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Hawks on the Hunt
Submitted by
Sizer
, May 11 2015 09:38 PM | Last updated May 15 2015 12:59 AM
Basically the idea is to win command everywhere and use Baharroth to deny command and then mobile to take out capping units.
Basic strategy is to try and play the long game and set up a bloody and kill on the enemy warlord.
The combo here goes Hawks + Banshee Power Sword + Wraithknight/Wraithguard.
Ideally you could get 1-2 Hawks on the board with the sword. Combined with Cry of the Wind, there aren't many places a warlord can hide from a 5 attack Hawk into a 5 attack Wraithknight or 4 armorbane with the Wraithguard.
The key that can really make this tick is the shrouded Harelquin which can exhaust a warlord at any other planet (or even the first if they kill him early) to allow you to get the combo off with the Hawks and Baharroth. This will either force their warlord to the first planet (so you know where he is going) or risk getting hit with the combo exhausted later.
The Coliseum fighters are here to help recur the Cry of the Wind and give you more chances to set up the kill.
This deck boasts 40 hammers along with 27 shields!
I would love to fit in a 2nd Doom for decks that try to get the snowball rolling. Possibly dropping 1 Banshee sword or 1 promotion.
Additionally would maybe like 2 Seer's Exodus as Baharroth himself could have a very rough time against Staging Ground decks and Space Marines. Not sure what to cut though.
I think Baharroth lends himself more to this style combo than Eldorath due to the extra hammers of his Signature unit and their ability to stay on the field with Mobile.
Also considering 2 Craftworld gate here to bring back the Isha'd unit and reposition the non mobile command units.
Thoughts?
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Also note 40 hammers is a little deceptive given 14 of them are on units costing 3 or more, and the Wraithknight in particular is going to rarely be played from hand if its going right.
What made you go for Dark Eldar over Tau? Tau give you Ion Rifles (for this decks purpose arguably better than Terror) Trailblazers (definitely better than Incubi) and ECT to find the attachments (vs Coliseum Fighters for recursion, that ones close for sure).
Whichever alliance you go for, Craftworld gate lets you not only get Ishad stuff back but also Coliseum Fighters/ECT for better event recursion/deck searching.
The Hawks are the primary target for the Banshee Power Sword given their mobility. Likely not to be equipped to another unit unless I needed to use it to win a planet. The idea of getting Baharroth to his Hawks is mostly to ensure you maintain initiative to go for a bloody. The idea is to use the Harlequin on turns you don't have initiative to threaten a kill/bloody by ensuring they can't run away.
As for Dark Eldar, I may switch this to Tau yet. Mostly it comes down to which way the meta is swinging. I think Tense Negotiations has huge potential over Archon's Terror, but if there are many decks that threaten a warlord kill, exhausting your warlord could be very bad. As such, if you go with Tau and add Tense Neotiations I think you need to think pretty hard about adding the Seer's Exodus whereas you may get away without it in DE.
The other reason to go for DE is the Coliseum Fighters. I'm not sure yet, but I think recurring a Cry of the a Wind could be pretty key in landing the kill. I allows you to deploy wider and still swoop in to land the combo. Since there are only 2 in the deck, the Coliseum Fighters could be important to get more Cry effects off.
If those two points prove invalid, then the deck will most likely be swapping to Tau which is also potent. I probably wouldn't run the ion rifle (since relying on the sword for the Isha combo), but ECT, Tense Neogtiations, Vior'la Marksmen, and Vashya are all solid includes.
Lastly I think Craftworld could be great in this type of deck, but what would I cut for 2x?
Yes the hammer count is a bit misleading, but we still have 3x promotions. Apologies for typos. Writing this on my phone.
I tried the deck and it worked really well. I've taken out the Coliseum Fighters, because I simply hate drawing them. You'll practically never get the Cry of the Wind, since any Isha'd played, Nullify or even shields will block it from being the top most event anyways, and since it is played before combat starts, I can see that it will rarely work.
The deck works great though, not much to say. Lots of command and packs a fine punch, could be a bit better though which is why I've taken 2 Wildrider Squadrons instead of the Fighters.
Thanks for the feedback Dietzen! Good point about the Fighters. One of those things that sounds better on paper. If we're losing the Coliseum Fighters, then I think the Wildriders are definitely a solid include.
Did you find doable to catch the enemy warlord with your mobile units?
Thanks for the feedback Dietzen! Good point about the Fighters. One of those things that sounds better on paper. If we're losing the Coliseum Fighters, then I think the Wildriders are definitely a solid include.
Did you find doable to catch the enemy warlord with your mobile units?
Absolutely, I primarily just used Baha to roam around fighting, getting me initiative on planet 1 or to get planet combat actions. It worked awesomely.
The main strength about him is the fact the opponent has to really think about where to go. He can't just play a couple of units on planet 1 and expect to get it, since Baha can always seize initiative. Quickly becoming a favorite WL of mine, though I've not yet tried to play against Aun'Shi who can wreck them poor hawks.
Played 3 games tonight, with the coliseum fighters replaced with Wildrider Squadrons. I also have 2 dooms, but can't remember what I took out for it, might be a power sword or a promotion. Won all 3 games, by a good margin, had complete control throughout each game.
Played 2 different Aun'Shi decks and a Ragnar one. Really starting to like this Warlord
edit: as for my previous concern about Aun'Shi being able to just snipe your poor 2hp hawks, it didn't seem like a big issue, since I protected them on planets with other units. In essence if Aun'Shi wanted to, he could have sniped my hawks, but would still have lost the planets, so I feel it isn't as bad, as I had first feared.
Edit 2: I'm going to add in a comment here, instead of another comment.
Played yet another 13-15 games or so with Baharroth. So far the deck is somewhere between 14-15 and 2, so currently a very nice win rate.
The only two games lost were due to quickly becoming locked out of command and me keeping poor hands. You know, the ones where you're like, sure I'll try this and it ends up losing you the game.
One loss was to Straken, and one to Urien who completely card locked me.
After this I beat Straken 2 times in total that day and Urien like 11 times or so. The deck is hella fun, the only card I want to add in is Seer's Exodus, so far contemplating removing the Harlequins for two of em', since the Harlies haven't done all that much for me so far.
9 Comments
I like it!
Remember you can't use the Banshee Power Sword on a warlord (to discard cards) so ideally there'd have to be something else there as well.
What made you go for Dark Eldar over Tau? Tau give you Ion Rifles (for this decks purpose arguably better than Terror) Trailblazers (definitely better than Incubi) and ECT to find the attachments (vs Coliseum Fighters for recursion, that ones close for sure).
Whichever alliance you go for, Craftworld gate lets you not only get Ishad stuff back but also Coliseum Fighters/ECT for better event recursion/deck searching.
As for Dark Eldar, I may switch this to Tau yet. Mostly it comes down to which way the meta is swinging. I think Tense Negotiations has huge potential over Archon's Terror, but if there are many decks that threaten a warlord kill, exhausting your warlord could be very bad. As such, if you go with Tau and add Tense Neotiations I think you need to think pretty hard about adding the Seer's Exodus whereas you may get away without it in DE.
The other reason to go for DE is the Coliseum Fighters. I'm not sure yet, but I think recurring a Cry of the a Wind could be pretty key in landing the kill. I allows you to deploy wider and still swoop in to land the combo. Since there are only 2 in the deck, the Coliseum Fighters could be important to get more Cry effects off.
If those two points prove invalid, then the deck will most likely be swapping to Tau which is also potent. I probably wouldn't run the ion rifle (since relying on the sword for the Isha combo), but ECT, Tense Neogtiations, Vior'la Marksmen, and Vashya are all solid includes.
Lastly I think Craftworld could be great in this type of deck, but what would I cut for 2x?
Yes the hammer count is a bit misleading, but we still have 3x promotions. Apologies for typos. Writing this on my phone.
I tried the deck and it worked really well. I've taken out the Coliseum Fighters, because I simply hate drawing them. You'll practically never get the Cry of the Wind, since any Isha'd played, Nullify or even shields will block it from being the top most event anyways, and since it is played before combat starts, I can see that it will rarely work.
The deck works great though, not much to say. Lots of command and packs a fine punch, could be a bit better though which is why I've taken 2 Wildrider Squadrons instead of the Fighters.
Thanks for the feedback Dietzen! Good point about the Fighters. One of those things that sounds better on paper. If we're losing the Coliseum Fighters, then I think the Wildriders are definitely a solid include.
Did you find doable to catch the enemy warlord with your mobile units?
Absolutely, I primarily just used Baha to roam around fighting, getting me initiative on planet 1 or to get planet combat actions. It worked awesomely.
The main strength about him is the fact the opponent has to really think about where to go. He can't just play a couple of units on planet 1 and expect to get it, since Baha can always seize initiative. Quickly becoming a favorite WL of mine, though I've not yet tried to play against Aun'Shi who can wreck them poor hawks.
Played 3 games tonight, with the coliseum fighters replaced with Wildrider Squadrons. I also have 2 dooms, but can't remember what I took out for it, might be a power sword or a promotion. Won all 3 games, by a good margin, had complete control throughout each game.
Played 2 different Aun'Shi decks and a Ragnar one. Really starting to like this Warlord
edit: as for my previous concern about Aun'Shi being able to just snipe your poor 2hp hawks, it didn't seem like a big issue, since I protected them on planets with other units. In essence if Aun'Shi wanted to, he could have sniped my hawks, but would still have lost the planets, so I feel it isn't as bad, as I had first feared.
Edit 2: I'm going to add in a comment here, instead of another comment.
Played yet another 13-15 games or so with Baharroth. So far the deck is somewhere between 14-15 and 2, so currently a very nice win rate.
The only two games lost were due to quickly becoming locked out of command and me keeping poor hands. You know, the ones where you're like, sure I'll try this and it ends up losing you the game.
One loss was to Straken, and one to Urien who completely card locked me.
After this I beat Straken 2 times in total that day and Urien like 11 times or so. The deck is hella fun, the only card I want to add in is Seer's Exodus, so far contemplating removing the Harlequins for two of em', since the Harlies haven't done all that much for me so far.
how is the deck against a kith Deck?