News for May 2010
Mounted Fury 7
A Warhammer: Invasion Card of the Week
Warhammer: Invasion The Card Game | Published 18 May 2010

Welcome to another Warhammer: Invasion card of the week spotlight! With last week’s release of Arcane Fire, The Corruption Cycle is at an end, and it’s time to set our sights on the next series of Battle Packs coming your way, The Enemy Cycle.

It’s important to remember that this new series brings with it two noteworthy changes. First, Battle Packs in The Enemy Cycle will come in the new format announced in December, meaning that you can expect to receive three copies of every card (for a total of 60 cards per pack) in one purchase.

Second, a new designer has taken the reins, and The Burning of Derricksburg (the first Battle Pack in The Enemy Cycle) is his first release for the game. For more on James Hata’s background, as well as his plans for Warhammer: Invasion, check out the article New Leaders and Ancient Enemies.

Moving on, The Burning of Derricksburg will be on shelves before long, and with it comes a number of new tricks for players of all factions. Back in February, we discussed the potentially devastating effects of the Empire tactic Ulric’s Fury, which gives an unwary attacker an unexpected dose of Counterstrike. In that same vein, this week’s card spotlight will give an attacker more than he bargained for.

Like Nordland Halberdiers, the Gryphon Legionnaire can be put into play during any action window. Unlike Nordland Halberdiers, however, it packs a surprise punch. Play it during the action window after attackers are declared, and potentially shut down the battle before it even begins.

There are a few points to keep in mind regarding Counterstrike, however. First, one unit can only target one other unit, so don’t expect a single Gryphon Legionnaire to take out two Spider Riders. Second, the damage it deals is uncancellable, so don’t be afraid to target units with toughness (or other damage-cancelling effects, like the Sword Masters of Hoeth). In that respect, Counterstrike is often more reliable than old fashioned combat damage (and without saying too much, a deck built around this versatile effect could become a reality sooner than you think).

Join us next week for another Warhammer: Invasion card spotlight!

Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.

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Comments (7)

Published: 5/21/2010 2:04:54 AM

A cool card but I'm hopping to see some Chaos cards in this battlepack. My Chaos deck needs more awansome cards so I'm hoping to get some of them from this one.

Published: 5/20/2010 2:50:48 AM

Corwin : Mostly agree. This cannot be played in turn 1 in most cases... that's all. The bad taste about card is strong, but I have a it because it's sooo similar. :-/

Published: 5/19/2010 1:16:31 PM

How does this card not outperform the Reiksguard Knights in any way? Surely, the additional loyalty symbol is negligeable most of the time.


Published: 5/18/2010 2:00:04 PM

Some excellent remarks here by Curator and by Chaosvt.  Cool card, this one.  I liked the hint that we'll be seeing much more of the Counterstrike ability.  :)

Published: 5/18/2010 1:51:23 PM

I would just like to point out that dwarves do not have weak attack values. the cost to power icon ratio on some of their units is incredible. The dwarven themes are penalizing your opponent when dwarves leave play and development tech. I would hate to see either traded in for a toughness theme.

Published: 5/18/2010 12:57:04 PM

It's cool, i like the ambush-like mechanic. But still too expensive against rush (you have to keep too many resources). Still wainting for the cheapest counterstrike 1 unit.

Published: 5/18/2010 12:10:44 PM

 A counter strike theme has the potential to be a good answer to the current meta rush. I like how James is trying to keep each army style different. I felt that they all sort of started to meld at the end of corruption. So empire is going to be a control theme where you use heavy counter strikes and mobility to win the game. 

Can't wait to see what the dwarve's target play style is going to be. At the moment the turtling ins't working out to well. I think dwarves need to have a focus on the toughness. Make it not only hard to kill them but make them weak also. The dwarves weak attack values will be balanced by all the bonuses they get for developments in play and also their grudge mechanic.

Orcs should stay rush style. I didn't like how orcs were getting high armor. I think orcs and goblins need to be opposite from the dwarves. In other words high attacks low armor/health. Goblin mechanics should focus on getting stronger as a whole for each orc added to the battlefield (like slivers in magic). Where as orc units should get more powerful as they take damage.

Dark elves are fine at the moment. They remind me of the hand and board control discard decks found in many card games. Their last epic spell further set them apart from the other destruction races. I think Dark elves just need to keep adding units with the scout key word.

I currently don't like the way chaos plays. They don't have much of a theme. They need to go back to that theme they had at the games release. Make it so nothing special about most units, but if the player makes a sacrifice of some sort, then they gain awesome abilities. Slaanesh related cards could get more powerful based around spending more resources. Khorne related cards get more powerful abilities when the player sacrifices units. Tzeentch would require friendly units to be corrupted. Nurgle units would take damage over time but get stronger for each damage on them.

I like how the High elves have the dragon theme and the healing theme. This is what they should be. Expensive but powerful around units that take time to get out. Opponents will have the jump on the high elves by out numbering them, but once the high elves have the powerful units then they can take back control of the game with the dragons and healing spells. High elves have powerful magic to try and hold the enemy off while they amass the hand they want to make their grand attack.

These are just my ideas and are in no way implying the game is flawed in anyway. Skaven did take control of the game but I think this new cycle, with James driving it, will help balance the game and bring back the individual themes most of the armies lost near the end of the last cycle.

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