Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Broderick Work
Submitted by
BaraBob
, Jan 13 2016 12:01 PM | Last updated Mar 06 2016 10:11 PM
Text File
BBCode
Copy the Decklist Below:
Close
Astra Militarum Orks
Experimental
Swarm based Broderick Worr deck with Ork allies.
Warlord
Order by: NameTypeCost
Total Cards: 0
Typical AM deck with focus on command and low cost curve. Ammo depot included as additional draw source in case of choke or enabling focus on resources in command.
A mix of events and supports for different occasions. Due to swarm deck being very susceptible to AE, included both Suppressive Fire and Inquisitorial Fortress. Captain Markis can also provide some soft control.
Biggest challenge for deck appears to be Zarathur swarm decks with cards such as Warpstorm, Sowing Chaos and Slaanesh's Temptation.
v2 updates: Changed traders for psykers to improve command with 2 for 2 units. Psykers with 1 ATK on green planets were a lot better than expected. -3 Rogue Trader +3 Sanctioned Psyker
v3 Trying out some larger units to avoid being so susceptible to swarm control cards such as warpstorm and sowing chaos. -1 Suppressive Fire -1 Caius Wroth -1 Evil Sunz Warbiker +2 Assault Valkyrie +1 Leman Russ Battle Tank
v4 updated for Boundless Hate -2 Evil Sunz Warbiker -1 Caius Wroth -1 Leman Russ -1 Suppressive Fire -1 Staging Ground +3 Sacaellum Shrine Guard +3 Troop Transport
Great minds think alike, as I named my similar deck Wooork.
Deck Created with CardGameDB.com Warhammer 40,000: Conquest Deckbuilder
Total Cards: (50)
Warlord:
1x Broderick Worr (Decree of Ruin)
Army Unit: (29)
4x Anxious Infantry Platoon (Decree of Ruin)
3x Enginseer Augur (Core Set)
3x Evil Sunz Warbiker (The Threat Beyond)
3x Ratling Deadeye (Core Set)
3x Sanctioned Psyker (Core Set)
3x Shoota Mob (Core Set)
3x Snake Bite Thug (The Threat Beyond)
3x Tallarn Raiders (Zogwort's Curse)
2x Void Pirate (Core Set)
2x Mystic Warden (Gift of the Ethereals)
Attachment: (4)
1x Commissarial Bolt Pistol (Decree of Ruin)
3x Promotion (Core Set)
Event: (8)
2x Summary Execution (Decree of Ruin)
3x Preemptive Barrage (Core Set)
3x To Arms! (Gift of the Ethereals)
Support: (9)
1x Forward Barracks (Decree of Ruin)
3x Ammo Depot (Gift of the Ethereals)
3x Catachan Outpost (Core Set)
2x Staging Ground (Zogwort's Curse)
Thing is, he has access to so much quality that its really just a case of how you cut back to 50 cards. For me, not running maximum Barrage and Outpost is a mistake, but I can see you've made different decisions. I also run a lot lower on the cost curve than you, which I think Ammo Depot demands.
What I lack, compared to your deck, is a toolbox full of answers to every situation. What I gain is increased efficiency at the main goal of the deck. Its a tough call. You like your control elements, I like my increased level of threat.
I took this deck to our local tournament today and went 3-1 with it. Quite happy with the result considering I face 3 SM (1 Blackmane and 2 Cato) and 1 Eldorath players. SM is a tough nut to crack with solid units and access to AE that can cleary out you swarm pretty quickly. I managed to out-command the Eldar, and weather the storm against most of the SM.
Packing the bigger units really made a difference once in play, and wish AM had access to some other decent big hitters in the 3-4 cost range. The Engineseers did not fire all day, and have not done well in testing previously either. At the next iteration these are the first to get rotated out.
Winning card of the day was definitely Inquisitorial Fortress. Having just one copy on the table forces the opponent to significnatly overcommit to battles if she want to be sure of a victory. Would not have an AM deck that struggles against some units without these available to control key battles.
With the new Troop Transport I'm finally finding there is enough reason to use the Summary Execution as something more than shields. It happened before as well, but very infrequent.
Deck is already struggling when few green planets turn up, and dies quickly to chaos unless you can completely dominate command.
Why is there a copy of To Arms? It only works with Ammo Depot, and Emperor's Warrant is probably a more powerful effect for the 2 shields.
I agree. There's rarely a moment where switching a card for a card is worth it, especially when the card lost is a double shield unless you're *that* desperate for a unit
7 Comments
Great minds think alike, as I named my similar deck Wooork.
I took this deck to our local tournament today and went 3-1 with it. Quite happy with the result considering I face 3 SM (1 Blackmane and 2 Cato) and 1 Eldorath players. SM is a tough nut to crack with solid units and access to AE that can cleary out you swarm pretty quickly. I managed to out-command the Eldar, and weather the storm against most of the SM.
Packing the bigger units really made a difference once in play, and wish AM had access to some other decent big hitters in the 3-4 cost range. The Engineseers did not fire all day, and have not done well in testing previously either. At the next iteration these are the first to get rotated out.
Winning card of the day was definitely Inquisitorial Fortress. Having just one copy on the table forces the opponent to significnatly overcommit to battles if she want to be sure of a victory. Would not have an AM deck that struggles against some units without these available to control key battles.
Seems to me that having some units which cost over 2 is very important, not least given that Sowing Chaos exists.
@Asklepios - Your AM deck seems really exposed to Sowing Chaos. Have you not found it to be a significant risk?
With the new Troop Transport I'm finally finding there is enough reason to use the Summary Execution as something more than shields. It happened before as well, but very infrequent.
Deck is already struggling when few green planets turn up, and dies quickly to chaos unless you can completely dominate command.
I agree. There's rarely a moment where switching a card for a card is worth it, especially when the card lost is a double shield unless you're *that* desperate for a unit
I agree. Now that I've taken out the last Outpost the To Arms should definitely be switched for the Warrant.