet (green), move up to 2 non-warlord units you control at that planet to a target planet.

Set: Deadly Salvage Number: 58 Quantity: 3
Illustrator: Mark Bulahao
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


7 Comments

Well, Worr certainly seems not only to be having a field day, but a field cycle so far; here he's even snuck into the artwork of a hapless common-card the fetcher..

 

Despite of that this card is decidedly not a Worr-only card - being common it is viable in quite a few setups already and while Starblaze seems an obvious idea, the Black Templars might also consider Fervor as well once they arrive.

 

Excellent card I think. The Eldars are clearly not the only factions with a bag full of nasty tricks :)

Though the card is playable outside of AM, Worr is always going to be favoured at greens with his native ability and powerful Infantry Platoons. You're going to have a difficult time triggering Fervour against him unless you're already ahead.

Worr seems like he might like this card because he'll tend to be at green planets...

 

...but combined with the other cards released in this pack, it seems like it is encouraging more 'bigger stuff' instead of the traditional super-weeny 2 COST OR LESS ONLY play that's running rampant. It makes bigger tanks better because you can drag them into another fight or take some soldiers from one good fight right to another fight. Worr wants lots of efficient, cheaper guys, but you can go a different way (and maybe enjoy other warlords than Worr-or-bust AM play lately).

 

It also opens up some assassination tricks.

 

Consider this: stack up a bunch of things on an early green planet, send your warlord there, and if the other side avoids that planet, you can use this card to send them all down the line to harass the enemy warlord or win that fight.

 

It seems like these new things will encourage different cards that already exist but don't get played much to be reconsidered.

The fact that 6/10 planets are green means that you're going to see at least 3 green planets every game (most likely 4 or 5 greens). Combine that with the fact that this doesn't need to be used at the first planet opens up a whole bunch of possibilities for how it can be used in any warlord that can take it. For example, if you have a warlord train but don't want to go to first you can command snipe at a later green planet which, under normal circumstances, would be a bad move due to dumping all of your other units there, but since it would trigger a battle that you would (presumably) win you can then redeploy them.

In the long term I like the idea of using the Imperial Rally Point to stack up units then redistribute them with this

@TheNick, I'd argue that the weenie meta likes this card since it allows for an over commitment to a green planet in the knowledge that some of the units will be in a good position outside of the HQ afterwards

The fact that 6/10 planets are green means that you're going to see at least 3 green planets every game (most likely 4 or 5 greens).

 

My worst Worr game was my first Green planet showing up at Planet number 5, then 6, then 7.

My worst Worr game was my first Green planet showing up at Planet number 5, then 6, then 7.

 

I've had games like that where I just wished that the initiative was the other way around so that it would have started on the side with all of the greens

The fact that 6/10 planets are green means that you're going to see at least 3 green planets every game (most likely 4 or 5 greens). Combine that with the fact that this doesn't need to be used at the first planet opens up a whole bunch of possibilities for how it can be used in any warlord that can take it. For example, if you have a warlord train but don't want to go to first you can command snipe at a later green planet which, under normal circumstances, would be a bad move due to dumping all of your other units there, but since it would trigger a battle that you would (presumably) win you can then redeploy them.

In the long term I like the idea of using the Imperial Rally Point to stack up units then redistribute them with this

@TheNick, I'd argue that the weenie meta likes this card since it allows for an over commitment to a green planet in the knowledge that some of the units will be in a good position outside of the HQ afterwards

 

Good idea. I like the Rally point trick.

 

On the other hand, weenie meta seems like it would be obvious.

Somebody stacks up seven units on an early  planet? Don't fight on it if it'll just let him refresh everything and skulldrag an army to a more important later battle.

On the other hand, multiple target AOE really punishes somebody who tries to hide out on a planet, as well as just taking the '1 damage' planet.

 

It's tricky, but it feels like it might become a staple card like Preemptive Barrage.