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Master Set Faction Highlight: Slogging to Victory with the Swamp Orcs

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I wanted to go over what I think is the most enigmatic and challenging to play faction in the Master Set, the Swamp Orcs. I’ll admit up front, I haven’t mastered them, so let me know in the comments if I miss something. That being said, I still like them, and have found some fairly effective things to do with them.

Who Should (and shouldn’t) Play the Swamp Orcs?

If you want to play a faction that isn’t straight forward or easy to win with, these guys are for you! They do also have some pretty good commons and a beast of a summoner. Besides, if you play them right, you can large chunks of the board annoyingly covered by vine walls. That’s good times!

Basic Play – Commons

I like two of the three commons in this set. I’m not a huge fan of the shaman, his ability just isn’t reliable enough. I’ve seen games where it is huge, and seemingly invincible shamans shrugged off blow after blow, and I’ve seen games where every hit lands on the shaman. They are your only one cost common, so don’t completely disregard them.



Now, hunters are a common I can get behind. They’re a little expensive, but their ability is pretty handy. They can be surprisingly potent, but you need to have vine walls down for them to really be useful. I use these guys for bounce attacks moving through a vine wall, either to get a quick 2 hit on a champion or pull down a common. Remember, they are ranged, so they have an effective threat range of five squares (move of 2, then ranged attack).



And last but not least, the mighty Savager. I love these guys. I know they’re the least “subtle” unit, but a common with 3 attack? They always make my opponent sweat, and the minor random protection of fear is just a little bonus shield. I never rely on the fear, but it’s always fun to mock your opponent when their common flees the board in terror. Even champions are afraid of these guys. I use them for practically everything, but they are vulnerable to focused fire, so it’s usually good to have a couple of commons out to screen them. Just make sure they get enough kills to be worth the cost, if you only get one kill with a savager, you’re doing it wrong (unless the kill is a champion).

Advanced Play –Events and GRABBY VINES OF DOOM

Vineguard is as iffy as the Shamans are, you may get lucky and take no wounds, or you may take all the wounds. Still, it may be handy occasionally if you have a decent growth of vines going. Do note that it includes all Swamp Orcs you control, so your summoner and champions are effected by this event. Ditto for Vinemancer Ambush. Both of these events are highly reliant on having a good growth, but don’t be afraid to use it just to help one unit either. The one thing these events can do that is really handy is give your savagers the ability to move through vinewalls without risking a wound.

Now, Ensare is my kind of event, grab a common within four spaces and pop it on a vinewall. First of all, this is just annoying, because if they move off the vinewall, they may take a wound. Secondly, it lets you set up all kinds of fun things, from removing common shields to pulling an annoying common away from your savager or summoner, or letting you kill your opponent’s expensive commons.

Vine Growth is a fantastic event for the Swamp Orcs, honestly, I’ve wished many times the deck had more of them. This can be a real boost to growing your vines. Speaking of vines, these things are awesome! Try to grow your vines all over, they don’t impede most of your orcs. Use them both to get in your opponent’s face and set up a defensive network. Your opponent can move over them at the chance of a wound, or he can let them slow him down and spend the time and attacks to try to get rid of them. It’s a win win for you.

Advanced Play –Champions and Summoner

I’m not a huge fan of the swamp orc champions, but that’s okay, because I end up playing savagers more. I do really like Splub. He’s a bit expensive, but he can create vinewalls whenever and wherever he kills a unit, this is a good thing. Glarg doesn’t do anything for me, Blerg seems like he’d be cool, but he’s just too expensive when you get down to it. I can almost get two savagers for the cost of Blerg. I’d much rather have that.



Mugglug is a beast of a summoner, he can win the game for you if you manager to weaken your opponent enough before you both run out of cards. Don’t be afraid to push him into combat, but don’t overextend with him.

Conclusion
I’m easily most excited about the reinforcements for this faction. I really want to see what other champion options may come our way. I’m also looking forward to seeing what other commons they get, I think I could handle dumping the shamans and modding this deck a bit. That being said, I love the feel and art of the Swamp Orcs, and they’re definitely fun (if challenging) to play. They are surprisingly maneuver dependent and are a very dynamic faction.

Check us out at blagog.com! We are giving away reinforcement packs and faction decks in light of their upcoming release!
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8 Comments
Subscribe sub options Tue Feb 7, 2012 4:31 pm
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Fede Miguez
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While I like the high light I think it falls a bit short on the faction's power. Specially in the picture's die.

First let's start with Mugglug's special ability:

This means you want as many units as possible dying next to your walls, yours or theirs. Happily the SO have a cheap common they can use to spread their vines:

Also their ability makes them more resilient so you have better chances of killing him yourself and spreading the swamp some more. I want to stress that the Shamans are the backbone of the swamp spread.
To exemplify this, let's see the SO starting set up and what they can do going first or second:
up

If you go first you have 2 moves, if you go second you have 3 moves.
Going first, you will most probably spend a move on the Savager to sow terror on the enemy inferior commons or dock him in front of his wall (where he gets a lot of free hits and the opponent has to trigger Fear to hit him with melee commons). So this leaves 1 move for the swamp spread. The 2 good options are to move the Hunter in front of Mugglug, and destroy him with Mug/Shaman; or to move Shaman in front of Hunter and destroy him with Hunter. You want to kill the Shaman since the VineWall (VW) is closer to the opponent's side but killing the Hunter is safer, so consider your odds here depending on the opponent's faction. The difference between of cost between Hunter or Shaman is not that significant and both can be killed at this stage.
So, if dice rolls went fine, your mini swamp will now look something like this:
or

If you went second and you had 3 moves at your disposal, you can also move Mugglug and make the same deal, but closer to the middle. Guess pics are not needed.
From here on, you want to spread the VW quickly and also press on with Mugglug. For this you do this set up. You summon a Shaman and place it in front of another Shaman, which in turn is in front of a Vine Wall. Behind this Shaman you want to dock Mugglug.

Here, Mug kills the mid Shaman (creating a VW there: remember Guard only apply to enemy attacks, so 3-4 die results kill here) leaving the front Shaman adjacent to a VW. Rinse and repeat this, and you will quickly have VW in the opponent's side of the battlefield, while building magic. Having 4 is a good number since your opponent needs to check for an imminent Savager. Now with this swamp set up you can make use of almost all your events quite easily which enhances your situation all around. If your opponent doesn't start focusing on VW soon you should be able to summon and hit the summoner from almost anywhere.

Misc:
It's good to Ensnare in isolation 1AV commons since it will take ages for them to kill their own VW. This works good against faction with CatchUp Events (the ones that trigger by having less units).
To end this, remember Glarg's ability stacks with with your event Ambush to a massive ranged 4 AV for a turn.
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  • Posted Tue Feb 7, 2012 6:02 pm
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B K
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I enjoyed reading this blog post as well as the comment with pictures showing some options. This game is at the top of my Wishlist to buy next once I'm ready for a new one. Reading threads like this only adds to the anticipation!
 
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  • Posted Tue Feb 7, 2012 6:47 pm
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Boost3r .
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are this pictures from the vassal module where you guys test, or better yet, are we looking at the upcoming ipad version of the game?
 
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  • Edited Tue Feb 7, 2012 7:30 pm
  • Posted Tue Feb 7, 2012 7:29 pm
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LSU LSU
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Interesting read. I actually rarely play savager's because of the high cost, and I really love the champs. I typically try to get all three out. Even just having two out with a common and the summoner threatening puts huge pressure on most factions. I find that I burn a lot of events for magic rather than using them. I may have to rethink that with ensnare. I like the idea of snaring a unit onto a vine wall and just leaving him there to make it harder to magic drain.

Be careful to leave room to summon with the vine walls. In my last game I had so many vine walls out that it was actually really hard to summon.
 
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  • Posted Tue Feb 7, 2012 8:01 pm
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Thanks for the input, PePe. I really appreciate the Vassal pics. Our strategy guy wrote this one, and I also differ from his opinion. When I play SO, I try (emphasis on try) to grow walls on enemy zones.
 
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  • Posted Tue Feb 7, 2012 9:30 pm
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Fede Miguez
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Boost3r wrote:
are this pictures from the vassal module where you guys test, or better yet, are we looking at the upcoming ipad version of the game?
It's from the public Vassal module.

Maybe you need a new guy in the strategy section!
 
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  • Posted Wed Feb 8, 2012 1:41 pm
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I like David's strategies - he plays opposite of me (not to say either of us are good players haha), but we would love for you do a guest column if you like

We haven't gone over the base factions, FK, VG, or CL - let me know!
 
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  • Posted Wed Feb 8, 2012 4:19 pm
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Boost3r .
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I vote for cloaks
 
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  • Posted Wed Feb 8, 2012 10:04 pm
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