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There is only Worr - Siege of Terra Champion (European Championship)
Submitted by
Kaloo
, Mar 06 2016 07:52 PM | Last updated May 16 2016 05:00 AM
- BaraBob, BayushiSezaru, dnapolitano and 1 other like this
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Astra Militarum Orks
Tournament Quality
Warlord
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Total Cards: 0

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---- UPDATE - Siege of Terra, Milan, Italy ----
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I decided to keep my deck exactly as it was for the tournament since I had no idea what the meta would be like for the European championship and as such thought that my "assume everything will come" approach would be best, hence why the deck contains a lot of small answers to a lot of different issues. From what I could gather a lot of metas still see Kith as the main threat either due to Kith's previous success or simply a lack of Worr being played in their metas, and as such there were a lot of Kiths and a lot of Ragnars in response, which was a pain since Ragnar's a tough match-up for Worr.
With that out of the way here's my recollection of the matches that I played. I ended up going 5-2 in Swiss, then went straight for the win. Ragnar was my biggest concern over the course of the tournament and caused me the most grief in the games I played, with 5/11 matches being against Ragnar and my only losses being against him as well. I'd like to point out that my memory is generally terrible so if I've missed things or remembered wrong then feel free to correct me.
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SWISS:
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Round 1: Worr vs Ragnar
First Ragnar of the day. I managed to dodge Ragnar's commitment for all but one round and completely dominated command. I can't remember the match fully but I think I just had too much to deal with by the end.
Round 2: Worr vs Shadowsun
First round, Shadowsun started with initiative and played a Bork'an and Pathfinder to first, with 2 marksmen played to 3rd and 4th for command. I delayed and played Troop Transport and Inquisitorial Fortress, followed by a Ratling + Anxious to 1st (which was green) along with an Iron Guard to one of the Marksmen. He commits to first, triggering Shadowsun to attach a heavy marker drone to my Anxious, I commit to the other marksmen. I use Troop Transport + Preemptive and dump 8 damage onto Shadowsun, bloodying her, then killing the Bork'an. He immediately conceded. Fastest game I've ever played (~3 mins)
Round 3: Worr vs Ragnar (loss)
This was a tough one. I started with initiative and each odd planet (1,3,5) was green, however the cards I had were good but not great given the spread. He played a BAV to planets 2 and 4 first turn respectively which both had good battle abilities meaning I couldn't command snipe then immediately retreat, massively limiting my commitment options. As such, a combination of bad deployment and commitment choices in the first round on my part meant that I was forced to commit to planets I didn't want to commit to, and Worr got constantly hit by Ragnar. He ended up winning and I believe went in to the Top 16 as well.
Round 4: Worr vs Ragnar
Similar to round 1, I dodged Ragnar and won command. Can't remember the game in fine detail but the guy was fun to play with
Round 5: Worr vs Ragnar (loss)
Similar to round 3, although in this case I really think I should have mulliganed. I ended up over thinking where to commit and got hit most rounds, with the times where I didn't get hit result in a Blackmane's Hunt guaranteeing that I got hit. The fact that he got trailblazers out and hit promotions with his ECTs meant I never had any command either. My opponent got into the Top 16 as well I believe
Round 6: Worr vs Kith
I was just happy to not fight another Ragnar by this point. The guy had a slightly unconventional core-set era Kith deck (Soaring Falcons, Wildriders) but still played well. I was able to simply deal out more damage than he could, and even though the game went to the last 30 seconds it was realistically over much earlier.
Round 7: Worr vs Worr
Mirrors are always odd since I'm never sure what I'd prefer to see: a high or low number of greens. I think we had late greens (planet 3 onwards) but with a blue victory condition at 3, so I went for the first two and won them. I won command as well so that helped.
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CUT:
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Top 16: Worr vs Kith
I dominated command. I got the feeling that people were surprised that Kith could be out commanded, especially by a Worr deck with no neutrals or Promotions but that's what happened. The game had to last a while since I decided to leave a few of the earlier planets to solidify my command presence and over shielded since Kith had ~8+ resources for most of the game but it turns out that he never got a Klaviex, only a double warpstorm at a key planet. I forced Kith onto a single planet due to a spread of strong units risking her being bloodied wherever she went (which ended up happening before the final planet) so when it came to the final planet I had a huge amount of units. He still managed to play another warpstorm wiping a lot of what I had but that just left Kith open for the kill.
Top 8: Worr vs Ragnar
Hardest game of the tournament, possibly ever, not helped by gaming fatigue kicking in giving me constant headaches and a few misplays (I think I tried to use a unit to shield, for example). I think what saved me was getting Ragnar down to 1 hp in the first round, helped by the lack of Iridial, which largely negated him trying to commit to the same planet save for the turns he had initiative, which I dodged. However, he took a planet early on that I needed for my condition which meant that I focussed on a single icon red planet so that the game would end on the final as it gave me the best opportunity to win. Early game command was mine, however as the game went on I just won resource planets whilst he won cards, causing me to have a massive stockpile of resources but nothing to spend them on. An Exterminatus really hurt my deployment to the planet I was attempting to deny his victory condition for but I just about had enough units to push him off and bloodied him on the 3rd to last round. Penultimate round, he exterminatus's final and I commit what little I have with the warlord train in tow, whilst he commits a Tactical Squad and moves his 3 puppies over from first. He went through 2 Indomitables and a bunch of double shields in my attempt to kill the Tactical Squad (there was no point aiming for Ragnar since it was clear that he had a lot of shields etc given his hand size) but I ultimately failed in that attempt and got hit by the AoE, along with the Puppies. Given I had a Steel Legion there my warlord was saved, so I retreated at the end of the combat round and was forced to leave the rest to die.
Going into the final round I have initiative with a Mystic Warden in my HQ (since the final was Y'varn and he triggered it) and no cards. My HQ phase cards were Preemptive Barrage and a Commisaarial Bolt Pistol, and my 2 Ammo Depots gave me an Elysian and The Emperor's Warrant. I played the Elysian and the Bolt Pistol then passed, he played a bunch of units on top of the already large number both on and off the planet. We commit, I use Preemptive and hit his warlord for 6. He only has a single 1-shield card in a hand of around 8 cards .....
Massive David vs Goliath moment there at the end. I wish that game was recorded.
Top 4: Worr vs Nazdreg
Until the final round he played a total of 3 units (all in the first round); an Iron Guard, a Rouge Trader and a Void Pirate, of which the Iron Guard went to first whilst the neutrals went for command. I cancelled command on one and beat command on the other whilst sending a mystic and something (an anxious? the video will show it). We both went to the planet I canceled command on so he then teleporta pad'd into first. I proceeded to burn through my shields and pummel Nazdreg to dust, forcing him to flee with 4 damage on him and triggering the ability to discard, what I then discovered, was his only unit. I then dominated command everywhere and progressively got more and more damage onto Nazdreg until the battle on my victory condition, at which point Mork's Great Heap came out boosting Nazdreg's hp to 2. He played 2 Snakebites, I played 2 Inquisitorial Fortresses. A single 2 hp Nazdreg against against a horde of AM units (with a Preemptive) isn't a pretty sight, even with a Rok Bombardment + Battle Cry.
Finals: Worr vs Worr
4/5 planets were green. He had initiative, which I used to delay so that I could see what he would do. He over committed to first and dropped a tallarn on 3rd (the non-green), whilst I went for anti-snipe command and spread 3 Anxious Platoons over 3 green planets. He committed to first out of fear that I would given my Troop Transport, whilst I went to third. In practice, my plan was to use The Emperor's Warrant then trigger Troop Transport without having to go to first but since he went there I swept command. He used an Inspirational Fervour to move the units from 1st to 2nd, creating a thorn in my side, but I still had my 2 Emperor's Warrants in hand ready to use. The next round I delayed again then played a few units to first, whilst he brought his unit count there up to 2 Ratlings, 1 Markis, 1 Anxious. Given I had initiative he committed to snipe command, and knowing he would (or, should I say, hoping he would) I sniped command as well. The Emperor's Warrant exhausted the Anxious to kill the Markis, preventing him from exhausting my units, and my Troop Transport + Preemptive dealt with the rest.
Round 3, he's got a neutral at first whilst I've got a command spread, with 2nd and 3rd being Iridial + Y'varn respectively. I commit a Iron Guard to first to force him to respond (since having first would make 2nd his victory planet), to which he played a Steel Legion Chimera. I then committed my warlord train to 3rd so that I could be guaranteed to gain a resource (to use Squig Bombing on his Troop Transport) and trigger Y'varn to play my Front Line 'Ard Boyz (to which he played nothing), whilst he went to 4th for command.
Round 4, I've just got an Anxious at first whislt he has nothing but I have initiative. My hand is too small to have enough units at this point to over commit and he played an Inquisitorial Fortress to deal with my Front Line (which I thought won him the game there and then). However, even with his Preemptive Barrage and another Troop Transport I managed to selectively pick off his units perfectly, with the additional of a Staging Grounded .... . Sanctioned Psyker, which turned out to be the MVP thanks to its high hp (when there's no shields left 1 damage is surprisingly effective). He was eventually forced to retreat and I triggered Iridial, healing my warlord, leaving him to face the horde at second with the Front Line coming in tow.
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---- ORIGINAL POST (SC season recap + deck strategy) -------- (I would put this in a spoiler but it turns out you can't for decklists)
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2016 Store Championship: Promethean Games - Bracknell, UK. 1st Place (4-0 Swiss, no cut)
2016 Store Championship: Gamerz Nexus - Rayleigh, UK. 1st Place (4-0 Swiss, no cut)
2016 Store Championship: Manaleak - Worcester, UK. 1st Place (3-0 Swiss, no cut)
2016 Store Championship: Warboar Games - Bromley, UK. Top 4 (4-0 Swiss, 3rd Place in cut)
2016 Store Championship: ibuywargames - Woking, UK. Top 4 (3-1 Swiss, no cut, 4th place)
2016 Store Championship: Dark Sphere - London, UK. Top 4 (3-1 Swiss, no cut, 2nd place)
The deck's been built with most match-ups in mind and has taken pretty pretty much every warlord (except Urien, due to no one playing Urien). The aim is to capture command efficiently with the double command units / 1-costers whilst said units being combat ready in the event of a command snipe. Generally speaking, Tallarns/IGR go to non-greens whilst Psykers/Shrine Guards go to greens (Ratlings go to either, but at greens they punish a sniping warlord more). Additionally, I've found that Warlord sniping is not too difficult to pull off especially since most planets will end up having combat ready units, especially if backed up with a Troop Transports and a Preemptive Barrage.
Yes there's 51 cards, however the effect it has on my percentages is so minimal that I've never noticed a difference. The extra card is the Squig Bombin which has been a game changer in numerous matches, even if it's not seen / used as a shield in others.
The deck's kept cheap so that the Ammo Depots can keep firing, with the exception of the SLC/Front Line 'Ard Boyz, which are both good Y'varn targets when resources are running low (as well as Markis/Augur in a pinch).
Regarding the 0 command units, the Augur's help dig out the supports whilst the Mystics help fuel the Depot, deploy delay and act as a good Staging Ground drop. The Elysians are my most recent addition (of which I took out a Ratling and a Suppressive Fire to fit them in), which help deal out those extra bits of damage in the critical moments whilst also being another answer to AoE (as well as Staging Ground and Troop Transport).
The Front Line's are to keep my warlord alive, especially against Ragnar and Aun'shi. If I'm worried they could be routed I'll either just hold onto my resources, trigger Y'varn (opponent depending) or just play them anyway since they are still useful coming in exhausted. When paired with the SLC it just gets silly.
The deck's served me very well over this tournament season with the only changes being the addition of the Elysians and switching Valkyries for the Front Line 'Ard Boyz.
---- UPDATE - Siege of Terra, Milan, Italy ----
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I decided to keep my deck exactly as it was for the tournament since I had no idea what the meta would be like for the European championship and as such thought that my "assume everything will come" approach would be best, hence why the deck contains a lot of small answers to a lot of different issues. From what I could gather a lot of metas still see Kith as the main threat either due to Kith's previous success or simply a lack of Worr being played in their metas, and as such there were a lot of Kiths and a lot of Ragnars in response, which was a pain since Ragnar's a tough match-up for Worr.
With that out of the way here's my recollection of the matches that I played. I ended up going 5-2 in Swiss, then went straight for the win. Ragnar was my biggest concern over the course of the tournament and caused me the most grief in the games I played, with 5/11 matches being against Ragnar and my only losses being against him as well. I'd like to point out that my memory is generally terrible so if I've missed things or remembered wrong then feel free to correct me.
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SWISS:
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Round 1: Worr vs Ragnar
First Ragnar of the day. I managed to dodge Ragnar's commitment for all but one round and completely dominated command. I can't remember the match fully but I think I just had too much to deal with by the end.
Round 2: Worr vs Shadowsun
First round, Shadowsun started with initiative and played a Bork'an and Pathfinder to first, with 2 marksmen played to 3rd and 4th for command. I delayed and played Troop Transport and Inquisitorial Fortress, followed by a Ratling + Anxious to 1st (which was green) along with an Iron Guard to one of the Marksmen. He commits to first, triggering Shadowsun to attach a heavy marker drone to my Anxious, I commit to the other marksmen. I use Troop Transport + Preemptive and dump 8 damage onto Shadowsun, bloodying her, then killing the Bork'an. He immediately conceded. Fastest game I've ever played (~3 mins)
Round 3: Worr vs Ragnar (loss)
This was a tough one. I started with initiative and each odd planet (1,3,5) was green, however the cards I had were good but not great given the spread. He played a BAV to planets 2 and 4 first turn respectively which both had good battle abilities meaning I couldn't command snipe then immediately retreat, massively limiting my commitment options. As such, a combination of bad deployment and commitment choices in the first round on my part meant that I was forced to commit to planets I didn't want to commit to, and Worr got constantly hit by Ragnar. He ended up winning and I believe went in to the Top 16 as well.
Round 4: Worr vs Ragnar
Similar to round 1, I dodged Ragnar and won command. Can't remember the game in fine detail but the guy was fun to play with
Round 5: Worr vs Ragnar (loss)
Similar to round 3, although in this case I really think I should have mulliganed. I ended up over thinking where to commit and got hit most rounds, with the times where I didn't get hit result in a Blackmane's Hunt guaranteeing that I got hit. The fact that he got trailblazers out and hit promotions with his ECTs meant I never had any command either. My opponent got into the Top 16 as well I believe
Round 6: Worr vs Kith
I was just happy to not fight another Ragnar by this point. The guy had a slightly unconventional core-set era Kith deck (Soaring Falcons, Wildriders) but still played well. I was able to simply deal out more damage than he could, and even though the game went to the last 30 seconds it was realistically over much earlier.
Round 7: Worr vs Worr
Mirrors are always odd since I'm never sure what I'd prefer to see: a high or low number of greens. I think we had late greens (planet 3 onwards) but with a blue victory condition at 3, so I went for the first two and won them. I won command as well so that helped.
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CUT:
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Top 16: Worr vs Kith
I dominated command. I got the feeling that people were surprised that Kith could be out commanded, especially by a Worr deck with no neutrals or Promotions but that's what happened. The game had to last a while since I decided to leave a few of the earlier planets to solidify my command presence and over shielded since Kith had ~8+ resources for most of the game but it turns out that he never got a Klaviex, only a double warpstorm at a key planet. I forced Kith onto a single planet due to a spread of strong units risking her being bloodied wherever she went (which ended up happening before the final planet) so when it came to the final planet I had a huge amount of units. He still managed to play another warpstorm wiping a lot of what I had but that just left Kith open for the kill.
Top 8: Worr vs Ragnar
Hardest game of the tournament, possibly ever, not helped by gaming fatigue kicking in giving me constant headaches and a few misplays (I think I tried to use a unit to shield, for example). I think what saved me was getting Ragnar down to 1 hp in the first round, helped by the lack of Iridial, which largely negated him trying to commit to the same planet save for the turns he had initiative, which I dodged. However, he took a planet early on that I needed for my condition which meant that I focussed on a single icon red planet so that the game would end on the final as it gave me the best opportunity to win. Early game command was mine, however as the game went on I just won resource planets whilst he won cards, causing me to have a massive stockpile of resources but nothing to spend them on. An Exterminatus really hurt my deployment to the planet I was attempting to deny his victory condition for but I just about had enough units to push him off and bloodied him on the 3rd to last round. Penultimate round, he exterminatus's final and I commit what little I have with the warlord train in tow, whilst he commits a Tactical Squad and moves his 3 puppies over from first. He went through 2 Indomitables and a bunch of double shields in my attempt to kill the Tactical Squad (there was no point aiming for Ragnar since it was clear that he had a lot of shields etc given his hand size) but I ultimately failed in that attempt and got hit by the AoE, along with the Puppies. Given I had a Steel Legion there my warlord was saved, so I retreated at the end of the combat round and was forced to leave the rest to die.
Going into the final round I have initiative with a Mystic Warden in my HQ (since the final was Y'varn and he triggered it) and no cards. My HQ phase cards were Preemptive Barrage and a Commisaarial Bolt Pistol, and my 2 Ammo Depots gave me an Elysian and The Emperor's Warrant. I played the Elysian and the Bolt Pistol then passed, he played a bunch of units on top of the already large number both on and off the planet. We commit, I use Preemptive and hit his warlord for 6. He only has a single 1-shield card in a hand of around 8 cards .....
Massive David vs Goliath moment there at the end. I wish that game was recorded.
Top 4: Worr vs Nazdreg
Until the final round he played a total of 3 units (all in the first round); an Iron Guard, a Rouge Trader and a Void Pirate, of which the Iron Guard went to first whilst the neutrals went for command. I cancelled command on one and beat command on the other whilst sending a mystic and something (an anxious? the video will show it). We both went to the planet I canceled command on so he then teleporta pad'd into first. I proceeded to burn through my shields and pummel Nazdreg to dust, forcing him to flee with 4 damage on him and triggering the ability to discard, what I then discovered, was his only unit. I then dominated command everywhere and progressively got more and more damage onto Nazdreg until the battle on my victory condition, at which point Mork's Great Heap came out boosting Nazdreg's hp to 2. He played 2 Snakebites, I played 2 Inquisitorial Fortresses. A single 2 hp Nazdreg against against a horde of AM units (with a Preemptive) isn't a pretty sight, even with a Rok Bombardment + Battle Cry.
Finals: Worr vs Worr
4/5 planets were green. He had initiative, which I used to delay so that I could see what he would do. He over committed to first and dropped a tallarn on 3rd (the non-green), whilst I went for anti-snipe command and spread 3 Anxious Platoons over 3 green planets. He committed to first out of fear that I would given my Troop Transport, whilst I went to third. In practice, my plan was to use The Emperor's Warrant then trigger Troop Transport without having to go to first but since he went there I swept command. He used an Inspirational Fervour to move the units from 1st to 2nd, creating a thorn in my side, but I still had my 2 Emperor's Warrants in hand ready to use. The next round I delayed again then played a few units to first, whilst he brought his unit count there up to 2 Ratlings, 1 Markis, 1 Anxious. Given I had initiative he committed to snipe command, and knowing he would (or, should I say, hoping he would) I sniped command as well. The Emperor's Warrant exhausted the Anxious to kill the Markis, preventing him from exhausting my units, and my Troop Transport + Preemptive dealt with the rest.
Round 3, he's got a neutral at first whilst I've got a command spread, with 2nd and 3rd being Iridial + Y'varn respectively. I commit a Iron Guard to first to force him to respond (since having first would make 2nd his victory planet), to which he played a Steel Legion Chimera. I then committed my warlord train to 3rd so that I could be guaranteed to gain a resource (to use Squig Bombing on his Troop Transport) and trigger Y'varn to play my Front Line 'Ard Boyz (to which he played nothing), whilst he went to 4th for command.
Round 4, I've just got an Anxious at first whislt he has nothing but I have initiative. My hand is too small to have enough units at this point to over commit and he played an Inquisitorial Fortress to deal with my Front Line (which I thought won him the game there and then). However, even with his Preemptive Barrage and another Troop Transport I managed to selectively pick off his units perfectly, with the additional of a Staging Grounded .... . Sanctioned Psyker, which turned out to be the MVP thanks to its high hp (when there's no shields left 1 damage is surprisingly effective). He was eventually forced to retreat and I triggered Iridial, healing my warlord, leaving him to face the horde at second with the Front Line coming in tow.
------------------------------------------------------------------------------------------------
---- ORIGINAL POST (SC season recap + deck strategy) -------- (I would put this in a spoiler but it turns out you can't for decklists)
------------------------------------------------------------------------------------------------
2016 Store Championship: Promethean Games - Bracknell, UK. 1st Place (4-0 Swiss, no cut)
2016 Store Championship: Gamerz Nexus - Rayleigh, UK. 1st Place (4-0 Swiss, no cut)
2016 Store Championship: Manaleak - Worcester, UK. 1st Place (3-0 Swiss, no cut)
2016 Store Championship: Warboar Games - Bromley, UK. Top 4 (4-0 Swiss, 3rd Place in cut)
2016 Store Championship: ibuywargames - Woking, UK. Top 4 (3-1 Swiss, no cut, 4th place)
2016 Store Championship: Dark Sphere - London, UK. Top 4 (3-1 Swiss, no cut, 2nd place)
The deck's been built with most match-ups in mind and has taken pretty pretty much every warlord (except Urien, due to no one playing Urien). The aim is to capture command efficiently with the double command units / 1-costers whilst said units being combat ready in the event of a command snipe. Generally speaking, Tallarns/IGR go to non-greens whilst Psykers/Shrine Guards go to greens (Ratlings go to either, but at greens they punish a sniping warlord more). Additionally, I've found that Warlord sniping is not too difficult to pull off especially since most planets will end up having combat ready units, especially if backed up with a Troop Transports and a Preemptive Barrage.
Yes there's 51 cards, however the effect it has on my percentages is so minimal that I've never noticed a difference. The extra card is the Squig Bombin which has been a game changer in numerous matches, even if it's not seen / used as a shield in others.
The deck's kept cheap so that the Ammo Depots can keep firing, with the exception of the SLC/Front Line 'Ard Boyz, which are both good Y'varn targets when resources are running low (as well as Markis/Augur in a pinch).
Regarding the 0 command units, the Augur's help dig out the supports whilst the Mystics help fuel the Depot, deploy delay and act as a good Staging Ground drop. The Elysians are my most recent addition (of which I took out a Ratling and a Suppressive Fire to fit them in), which help deal out those extra bits of damage in the critical moments whilst also being another answer to AoE (as well as Staging Ground and Troop Transport).
The Front Line's are to keep my warlord alive, especially against Ragnar and Aun'shi. If I'm worried they could be routed I'll either just hold onto my resources, trigger Y'varn (opponent depending) or just play them anyway since they are still useful coming in exhausted. When paired with the SLC it just gets silly.
The deck's served me very well over this tournament season with the only changes being the addition of the Elysians and switching Valkyries for the Front Line 'Ard Boyz.
Sample Hand:


Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
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22 Comments
I think this deck might be cheating! Bring back Kith. All is forgiven
X3 store champ!? Is that a record?
Would've won 4 if his deck was at 50.
I GOT HIM GOOD GUYS!!!!!!
*high-fives all around*
Sorry to burst your bubble, but of the two games I lost one was due to me making, as Mitch would say, "poor life choices" and the other was terrible draw in an all green mirror
I like the deck.
I like that you put Squig Bombin in here. Even if it is a high cost counter the things it turns off will end up costing you way more than the equivalent of two resources throughout the game on many killer supports. I think sometimes people think too statically when comparing costs and benefits. Also it's never a dead card since it can be played as a shield. The unit alternatives for support removal all would radically change the deck and I think make it much worse.
I also like the no promotions. Worr doesn't need them and drawing into them I always would have rather just had an AM unit to throw down to fight and boost command.
I'd still run three Seers for support searching to up the consistency of seeing those 1x includes, but I see how that's a really hard thing to fit in given your already packed line up of quality units for the deck. Obviously you didn't need it since you won 3 SC with the deck
I'd certainly like to fit EATs in my deck especially since I don't even bother with the 1x Staging Grounds. I run less targets for it though
Hahaha, great post Grimbo
Nice deck Kaloo!
Thanks. That's ironic that you want to take out the EATs given that I've only recently put them in! I've found that they allow for some surprise plays and help get around annoyances like AoE or Sowing Chaos without the telegraphy of the Troop Transport and still being half decent outside green planets. If you were to replace them, however, I'd recommend either putting back the things I took out for them (suppressive fire + ratlings) or at least maxing out the mystics. Snakebites are also a solid choice but they drive up the cost of the deck without a huge gain, even if the cost increase is somewhat minimal as well.
Ha, you say that but my initial Worr decks were ranged heavy with the Holy Fusillades. My thought was that since the enemy can't retreat from Worr the extra ranged combats would ensure that I don't take hits, but obviously it didn't work out as planned. I was also running Muster for a while and had a few games where it really made a difference but after further playtesting I realised it was just luck when it actually worked.
For quite a while I didn't run EATs myself but I decided to take a punt and trial them out and haven't looked back since. It helps that the Front Line's trigger them since I'm assured that they will die at some point, allowing me to sneak in some extra damage.
I used to run 3 seers but after the Troop Transport came out I've realised that I'm far less dependent on seeing the Forward Barracks in the first place so I'm less bothered for playing them. I'm almost half tempted to take them out completely but they are really good Staging Ground targets and their ability has won me games consistently. 2 seems to be a comfortable balance, at the moment at least.
Regarding the other support destruction, the choices are the Deathskull Lootas (too expensive), the Death Krieg's (basically "anti-Engiseer Augurs" but more situational and not useful in every matchup, given the Augurs are) and the Devastators (good units but no Ammo Depot, so a very different build is needed). As such, Squig Bombing is still, I feel, the best option around and whilst 2x would be nice I just don't see there being space for it.
Hey Kaloo,
seems like my tactical genius remark in the podcast was quite justified! Your deck has changed quite dramatically since then.
I remembered you used the Cadian Mortar Squad to good effect against me. What did you put in place of those guys?
Also, do you think you will fit in the new event 'Inspirational Fervor'? If so, where would you fit it in?
Congratulations on your recent success!
You're on a nice victory run there, mate, and you took down the Cato deck that demolished me. Shame I never got to play you in Rayleigh.
Will have to rethink some of my card choices based on your card choices... You run way more control options than me, and I think that's a smart thing. You don't run Catachan Outposts either, which cognitively I hadn't even considered dropping.
Thanks. I dropped the Cadians because whilst the combo with them, Noble Deed and the Goff Choppas was quite strong it just wasn't consistent enough so I took out all 3 cards and decided to rebuild from there. The reason I don't think the new event will fit in is simply space. It's a good event, it's just not better than anything I already have.
Shame indeed. I have to say that I did like how your deck played when I overlooked your other games but I'm not personally convinced on the Bikers in Worr, even with the Staging Ground.
Part of the reason I run so much control is because my partner and I both proxied warlords ages back before the packs were released; I took Worr, she took Mavros. Mavros consistently punched me into the ground because I couldn't deal with the prevented damage abilities, but then realised that it all fell apart for her after a suppressive fire, so I went heavy on control. Turns out it works every almost every deck. Sure it means losing the Catachans, but the way I see it I don't need the extra damage output if I don't get hit in the first place.
I deliberately made my deck quite toolboxy so that it covers every possibility at least minimally, and as a result I don't fear any warlord. There's a counter for pretty much everything in there somewhere and since my draw is always decent (either through ammo depot or sheer command) I'm fairly sure that I'll draw what I need.
I think adding all the control options is what makes the Worr decks way more consistent. So many match up suffer when you can easily exhaust or rout the tough units. I probably over kill it with 3x Suppressive Fire, 3x Emperor's Warrant, 2x Markis and 2x Inquisitorial Fortress, but the fact that I can consistently and repeatedly control a battle feels like this is the last dimension of what makes a good Worr deck. The other being economical unit choices (with great command) and many cheap combat phase deployment options.
I keep the Catachan's in, but I still haven't pulled the trigger on trying to fit in Ammo Depots. I'm still torn on the card considering if I don't throw 3x in I rarely see it early. If I draw it late game it sucks. I can't even mitigate that issue with Seers. I know I'm in the minority with this opinion. I'm sure it's my play style that devalues them.
Worr is definitely a Kith level force to be respected. I wonder if a meta shift toward support removal and cards like Declare The Crusade will be enough to disrupt him.
Have tried out your deck a few times on octgn, and I'm definitely sold. It works a lot better than my previous build.
Actually, reflectively, the Cato deck which took me out of the competition and which you beat in the final match (admittedly on an appalling luck mulligan from 2 command icons down to 1 command icon) definitely clinched their victory because I lacked control options. Those Daring Assault Squads were brutal when all I had was Guardsmen from three troop transports (hey, if you draw 1 command icon, you've got to draw SOMETHING).
I can now humbly bow my head and say the best player won!
Congrats on the winning the European Championship! Your deck is solid.
And now its won Siege of Terra!
Congratulations on a great deck, and on undoubtedly skilful play.
I think a certain UK and World Champion around here needs to be watching their back this year...
Thanks a lot for Siege of Terra report. Just hilarious!
When preparing for SC I also decided, that Ragnar is the worst match-up for Worr, so picked him, as I expected a lot of Worrs. But there were only 2, and none of them played with me during the tournament =)
I can provide takeaways from the 4th round: never fight Worr on a green planet without lots of shields and preemtive barrage hurts a lot
Well done pal- and go Worr and the Imperial Guard!