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10 Comments
i have this real internal struggle about the psykers/bad doks. psykers are utterly useless outside their hammers, and bad doks are this wierd in between command and damage soak. so far ive liked going 2/2 with them. theyll get removed in favor of bikers next pack.
How do you feel staging ground is doing in this deck? In my zog deck, I find that I would much rather hold on to my enraged Orks and deploy them in deployment than SG them in. With them, that gives you 9 units to SG in, since I don't think you would want to SG in a Psyker or any of your command units.
Psykers are like Enraged Ork's more commanding but slightly frailer little brother, at least when the Warlord is about. That makes them a better pick than Iron Guard Recruits for Nazdreg. Downside, of course, is that nobody is obliged to attack the Sanctioned Psyker while Nazdreg is present, so you have to prime the pump a little with an Ork Kannon, or wait till they hit the Psyker and then tellyport Nazdreg in.
Bad Doks are weird, I agree, and also very much in the same vein - a slightly inferior version of the Enraged Ork that needs Warlord present to function, whose text ability is almost irrelevant, as if they see damage they're probably not ready at a planet in the next command phase anyway.
There's different ways to play Nazdreg, but in my mind, the deck which includes 3 Staging Grounds, 3 Depots and a tonne of cheap units is off to a flying start, combining good command strength with good combat strength, albeit without the tricks of the Naz decks of the previous generation.
im liking 2x staging ground for this particular build because as you mentioned, the number of optimal SG targets is low, but still, about a third of the army count is viable drops.
my usual gameplan is to deploy everything with command icons i can, and the army units i draw during the command phase are SG'd in if i dont have the resources for a Battle cry.
therefore, getting an SG isnt mandatory for my deck to be effective, but it certainly adds more combat tricks after second or third turn when i do draw one. ive tried adding in ammo depots, but with so many expensive events, and army/support count, i find i cant churn out cards faster than my command replentishes my hand. Depot is definitly more effective in chaos or AM right now.
basic edits are the removal of both bad doks, psykers and Enraged Orks for snakebites, bikers and another shoota. No EO means i cut a KFG for a Mork support, and with the addition of tau valid supports, im re-evaluating the need for support destruction via squig bombin.
the lack of a 4+ curve is due to the increased damage output with brutal, i find i dont need RKKs when maniaks, snakebites, or flash gitz do basically the same thing. keep the cost low to spam each planet with hammers and put pressure on first with lots of valid staging ground targets
I love the edits however, I would still probably take EO over Tallarn. I know Tallarn is low cost and can potentially hit for 2 but I find that the EO is just much more value. How has your testing been for Tallarn? Aside from the 1 cost, mine have been sub-par.
theyve been solid plays as command cappers, DDD survivors, and as staging ground warlord pingers. much better than the ratlings they replaced.
I could definitly slot some EOs back in at a later date, i just felt that immediately strong cards were a better choice than an army that needs to be 'set up' to be effective.
orks are rather weak on command, so ive realized the best command game you can play is to spam a single hammer on every planet, then bully command with naz. the bonus is that almost all my command icons are combat units (RTs the exception) so when warlords come hunting, i have the ability to fight back a bit.
couple more updates, i'll be taking this to my spring kit tournament, and Regionals in the next few weeks. just looking for community imput.
Snakebites and bikers have really jumped the deck into overdrive, 3x'd staging grounds and removed some high cost events in favor of a few more bodies.
buzzsaw was correct with the EO, theyre still a solid play. i use them as an attrition unit, forcing my opponent to invest more resources into stopping him.
mork support as a 1x is great to see at any time in the game and pays for itself the more units you field.
waffled back to Psykers over IGR, the ongoing conflict in my 2 hammer deckspace.
Thoughts? suggestions? all welcome.
Heh, didn't I say 3x Staging Grounds way back then?
Admittedly, in my own decks I often run 2x now, but for this deckshape I think 3 is a good call. I'd definitely try to get up to 3 EOs, and would drop 1 of the Maniaks to make room for him.
I'd also say good though Suppressive Fire is, Promotion is still better, and to swap the 2x/3x on these cards.
For Nazdreg, Sanctioned Psyker is still better than IGR, even with Staging Ground about. This is doubly true in the post-Threat cardpool, as Aun'shi is on the rise, and Sanctioned Psyker can't be one-shot sniped by a planet hopping Aun'shi.
All in all though, I gotta say we're just tweaking around the edges now. The only real major structural change to consider is whether the deck works better as it is, or with Ammo Depots and accomodation of those through other deck changes. I have my preference, but no strong answer to that question.
SG's value has skyrocketed when you account for all the really mobile warlords: foresight, hunt, aunshi, upcomming baharroth. being able to reinforce planets with EO or snakebites is just incredible and throws your enemies plans into chaos. so yeah, you were definitely thinking ahead on SG utility!
ive done extensive playtesting against new zara and aunshi tech, and orks high health values really shine. theres an average terminal damage output that either deck needs to achieve to start wiping planets and winning games. when you average 4 health, or 5 with mork it makes the resource and card investments for your opponent that much heavier to win planets.
my next batch of playtests are going to involve eldorath and kith, who i havent really played against much since the SC season, so i may add some changes to account for their play styles as well.
in the back of my head i'm still planning out how im going to fit some squiggify cards into the mix, as i have a feeling it will be a control mechanic, which orks are sorely needing. (assuming its any good, for three cost it better be!)