|Warhammer: Invasion The Card Game | Published 09 December 2011||Rating||9 votes|
The rising sun turns red a hundred thousand spearpoints. Its rays burnish the armour of commanders hungry for conflict. And yet Man does not stand alone in his war against the darkness. The proud warhosts of the elder races stride out from their ancient realms, resplendent and majestic. Each warrior is the equal of a dozen lesser mortals, and yet none expect to see the dawn.
–Warhammer, “War Unending”
Rising Dawn introduces new cards that shake the balance of power between the races of the Old World and open varied new strategies, particularly for those units committed to exciting new quests. The High Elves find inspiration from a powerful legend, the Dwarfs gain strength from the fires of an ancient Grudge, Orc hordes rise in unending waves, Knights of the Empire ride to defend its borders, the Dark Elves gain a devious Commander to profit from their opponents’ suffering, and the Warriors of Chaos strew devastation in their wake.
To find the Dawnstar Sword
The Bloodquest Cycle introduces tremendous new incentives for players to send their units on quests. In the cycle’s announcement, we revealed a new quest, Heroic Task (Rising Dawn, 20) which allows you to quest for a tangible reward–any one card you choose to set aside from your deck. However, if that particular card is an Artefact support card, your reward is even greater; you may attach the card to a Hero or legend immediately upon the completion of the quest.
In addition to providing the High Elves a new legend to benefit from this Heroic Task, Rising Dawn introduces the Dawnstar Sword (Rising Dawn, 1), a magical blade of fearsome renown that adds five power in combat. Only Heroes and legends may wield this legendary blade, but in their hands, the Dawnstar Sword can help you lay your opponent’s capital to waste in no time.
Still, at four cost, the Dawnstar Sword may be too expensive to play from your hand while you need to play units to oppose your enemy’s units and tactics to control the assaults on your capital’s zones. Meanwhile, completing the Heroic Task may also prove a difficult enterprise should your opponent focus on eliminating your questing units. Three resource tokens may not seem like a very large number, but against targeted unit destruction, your forces may have a difficult time seizing the Artefact. Thus, Rising Dawn introduces a number of cards that accelerate or control quest progress, as well as the Helm of Fortune (Rising Dawn, 11), which can help protect your High Elves from your opponent’s schemes, at least so long as they focus on their quest.
Tools of war
Quests are an integral part of Warhammer: Invasion The Card Game. As the sun rises red over the fields of battle and your forces stare across the plains at the horrible armies that oppose them, Rising Dawn gives you new cause to quest for the Artefacts and other answers that may lead you to victory.
Look for Rising Dawn, the first exciting Battle Pack in The Bloodquest Cycle, to arrive in the first quarter of 2012!
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.
I would say it looks like FFG is switching back to old formula, so no more focus on one race, all will get some new cards! Well, of course, if I am not wrong :)
Do bloodquest battlepacks still focus on on one faction each like in the capital cycle? That was nice, but there's no mention of it here.
Now that is some goooood stuff! :D
Taking into account Dragon Armor (epic crap!) this helmet is something that makes me think FFG learned how to create interesting/playable attachments for HE. Better late than never.
"Oh, and based on this news plus the new FAQ's ruling that Legends' power is considered to be the lowest power they give to any zone, I expect this High Elf Legend to have non-symetrical power distribution"
very interesting idea ;-)))
Oh, and based on this news plus the new FAQ's ruling that Legends' power is considered to be the lowest power they give to any zone, I expect this High Elf Legend to have non-symetrical power distribution, and each legend in this cycle to have some sort of clause stating that while its in play, you may activate/use/etc. one of your quest cards as if a unit were questing there.
And now, announce the next boxed expansion! PLEASE!
The helm is meh, the High Elves have got enough +HP attachments.... the whilst questing stuff... well... considering it's a Unique card, kinda makes it pointless...
The fact it's Unique... should mean the thing is any zone, give the pointy eared softies a chance!!!
WOW! It so nice to see that WHI is more and more better game! updating FAQ and making cards, which add new dimentions of strategy to the game are the path of victory! Good job FFG ;-)))
I wonder who the new High Elf legend is ...
Also, interesting that Dawnstar Sword is not an Attachment.
I'm still sad about Derricksburg Forge...
I think that the sword is over-powered but I'd rather have a fun card, I guess, than a wimpy one.
great card for high elves but why so late ?????this cards shuld be on stock in realm of the phoenix king