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!
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!
Slash and Burn warpack review
Aug 10 2016 12:00 AM |
steinerp
in Articles
As usual I would like to thank like to thank the reviewers that submitted their initial reviews in an timely and orderly fashion. I went to Gencon for a few days and got back to almost all the reviews being turned in already without even asking. We also welcome Corvus back into the fold so he can tell us how bad all the cards are after a couple reviews off.I will also take a minute to get on my soapbox and encourage everyone to report all the games you play at 40kconquest.blogspot.com. The more people we have reporting games, the more accurate it is. You can also go there to see stats on games others have reported to see if anything we say in these reviews turn out to be true or not.
Synopsis
Brutal Cunning 4.67
Webway Passage 4.17
Sniper Drone Team 4.17
Clearing the Path 4.00
Searchlight 4.00
Keep Firing! 3.83
Tactical Withdrawal 3.83
Squiggoth Brute 3.33
Grigory Maksim 3.17
Techmarine Aspirant 3.17
Deathstorm Drop Pod 3.17
Disciple of Excess 3.17
Total 3.07
Corrupted Clawed Fiend 2.67
Maksim’s Squadron 2.50
Salamander Flamer Squad 2.50
Blood Rain Tempest 2.33
Flesh Hooks 2.33
Rumbling Tomb Stalker 2.33
War Walker Squadron 2.17
Phoenix Attack Fighter 2.17
Focal Warrior 2.00
Electrocorrosive Whip 1.83
Reviews

Grigory Maksim
Steinerp – 3/5
Currently hampered by weak tank pool and 1 attack. Will be a fun warlord to play but I don’t see him overtaking Worr for the AM lead anytime soon.
Asklepios - 3/5
Because of the card pool, mostly this warlord comes down to adding 1 shield to support cards, which isn't that great. More crippling is the 1 attack, which makes him a poor sniper, and the weak signature unit.
Kingsley - 4/5
This warlord offers an unusual but IMO powerful deck style. 1 ATK is definitely a downside, but the warlord ability is very strong, countering the conventional weakness of support-heavy decks. There are not a huge number of Tank units in the game right now, but some of them can create huge problems for an opponent if unchecked. Keep in mind this works with non-AM supports - STC Fragment might be an especially appealing candidate.
Corvus – 2/5
A great ability whose viability is sadly scuppered by his 1 ATK and weak signature units. Loading up on supports to synergize with Firstborn Batallion and the like seems appealing, as is having an outlet for duplicate unique supports, especially since Clearcut Refuge and STC Fragment play well with big tanks. Getting chased away from battles by your opponent's 1 and 2 cost units, without something like Eldorath or Shadowsun's fight-altering Reactions to compensate, is less appealing.
Kaloo – 5/5
Turning all supports into shields is amazing, especially if they’re double shields. It makes taking multiple copies of unique supports like the STC fragment viable since the spares are simply shields. He has the potential to be one of the best elite warlords, tank or otherwise.
Eu8L1ch – 2/5
His abilities are interesting on paper but are hampered by a few constraints. First off, the number and quality of the tanks we already have is rather low. Secondly, deck space in AM, especially as far as non-army units are concerned, is already very tight so it will be very difficult to fit in a high number of supports.
When you add in his base 1 atk and the amount of support hate that has entered the meta I think he'll struggle to make an impact.

Maksim’s Squadron
Steinerp – 3/5
It is a tank that will be fully shielded by every support in your deck. Sadly the stats just aren’t there to make it anything more than average.
Asklepios - 2/5
You'll be glad to see this card when you draw it simply because there's not enough good tanks, but it doesn't make it a good card. Ample access to 3-shielders doesn't stop this being too weak on the attack to have adequate effect on the course of a battle. If only it was 1/3/2 rather than 1/2/3!
Kingsley - 3/5
This is a weird ability. When coupled with Maksim's warlord ability, every support card becomes a three shield for these guys (!). However, they lack the attack power to really threaten much, so the opponent may be able to simply leave them for last. Overall the ability is strong, but when it is only protecting 2 ATK it might not be very relevant in larger battles.
Corvus – 2/5
The durability is somewhat wasted on an expensive unit that's only attacking for 2. If you do like this card, try pairing Maksim and a Squadron against any other warlord and their 3ish cost slugger – Cato and a Librarian, Eldorath and Council, Kith and a Khymeramaster and two tokens, Mavros and a BAV – then ask yourself which side of that fight you'd like to be on.
Kaloo – 4/5
Below statted unit for its cost, but with the potential of being protected by multiple triple shields it could be quite potent.
Eu8L1ch – 1/5
This card is strongly responsible for the low rating given to Maksim. Its stats are below the curve; in particular, its ATK is too low and doesn't synergise with its rather lackluster ability.

Clearing the Path
Steinerp – 4/5
Another great support for the AM warlords. Fetching back inquisitorial fortresses or troop transports can be great but 1 attack on warlord will prevent some sniping. Timing can alos be an issue if you need it back this turn and warlord is down the road somewhere.
Asklepios - 4/5
Almost as good as Forward Barracks, let down by the fact that Maksim is really bad at winning battles, and that you do need some comboing. However, its a really powerful effect, especially combined with Troop Transport and Inquisitorial Fortress.
Kingsley - 4/5
Well, you need to win fights with a 1 ATK warlord to trigger this, which may be hard in some situations - however, the upside is pretty great, especially given that you will likely have support cards in your discard pile after shielding with them.
Corvus – 4/5
Bringing back a support every turn would be amazing, but the fact that your opponent can turn it off by winning battles keeps this card in check. Strong, but unlikely to bail you out from a losing position.
Kaloo – 5/5
Great card given the tendency to play a lot of supports in Makism along with the existence of Bolster the Defence. It encourages overusing Troop Transport and Inquisitorial Fortress on the knowledge that they’ll just come back anyway, which ramps up the pressure on the opponent.
Eu8L1ch – 3/5
Moving around a big unit is a powerful effect, even if it is limited by the fact that the unit cannot be in your HQ. The additional command icon won't make much of an impact most of the times.

Keep Firing!
Steinerp – 4/5
If you are running elites you often suffer from a lack of attacks so something that gives you a 2 for one is solid. Other than that this card is a 3 as most tanks don’t hit that hard.
Asklepios - 3/5
A potentially strong effect, let down by the small attack values relative to cost of every tank in the card pool, though it is the best friend of the Leman Russ Conqueror.
Kingsley - 3/5
In the right situation, this card can be very good, especially with Leman Russ Conqueror. However, the fact that it only works with Tank units, which you might not have in any given battle, makes it less impactful than several other combat tricks.
Corvus – 3/5
Has a moderate setup cost, since you need a big tank in a fight before you can get any value from it. It should eventually get played in most games, though, and when you use it to ready a Leman Russ Conqueror after Preemptive Barrage you'll feel pretty good about yourself.
Kaloo – 5/5
Great card. The only issue here is whether or not there’s enough tanks to benefit from it.
Eu8L1ch – 5/5
More limited than Dark Cunning – the limitation is not significant though, since Tanks should be your heavy hitters anyway - but one resource cheaper. If you can play it on something hitting for 4+ you're getting solid value out of it, the more the merrier.

Searchlight
Steinerp – 3/5
I don’t understand how a searchlight moves you from one planet to another so this card gets a 3. Movement is good as is the mini promotion but this card suffers from doing a lot of things without doing any of them that well.
Asklepios - 5/5
Warlord-exhaust as a cost is normally a big downer, but the freedom of timing here makes it negligible. A mini-promotion combined with an amazing movement ability and 3 shields = 5/5.
Kingsley - 4/5
Fluffwise, this card makes no sense, but it's one of the coolest and most dynamic signature attachments out there IMO. I don't think it has the "raw power" of cards like Tallassarian Tempest Blade or Plaguefather's Banner, but the flexibility and power it provides is quite strong in its own right.
Corvus – 3/5
Eldorath's Mobility has largely the same effect while costing far less, and it still often gets used for shields. The fact that Maksim is almost required to use bigger units makes Searchlight's effect better suited to his game plan, but it's still a pricey card for what it does.
Kaloo – 4/5
Pretty decent given that Grigory does not care for going into battles and as such is fine with exhausting. Extra command is also nice too, but nothing to cry home about
Eu8L1ch – 5/5
Big card and resource advantage, and the condition is not too difficult to trigger.

Salamander Flamer Squad
Steinerp- 3/5
Obvious comparison is to Daring Assault Squad. Are the hammer and 2 HP worth splitting the AOE up. Probably but not by much and Daring Assault Squad doesn’t see much play as is.
Asklepios - 3/5
Its basically Daring Assault Squad, but with +1 command and +2 HP in exchange for a delay in half your AoE and far easier shielding for your opponent. Barring some silly future combo abusing exhaust-to-ready infinite loops, I can't see this one being worthwhile.
Kingsley - 3/5
This strikes me as an improved version of Daring Assault Squad - you get less immediate punch, but the base stats (especially command) are much better. Having to delay gratification on the big AoE hit is rough, but overall I think the improved stats and synergy with ready effects mean that this is an upgrade rather than a sidegrade. That said, it's still not amazing - swarm decks aren't as common now, and the 4 cost slot for SM decks faces serious competition from Imperial Fists Devastators. Great for Cathedral decks, though!
Corvus – 3/5
Fine, but I'm not sure why I'd run it over Daring Assault Squad if what I really wanted was the Area Effect. Indomitable can often make sure Assault Squad hit once even though they're more fragile, and killing enemies immediately with Area Effect 2 will win far more fights than the more easily shieldable slow burn version seen here. Maybe you'll run both in your Crypt of Saint Camila decks?
Kaloo – 2/5
Just play the daring assault squad instead. High hp and decent command are the only things keeping this above 1/5
Eu8L1ch – 1/5
Meh. Their ability is not close to being AoE2 by any means. The additional HP and command over the Daring Assault Squad does not make up for this weakness in most cases, and that one doesn't see play.

Techmarine Aspirant
Steinerp – 3/5
Of the elite enhancers that give abilities (rather than protection) this one seems the best. Works nicely with allies as well.
Asklepios - 3/5
In terms of its ability, by far the best Elite Groupie so far, though the Elite pool it can enhance is weaker in attack than most, though the Leman Russ Conqueror and the Scion Strike Force aren't unhappy. And sure, if you really like, you can play that Ultramarines Dreadbought too.
Kingsley - 4/5
One of the better "Elite supporters" IMO, the Techmarine Aspirant can prevent Elite units from being "swarmed over" before they get a chance to attack their opponents. Goes extra well with Leman Russ Conqueror!
Corvus – 2/5
This is actually one of the neater abilities from this cycle of units, with lots of potential hard-hitting Elites and good synergy with Y'varn plays. Unfortunately, after playing with and against his brethren a little, I have little interest in using any of them at them moment.
Kaloo – 4/5
Best 2-cost elite protector in the game. Why? Because it has a badass ability that’s not dependent on your opponent doing something first to your elites. Ironically it’s best played out of faction, however
Eu8L1ch – 3/5
The other 'elite groupies' that offer protection are better, but readying is the next best thing. Very powerful even if you get to trigger it once, with the right unit.

Deathstorm Drop Pod
Steinerp – 4/5
Clearly a Vezuel card. Having multiple out will quickly drain shields from opponents even if the damage itself isn’t huge.
Asklepios - 2/5
Welcome for Vezuel, but not enough to make him a good warlord. Ultimately, its a lot of combinations of play to eke out 1 preventable damage, even if repeatable.
Kingsley - 3/5
"Army unit" makes this not quite as good as I might want, but this could be a solid bit player in Vezuel or other Deep Strike-heavy decks.
Corvus – 2/5
So far I've seen Deep Strike as a mechanic you dabble in with individually powerful cards, not a theme you can build a deck around. A minor payoff card like this doesn't change that.
Kaloo – 4/5
This is a Vesuel card and has been rated as such (although future releases could make this useful with other warlords). Given it doesn’t exhaust, lacks the Location trait, isn’t Limited/Unique and doesn’t target, this is a very good card so long as you can deep strike frequently, which Vesuel can do. It’s also cheap.
Eu8L1ch – 4/5
Finding the deckspace for this is probably going to be though, especially in a SM deck, but the ability is great. Cheap, non unique and not limited by exhaustion make it a very interesting card for any deck heavy on Deep Strike cards.

Squiggoth Brute
Steinerp – 3/5
No command kills this, plus an ability that won’t have any real effect too often. But the stats you can’t complain about in the least.
Asklepios - 4/5
The "5/9 Brutal + solid ability" just makes Goff Nob look entirely redundant, and is solid enough to make other decent ork elites look fragile too. No command, of course, but thats the price you pay for hitting power like this.
Kingsley - 3/5
Huge stats and Brutal are pretty significant, but no command hurts a lot. Also, there are a lot of situations where this ability will not really do anything. I think this compares somewhat unfavorably to other Elite options, but the pure stats here might be enough to tip the scales towards this rather than Goff Nob or similar.
Corvus – 2/5
An interesting rules headache of an ability. Blanking Preemptive Barrage, along with the odd Area Effect or Armorbane unit, doesn't quite seem like enough to make this card see play.
Kaloo – 4/5
5/9 Brutal for 6 that’s immune to annoying enemy attachments … that’s already great. Based on the current consensus regarding its ability, that’s pretty strong too. -1 for the lack of any command, however
Eu8L1ch – 4/5
This is not the kind of Elite you want to play in the early game, since its enormous stats will be wasted and its lack of command will hurt. However, in the mid to late game this is an absolute beast: its raw stats are amazing and neutralizing a powerful keyword such as AoE can make a huge difference.

Brutal Cunning
Steinerp – 5/5
A 1 time Kugath with banner is still very good, even if it can only hit one unit.
Asklepios - 4/5
Essentially healing 2 (even from a warlord) and dealing 2 unpreventable damage, this is a strong effect that would have been an easy auto-include with 2 shields. As it is, its just very very good.
Kingsley - 5/5
Amazing card. Moving damage is extremely strong and will probably always be strong. Healing your warlord is extremely strong and will probably always be strong. This card does both, and it's even a general action rather than a dedicated combat trick! I suspect this will be 3x autoinclude for Ork decks for quite some time to come - maybe Gorzod won't max it out, but even then it can be really high impact.
Corvus – 5/5
Two resources to do 2 unpreventable damage and heal for 2, with the only requirement being having some Ork unit – even your Warlord will do – that can attract an enemy attack without dying? Yeah, that's a good rate. Play this.
Kaloo – 5/5
This is the love child of Reanimation Protocols and Ku’gath delivered by Gork … or perhaps Mork. It’s even decent out of faction given the best ally-worthy cards either damage themselves (Snakebite, Goff Brawler) or encourage damage on them (Front Line ‘Ard Boyz)
Eu8L1ch – 4/5
A solid trick to have. I see it as a more convoluted No Mercy (with added benefits, almost no drawback but significantly higher cost) since most of the times fighting units have more than 2 base HP.

Disciple of Excess
Steinerp – 3/5
Protecting elites is good if you need more than the threat of backlash to keep them away. I would still include backlash before this guy but if you want to go heavy protect he serves just fine.
Asklepios - 3/5
Unless you exist in a meta where everyone plays Eldorath and Kith, you shouldn't bother with this card. And yes, I realise many of us do exist in that meta, and even then its 50/50 whether to include a copy or not.
Kingsley - 3/5
Another strong Elite supporter, the Disciple protects your Elites from all common control effects. However, most Elites decks have a higher-impact card that does the same thing while also protecting from Klaivex and Sicarius's Chosen - Backlash. In decks that want even more protection this guy can help, but otherwise I'm not sure.
Corvus – 2/5
Great abilities in the context of this card cycle, but still not very interesting.
Kaloo – 4/5
This is a great effect, however like all of the 2 cost groupies it suffers from simply being targeted first. However, should it allow your big guy(s) to get an extra hit or 2 in before the control kicks in, along with soaking up some damage, then it isn’t too bad
Eu8L1ch – 4/5
Its effect is very hepful. Albeit inferior to the Vostroyan Officer in (almost) every situation, being in-faction for Chaos, which already has access to a lot of Elite support, makes it very interesting.

Blood Rain Tempest
Steinerp -2/5
It is interesting but 50/50 chance that using it will be a negative for you. Sure you don’t have to use it but do you want a card that is dead half the time in a deck, not anymore.
Asklepios - 2/5
Some people say Warp Rift is too subtle to bother with, and I vehemently disagree with them: its a potential game winner with the consolation of being a 2-shielder recursable with Sathariel. On the other hand, we have this card, broadly telegraphed, a less useful and even subtler effect than warp rift, no useful traits, and no shields. No thanks! If we want to be positive, then imagine the possibilities of the combos with Y'varn and a couple of Tellyporta Pads. Now stop being silly, and put this card in the binder.
Kingsley - 3?/5
This rating could be much higher or it could be much lower. The effect is unlike any other - the fact that it's on a support is rough, since it means the ability might well be telegraphed, but there are also situations where this can enable really unusual combos or surprise plays.
Corvus – 2/5
I don't think this card is very playable, but at least it adds something to the game by creating some uniquely complex board states. Having to read every board state back to front matters enormously for Tarrus, Planum, Ferrin, Mobile units, and a host of other factors.
Kaloo – 3/5
Great ability but very telegraphed, however the low cost prevents that from being too prohibitive. Hurts 1st planet bully-type decks a lot, which ironically means it’s best played out of faction, and can simply be kept unused should the opponent commit around it. Space is the real issue
Eu8L1ch – 2/5
Very weird and situational benefit. Being telegraphed and not having shields to boot make it a 'fun only' card in my book though – unless I'm missing a very strong and reliable combo (which, I admit, it's totally possible) or there will be new cards to synergise with it.

Corrupted Clawed Fiend
Steinerp – 2/5
Cost is just too high. But it finally gives a reason for using the Hunting ground.
Asklepios - 3/5
What's this? A hard hitting DE elite? Weird! Its got the command, HP and ability to keep a swarm deck at bay, and the big attack to deal with big threats. A very rounded piece that costs just 1R too much to be very playable.
Kingsley - 3/5
A solid Dark Eldar Elite unit? Gasp! This guy costs a lot, but he has high stats and can't be swarmed by cheap units. That can be a big problem for a lot of decks, especially when combined with Elite support like Corrupted Teleportarium. However, he'll still have trouble with enemy "pure stats" Elites or with tokens, so it's not a truly perfect option. 7 cost is a lot!
Corvus – 2/5
A big dumb unit without much reason for existing. Even given the reaction I'd need more raw stats, or better yet some built-in protection from control, before I seriously started considering units at this price point.
Kaloo – 3/5
Great ability but very telegraphed, however the low cost prevents that from being too prohibitive. Hurts 1st planet bully-type decks a lot, which ironically means it’s best played out of faction, and can simply be kept unused should the opponent commit around it. Space is the real issue
Eu8L1ch – 3/5
It's a big stick with a some built-in 2-cost hate. Not incredible but its stats are ok for the (huge) price. Its most interesting feature is probably the creature trait, which, also considering the fact DE lack good elites, might make this somewhat playable.

Electrocorrosive Whip
Steinerp – 2/5
I feel a 2 is too low for this as locking down a unit is really powerful but it is also too high as the non-elite limitation means you can’t hit the things that really cause trouble for some DE decks.
Asklepios - 2/5
If this had come out BEFORE STC Fragment and Backlash, it could have shaken up the meta. As it is, its reacting to a meta that has already gone.
Kingsley - 2/5
This ability can be quite strong, but it doesn't work on Elites. There's a dilemma, then - putting it on a unit with high ATK makes it rather redundant, while putting it on a unit with low ATK means the opponent can just shield their way out of the effect. The "sweet spot" is probably on a 2 ATK unit, especially one with a "machine gun" effect - but are you really going to combo this with Hypex Injector just to try and live the dream? I'm not convinced.
Corvus – 2/5
A big dumb unit without much reason for existing. Even given the reaction I'd need more raw stats, or better yet some built-in protection from control, before I seriously started considering units at this price point.
Kaloo – 2/5
This ideally requires a unit that can ready frequently so that it can land multiple attacks or can use Area of Effect, neither of which are common between Dark Eldar and its allies. Even the Wraithblade isn’t a particularly great target given that its high attack value will outright kill most non-elites anyway, rendering the ability useless (although it would act as a deterrent to using shields against it). Needs more cards to be worthwhile
Eu8L1ch – 1/5
Unless you plan on using this as a counter to readying effects, this is simply not worth it: a single Ion Rifle in place of this would probably deal with the unit immediately. It also doesn't affect Elites, which would be its prime targets otherwise.

War Walker Squadron
Steinerp - 2/5
A weak unit with bad stats and an ability that makes those bad stats slightly less bad, but still bad, doesn’t cut it. Just play something good to start, eldar have plenty.
Asklepios - 3/5
Its not like Eldar lack for great elites, and non-loyal means it fits well with Tau Elite decks. It helps that Drone Defence System and Missile Pod are both great attachments in their own right, and that Starcannon isn't too bad either. It also helps that none of these attachments mind being exhausted. What does stop this card being that useful is that its presence informs an entire deckshape, while other Eldar Elites that are just as good quality don't force your deck in such ways.
Kingsley - 4/5
A strong Eldar elite option with the Hardpoint-heavy Eldar/Tau decks that have been popular recently. That said, note that the base stats are very bad for the price, in fact worse than many 4 cost units - you really need to have Hardpoint attachments for this unit to be much good at all, so it's a bit combo-oriented. Still, it slots quite well into an Eldar vehicle build - I think this one has legs (pardon the pun).
Corvus – 1/5
Garbage stats coupled with an ability that sometimes does nothing and will fail to pull its weight against the typical scenario of an army of medium-small enemy units.
Kaloo – 2/5
Best played in Shadowsun since she’s more able to take 3x Starcannon, DDS and Missile Pod (or at least able to recur the latter two enough to get onto this guy), but given it’s a terrible DDS target your options are limited further. Still, this with a Starcannon is pretty strong, but getting the combo out is questionable
Eu8L1ch – 1/5
Its stats are abysmal for the cost, meaning you need an additional investment on an attachment for it to be any good – at which point you could just have reached better results playing something else in the first place.

Phoenix Attack Fighter
Steinerp – 3/5
Is a Rangar like ability worth the cost, probably not. But unlike war walker it has good stats and is a nice target for a drone defence system (still not Wildrider Squadron good though)
Asklepios - 3/5
6HP and flying is nice, but the ability is a poor man's version of Space Wolf Predator (light discouragement to commit, rather than absolute, though it helps it can trigger off your own commit too), and 2 attack is too little punch for the price.
Kingsley - 2/5
A lot less exciting than the War Walker Squadron IMO. This ability is conditionally relevant and it comes with very bad ATK and command for the price. Might be good with Drone Defense System, but I think there are significantly better options for Eldar elites.
Corvus – 2/5
I'm not quite sure what to make of the stats and abilities here. Having lots of HP on a flying unit is nice, having an Elite that only hits for 2 less so. The reaction is easy to trigger, especially in Eldorath, but the exhausted enemies often aren't high priority targets. Probably too weak in an extended fight to justify the price.
Kaloo – 2/5
It’s not terrible for its cost, it’s just nothing special. Best played in Eldorath, but Eldorath doesn’t really need it.
Eu8L1ch – 1/5
The effect is kind of similar to 'comes ready from HQ' (see Devilfish Transport). Unlike the Transport, this is going to take a lot of time to take down, due to 6 HP and the Flying keyword. However, its base ATK value is ridiculously low and the fact its reaction must target an exhausted unit makes it a lot less dangerous.
If you consider you need 6 resources to play it I doubt it'll ever see play, as better cards than this are stuck in the binder.

Webway Passage
Steinerp – 5/5
A very good movement effect that is also a stall. I don’t know that I want to build around this but I’m happy to see it in play (on my side that is)
Asklepios - 4/5
Movement powers are awesome, and a high-low deck could exploit this to make your cappers hard to snipe, as well as playing silly buggers with commitment levels to first planet. Subtle, but actually really good.
Kingsley - 4/5
Very exciting IMO - this support provides a lot of utility. Perhaps the most common use will be to swap combat units from HQ with command units on a planet where trouble's brewing, but I suspect there will be other scenarios where this comes into play as well. You can also just use this to stall every turn if you have two units whose positions are more or less irrelevant. Very interesting card.
Corvus – 4/5
I like the ability to swap units out of HQ, although sometimes Eldorath's Alaitoc shrine will do the same job better, and I like the added flexibility of rearranging my troops across planets. Good enough to see play, but perhaps unnecessary if your Eldar army already has good mobile options.
Kaloo – 5/5
This is just strong. Gets around annoying effects like Wraithknights and Syrens whilst also fixing over commitments and being out commanded.
Eu8L1ch – 3/5
Low cost and free deploy delay every round is nothing to scoff at. It requires some work to perform well however, which makes me wonder whether it will be worth it in the end when compared with other options. I'm rating it conservatively for now but it definetly is an interesting card.

Sniper Drone Team
Steinerp – 4/5
A solid ranged unit for tau. Combine with Tactical Withdrawl and Aunshi might actually be playable again.
Asklepios - 3/5
I mean, its okay, but its not world changing. Lots of 4 cost Tau units have high impact, and 4-cost is a tough slot for Tau decks to bother with unless a unit is overwhelmingly good.
Kingsley - 4/5
A strong unit for Tau decks, especially when combined with their powerful combat attachments. Is this enough to make Aun'shi good? Can you make a "ranged spam" deck with Starblaze and Holy Fusillade? I'm not sure, but it certainly seems worth testing!
Corvus – 5/5
Has all the things you'd need to justify a 4 cost Tau unit. Ranged is great with the existing attachment suite, especially Gun Drones and For the Tau'va. The high HP is perfect as a base for attachments since the attachments themselves usually help with dealing damage. The self-readying helps it get back into the fight from HQ and effectively doubles the bonuses from many attachments when he starts off readied.
Kaloo – 4/5
Now this is a fun card. A much needed boost for Starblaze whilst still being useful in the other warlords that will always be ready at the start of a fight and is a great attachment target. The main issue is the annoying 4 cost (read: not a 5 cost elite)
Eu8L1ch – 5/5
This is an awesome card for any deck that plays attachments – i.e. most Tau decks. The problem is that there is no way to protect it against control cards, meaning your hefty investment (4-cost unit plus attachment) can be easily negated. If not answered, however, it can be downright devastating.

Tactical Withdrawal
Steinerp - 4/5
Tau need another deep strike card to make this not telegraphed but it is still very good at allowing you to bully planet 1 and still be ready at planet 2.
Asklepios - 3/5
Its a surprise play that isn't currently that surprising, but it does offer some subtle flexibility and 2 shields. Space is tight in Tau decks though, and what are you going to lose to add a card like this?
Kingsley - 4/5
Another very solid card with a wide range of uses. You can build up forces on an adjacent planet to the key one, then spring this the turn before the big battle. You can put a "tentative" force on a planet, then run them away if the opponent puts their own stuff there. You can use this to overcommit to a planet, then transfer a portion of the force there to the next planet! And with all that, two shields to boot - a very solid choice.
Corvus – 4/5
Decent in the early game, where it's an admittedly telegraphed way of letting your Warlord start two battles, and great in the late game, where it can effectively give your entire army Mobile. I could easily see this replacing Deception as Tau's go-to flexible 2-shield event.
Kaloo – 3/5
It’s a decent “Oh ****†card, but you still need to set it up. If it’s played to the first planet then you’re on the assumption that it’s going to go badly, and if it’s played to a later planet you’re somewhat telegraphing your commitments, however it’s effect is decent enough to counter all that … somewhat
Eu8L1ch – 5/5
The effect is very solid, especially for saving a blob of expensive units confronted by superior opposition: pick your battle and win cheaply in the next round. It's also cheap and comes with double shields, what more could one ask for?

Focal Warrior
Steinerp – 3/5
I actually like brutal on elites. However the late game play nature of this keeps it from surpassing the Techmarine for best non-protection groupy. I consider still below the Techmarine but still worthy of a 3.
Asklepios - 2/5
Not really worth it. Brutal is a nice keyword, but the combo here is too often answerable with timing circumstances and careful play.
Kingsley - 2/5
Brutal isn't really something that Elites need very much, and the Tyranid 2-cost slot is crowded.
Corvus – 2/5
Definitely on the weaker side for Elite groupies. Even with Tyranids more interested in new command units than other factions, it's hard to believe he'll find a home, as many Tyranid Elites like Shrieking Harpy or Ymgarl Genestealer don't have too much use for Brutal.
Kaloo – 2/5
Adequately decent, especially since it also affects the Synapse creature. Problem is, like most other 2 cost elite protectors, it’ll get killed before the elites get the benefit of Brutal, but at least it acts as a damage soaker for them
Eu8L1ch – 1/5
Not only this does not offer anything in terms of protection, it also doesn't do much to increase your Elites' strength since it's rather easy to play around it.

Flesh Hooks
Steinerp – 3/5
This card came out a few packs too late. It effectively kills most units which is great but why does it cost 2 to deep strike and 1 to play normally?
Asklepios 2/5
2 resources for soft control is pretty good, especially in the late game when significant units may be exhausting from commitment. However, the limitation in targets makes this card near unplayable.
Kingsley - 3/5
Interesting control option, though somewhat restricted because it only works on units you might not care that much about controlling. Still great to counter those Warlock Destructors and the like, though, and especially strong if they just came in from HQ! With two shields this would be great - one makes it a marginal call IMO.
Corvus – 3/5
Really highlights the extent to which Deep Strike was thought out before this cycle shipped. Why pay 1 resource to play this when you can pay 2 resources to deep strike it, for no added benefit! Think of the value!
The card itself is okay, killing small units in HQ or giving others one more attack before they're done.
Kaloo – 2/5
For 1 cost it’s not a terrible card, but it’s only really useful on 2 cost fighty units, which are progressively less popular. Might have seen some decks if it was released last cycle. For 2 cost, however ….. just ignore that the Deep Strike keyword is even on it >.>
Eu8L1ch - 1/5
Playing this means you're spending one card and one resource to "deal" with a card for which your opponent spent at most one additional resource – with which however they have probably won command and attacked at least once before. Completely useless, in my opinion.

Rumbling Tomb Stalker
Steinerp – 3/5
I’m giving it a 3 just in case it becomes playable with Szeras. Hard to kill but 2 attack means you aren’t too concerned about it until it starts picking up a sword.
Asklepios 3/5
1/2/7 isn't great stats, even with the little bit of self healing thrown in, but context is everything, and this is a very decent recipient for Resurrection Orb. However, the Lychguard Sentinel has more general function, so this would be a card used in addition to that rather than in place of. By the time you do that, add elite economy and decent targets for Orb, you're probably not looking at a very efficient deck.
Kingsley - 2/5
While this can be a huge pain to kill, it doesn't really have enough attack power for its cost to present a major threat. That said, I suspect this will definitely see at least some play in the upcoming Necron warlord, where this ability can be a huge money factory! Also great with various Necron attachments if you happen to be running them.
Corvus – 2/5
For diehard Ku'gath players who want to branch into other factions. Has apparent synergy with the upcoming Illuminor Szeras, but with only 2 ATK your opponent can afford to ignore it so getting damage on it could be tricky. Also good with Dread Monolith and STC Fragment, so it could conceivably have a place in a future Necron deck.
Kaloo – 3/5
Another decent target for the Monolith and particularly good for the upcoming warlord, but it would definitely help if there were ways to get damage on it (something along the lines of an equivalent to Bodyguard or KFG)
Eu8L1ch – 1/5
I know it's supposed to help the soon-to-come Illuminor Szeras generating resources and it's decent in a 1-vs-1 fight against a cheaper unit. However its stats have awful synergy with the ability, making this very ineffective for the cost.
- Eu8L1ch likes this



Sign In
Create Account










9 Comments
Kingsley - I note you mentioned synergy with ready effects.
However, I think it's worth noting that the same ready effect on a Daring Assault Squad will give just as much benefit, and much more immediately. As I said, I think it's only better if we ever see a combo that lets you somehow exhaust the unit to ready it.
Corvus, you said on flesh hooks:
"Really highlights the extent to which Deep Strike was thought out before this cycle shipped."
While I agree it looks counterintuitive on paper, I think its worth giving Brad more credit than that. I suspect we'll see some benefit to tyranid cards in reserve shortly, just as Beleaguered Garrison is doing so for Tau ones.
I think the reason it costs more to deepstrike Flesh Hooks is because you can surprise an opponent who brings some units from HQ with him when he commits to a planet where this is in reserve. If you play this normally during the deploy phase, you save one resource but now your opponent knows he can't rely on the attached unit. But if he commits his warlord to a planet thinking he can win it with the unit he brought from HQ only to realize after commitment that that unit is never going to ready, it throws off his battle math.
Not saying necessarily that makes it worth it, but I think that was the line of thinking when the cost was being decided.
After playtesting, I've reranked Maksim to 3/5. The 1 attack causes a far bigger impact than I initially gave it credit especially in an elite focused deck. He's alright for a mid ranged deck, but the viability of one in the current meta is questionable given that Worr can just do it better
Also, it looks like my review for the Blood Tempest support got plonked into the Corrupted Claw Fiend, which should read as follows:
Kaloo – 2/5
Good counter to weeny decks … given that weeny decks are now less of a thing. If this dealt with tokens it would gain a higher rating, but routing small guys after they’ve already landed damage isn’t that good. Ironically, the deck that this should affect the most (Worr) cares the least for its effect due to the inbuilt immunity to routing. Still, it’s a decent body in a faction that lacks them.
​
My reviews for Searchlight and Clearing the Path got swapped too.
A very interesting set of reviews.
I notice I've been on the low side of the ratings for the most part but I stand by my choices - time will tell!
To be fair, I had the exact same thought process. I was massively excited with the opportunity to use a load of supports, but when you get down to it replacing all those events and attachments with supports doesn't add that much quality to your deck: not enough certainly to make up for a mediocre signature squad and 1 attack.
All the time during my first playtest I was thinking "wish I had a 2 shielder drawn instead of these psuedo 1-shielders" and "damn, Worr would have won these battles" and "this signature squad is no Anxious Infantry Platoon".
Asklepios, on 10 Aug 2016 - 08:46 AM, said:
I think I chose my words poorly there. If I sounded a little combative it's because I think face-down cards can add a lot to a game and Deep Strike isn't really accomplishing what it could, but that's a topic for somewhere else since this comment might get kinda long already.
I meant to point out that the deep strike mode on this card really doesn't make any sense on its own for the benefit of anyone who reads these reviews and might have wondered if they're missing something. It's technically better than if it didn't have the deep strike but then again the ability to overpay for it might make it worse in the hands of novice players.
You're right that future synergies might make sense of the design, and maybe you have information that I don't, but with only 4 or so Tyranid cards left to be seen in the cycle I'd say the odds are low. Even if they printed Beleaguered Garrison for Nids and a good Deep Strike card playing all of them together would be a bit of a stretch.
LilBabyDragon - I don't think the situation you're describing exists. Your opponent would need to
(A) have a key 2-cost unit in HQ and
(B ) value the fight highly while not being required to commit to it and
(C ) misread which deep strike card you put down and
(D) win or lose the fight based on the availability of that one unit and
(E) be able to put you on a different deep strike card which allows him to win the fight while this one wouldn't
while you yourself
(E) have a completely spare resource and
(F) are playing a Tyranid deck which plausibly has several different deep strike cards and
(G) are okay with this 'fizzling' if the desired target in HQ goes to another planet.
I know it's supposed to help the soon-to-come Illuminor Szeras generating resources and it's decent in a 1-vs-1 fight against a cheaper unit. However its stats have awful synergy with the ability, making this very ineffective for the cost."
I think you have misunderstood the ability. Dmg will always be assigned, as opposed to dmg taken. Shields take place after dmg assign.