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Subject: The Play's the Thing: nineteen decks for casual play rss

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Maik Hennebach
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If you happen to have a couple of Invasion cards gathering dust, here (in the folder called 19 Casual Decks) is a collection of decks that work very well in casual play and demonstrate some of the many facets of this game (with the deliberate exclusion of infinite combos).

The best thing about these decks is probably that you can build them all at once from a full playset (3x Core Set and Assault on Ulthuan, 1x everything else up to and including the Bloodquest cycle) without any need for proxies or switching cards from one deck to another inbetween plays.

The second best thing is that I gave them a thorough test drive, optimising them for balance and fun - if you just grab any two of them, your chances of having a good match-up are pretty high. To make sure, I'll put a little table into the file section that marks the less well balanced duels in yellow or red. These pairings are, of course, ideal for introducing the game to a new player. Just give him the stronger side and it'll be a challenge for both of you. As a rough guide, I've written a few words about each deck and tried to grade the ease of playing with them (Easy/Intermediate/Complex). If you want to know more about them just ask away.

None of these will win you any tournaments - believe me, I've tried - but they will hopefully provide some of the fun that I had building and testing them.

Chaos

Khorne (Easy) - The followers of the Blood God hit hard and hit early. A lot of the units are bred for battle, so try not to neglect your Quest and Kingdom zones. For bonus points and considerable defensive strength, have the gods recognize that Skarbrand is actually a descendent of theirs.

Nurgle (Intermediate) - Shore up your defenses with Stricken Warriors, stave off attacks by gifting your foes with sweet diseases and let your Marauder Chieftains nibble away at his Capital. All the while, build up developments to Unleash the Spell for the killing blow.

Tzeentch (Intermediate) - The Changer of Ways provides many paths to victory: a quick overrun with Savage Gors and Forsakens, controlling the enemy with your Sorcerers of Tzeentch or a dramatic entry of Kairos Fateweaver when you've assembled a couple of developments in your Battlefield.

Undead Gor (Intermediate) - Necromantic arts let the Undead flood the Battlefield from your hand or discard pile, only to be sacrificed by the rites of Chaos. With Swarms of Bats and Savage Gors, this can go very quickly, but with Countess Iseara managing affairs, the Undead can also go for the long game, fed by Numberless Graves.

Dark Elves

Hand Discard (Easy) - Attack the hand of your adversary, and destroying his Capital will take care of itself as soon as your Sorceress Convents are on the table. Another path to victory is to choke off his supplies with Hag Queens and Bladewinds, forcing him to discard new cards before ever getting a chance to put them in play.

Sacrificial Lambs (Intermediate) - Cheap slaves enter the field only to provide fodder for your heavy hitters. Even better, Slaver Raid, Grasping Darkness and Take Captive! offer the possibility of sacrificing the forces of your enemy to your dark satanic mills. Friend or foe - the Slave Pen don't care. Sacrificial Pyres and Monsters of the Deep ensure that the enemy forces will not hinder you overmuch.

Slaanesh (Complex) - One might wonder why the rather obvious coupling (hurhur) of Slaanesh with the Pleasure Cults of the Dark Elves has not occurred to more players. The answer is probably that it does not work that well, really. This one is really difficult to play (Loyalty costs can be crippling, especially against control decks), but when you can get it rolling, it's an absolute joy: Bloodcall Sorceresses providing free assassination missions for Alluring Daemonettes, and Keepers of Secret overseeing a vast sea of corrupted enemies ... this deck can be a lot of pain or a lot of pleasure, and who among the followers of the Lord of Dark Delights would want it any other way?

Dwarves

Engineering (Intermediate) - Accepting some imperial applicants into their venerated ranks was a worthwhile for the Guild of Engineers - the forges of Nuln and Derricksburg provide some nifty toys, and fixing Steam Tanks with Flame Cannons and Gromril Armour has made many an old dwarf very happy. In the meantime, Josef Bugman will happily distribute the fruits of dwarven and human labor to worthy warriors.

Grudge (Easy) - A little anger goes a long way, especially if the Vengeance of Stone and Blood punishes the transgressions of your enemy. Spoils of War are a nice way to make those transgressions a bit more attractive to him. Once the battle gets started for real, Grombrindal and his Elite will incite the dwarven war passion. And since enraged dwarves don't care much who actually burned down part of their capital, those strange Temples of Vaul will be useful in more ways than just one.

Runesmiths (Intermediate) - The Heart Forge provides. It gifts mighty Runes of Resistance to the worthy warriors of the hold and protects them with Spelleater Runes. It also bundles the slightly less worthy warriors with Oathstones without revealing the exact uses of these. The Dwarf Rangers and Grudgebearers know, of course. They also how that the powerful Master Runes of Spite will not distinguish overmuch between friend or foe, and why this need not be a bad thing.

Wood Elves (Complex) - Somewhere in the vast recesses of this deck is an answer to every threat your enemy can provide. The problem is finding it in time ... Mining Tunnels will help with this, but the real secret is to put as many cards as possible out as developments. Sooner or later, a Pageant of Shrikes or an Abandoned Mine will allow you to choose the perfect card from a very big selection. Meanwhile, many of your troops will put those development to good use. Occasionally, this smorgasbord of a deck will provide you with perfect moments: Shadow Sentinels helping a Beleaguered Scout to mow down attackers, Serpent Slayers attacking with the power of 10+ developments, Wardancers on Border Patrol ...

Empire

Knights (Intermediate) - Oh, how glorious to quest for the Emperor! Defend the Border, Recruit for War and prepare for sudden Winter Campaigns. On the other side of your Capital, developing your Kingdom will allow your Shrines to Taal to bolster the sword arms of your brave knights and your Innovations to bring even more lances into the fray. When the ranks are assembled, send them into the Battlefield (via Temple of Shallya or as Hidden Operatives) and use their mobility to make good use of the Higher Grounds that the just gods thoughtfully prepared.

Volkmar (Intermediate) - Volkmar the Grim leads an alliance of elven and human mages. Even without the legend entering the fray himself, the Osterknacht Elite will force the hardiest foes from the field of battle, especially when paired with Sigmar’s Blessed. Once Volkmar joins in, the enemies will even be prevented from scampering back to their homes and instead can contemplate their fate from the bottom of their owner’s hand. All this gives you the time to set up a network of mages that the Devotees of Chamon (preferably bolstered by Dragon Mage Wakening) can use to maximum effect. Alternatively, just use Sons of Coin to play Friedrich Hemmler on your second turn and let him go smash.

High Elves

Chariot Rush (Intermediate) - Centered around the hero Korhil and the Tiranoc Chariot, who will bring some of the oodles of cheap elven units into your Battlefield. Barracks of Chrace increase their chances of drawing some warriors to their side. On the defensive side, yours will be a thorny defense once you have a Herald of Morai-Heg or, even better, one of the mighty Bladelords in place to Defend Tor Aendris. A Helm of Fortune will fit their exalted brows nicely in this case.

Indirect (Easy) - Overwhelm your enemies with a barrage of indirect damage, and use your Lizardmen allies to oick out those stubborn enemy units that remain standing. Outposts of Tiranoc will turn even your small Sea Guard Captains into an uncomfortable source of pain, and once the Dreamer of Dragons will start to dream up Descendants of Indraugnir, things will probably go your way.

Spellbook (Complex) -
The winds of magic are rich and varied, and none know this as well as the elven mages. Your spellbook might be a bit unwieldy (20 different tactics - yeah, I'm nuts), but Perfecting the Spell will make it easier to find the right pages in your grimoire. And the developments you're going to need for that will also help you in many other ways. Not least of these is the mysterious art of the True Mages, whose destructive magic can be channeled into power with the Gifts of Aenarion, or used to punish your enemies with Asrai Longbows. And if the enemy is discourteous enough to assemble a large fighting force, there are always the Flames of the Phoenix. The pertinent question, of course, might be where exactly in your deck they are.

Orcs

Creatures (Intermediate) - If you like your creatures big and squiggy, here's the deck for you! It's amazing how many varieties there are; from the cute Baby Squigs to the decidedly uncute Great Cave Squigs. What the Trackers don't find, the Toof Traders will sell, and if you are prepared to lay out a bit more, even the legendary Arachnarok Spider can be yours (speaking of teeth, I just discovered that practically every creature here sports a big, gaping and very toothy maw - it's almost dentist porn!). While your ravening hordes are charging the enemy, Roving Goblins will try to make sure that nothing more complicated than a pen will be left standing in the enemy realm - Smash 'Em All!

Masochists (Intermediate) - Pain is your friend, and Orc Shamans as well as Savage and Red 'Ead Boyz will make sure that there's a steady supply of it. It's hard to point out a unit that does not benefit from getting a little bruised up before entering the fray, and once Big 'Uns (whether Frenzied or not) assemble in the Battlefield, every orc you got will be a glutton for punishment. If and when Azhag the Slaughterer should show up, your frenzied mob will be very hard to stop.

Odd Goblins (Easy) - There are only very few cards in here that don't have their natural habitat in the Battlefield, and given the right starting hand, you might not ever need more than three resources and a fresh card to rush everything down very quickly. Scrap Heaps help to compensate the biggest weakness of both Spider Riders and Ironclaw's Horde, and they also prolong the life of your key units: Night Goblin Fanatic and Sneaky Gits. If the foe should hold out for longer, Gorbad Ironclaw will be very helpful in rectifying that.
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Adam Daulton
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This is pretty cool. Thanks for posting. I'm an old time Invasion player, but I still might make a couple of these just to try out and keep around for teaching. The Creatures deck looks especially interesting to me.
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Brett Austin
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Awesome!
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Geoff
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Thank you for this! I don't have all the cards I'd need to put these together (only one core set, ulthuan, and the first cycle of packs), but hopefully this will be a good enough start for me. I haven't played since adding most of the non-core cards, because I was overwhelmed by the deck building options. This should get me a good start, so that I can hopefully fill in the gaps left by cards I don't own.

edit: Ok, looking at some of these decks, I'm nowhere near enough cards to really use them as a solid foundation. I'll still appreciate them for inspiration, though!
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Maik Hennebach
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ooogene wrote:
This is pretty cool. Thanks for posting. I'm an old time Invasion player, but I still might make a couple of these just to try out and keep around for teaching. The Creatures deck looks especially interesting to me.

I think that they are pretty well suited to teaching - for example, giving the Odd Goblins to a newbie and playing Khorne yourself should lead to quick games that are quite challenging for both sides.

And the Creatures are indeed one of my favorite decks to play, with a good mixture of nifty combos and pure oomph.


imyourskribe wrote:
Ok, looking at some of these decks, I'm nowhere near enough cards to really use them as a solid foundation. I'll still appreciate them for inspiration, though!

Do you lack multiple copies of the Core Set and Ulthuan, or is it the later Battlepacks? If it's the former, just going with fewer copies of the rarer cards will probably work out fine - in fact, I've toyed with the idea of constricting all unique cards to a single copy per deck for thematic reasons. If it's the latter, then I'm afraid that it's going to be more problematic to retune the decks.
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Sam
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Wow, this is so great. I have no time or interest in building decks anymore; this is exactly what I want out of Invasion. Unfortunately I already sold my copy... shake

Oh well, back on the wishlist! If I can pick up a playset second-hand I'll be using these.
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Thanks for a great list I'd definitely try these. It's always good having premade decks handy as deck building can be daunting. Though lore-wise I am not sure Dwarves and Wood Elves would appreciate being listed together
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Geoff
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Maik wrote:
imyourskribe wrote:
Ok, looking at some of these decks, I'm nowhere near enough cards to really use them as a solid foundation. I'll still appreciate them for inspiration, though!

Do you lack multiple copies of the Core Set and Ulthuan, or is it the later Battlepacks? If it's the former, just going with fewer copies of the rarer cards will probably work out fine - in fact, I've toyed with the idea of constricting all unique cards to a single copy per deck for thematic reasons. If it's the latter, then I'm afraid that it's going to be more problematic to retune the decks.


Yeah, it's the battle packs that kill me. I just traded for second copies of the core set and Ulthuan. I only have the first cycle of battle packs, though. And none of the other deluxe expansions.

Perhaps I'll slowly work my way up there.

It looks like you don't require three copies of the first cycle of battle packs for a full playset-- is that correct?
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Maik Hennebach
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imyourskribe wrote:

It looks like you don't require three copies of the first cycle of battle packs for a full playset-- is that correct?


Absolutely - only 1 copy of each Battle Pack up to the Bloodquest cycle. The only things you need more copies of is the Core Set and Assault on Ulthuan.
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Ricky Gray
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Aaaaahhhh! Just bought a big lot of W:I and returned here to find the deckbox site down! Is it a temporary hiccup?

Thanks,
Ricky
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Geoff
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Preacher wrote:
Aaaaahhhh! Just bought a big lot of W:I and returned here to find the deckbox site down! Is it a temporary hiccup?

Thanks,
Ricky


Uh oh, I hope it is temporary! I am working on trading for as many of the gaps in my collection as I can!
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Geoff
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Temporary indeed. It is back up, Ricky.
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Ricky Gray
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Excellent! Thanks.

Ricky
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Maik Hennebach
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To make these decks comply with FAQ 2.0 (not strictly necessary for casual play, but maybe a good idea nevertheless), leave out the following cards:

Nurgle - 3x Warpstone Excavation
Tzeentch - 3x Warpstone Excavation, 2x Beastman Incursion
Spellbook - 3x Innovation
Masochists - 3x Warpstone Excavation (this deck is probably hit the hardest)

Also, keep in mind that Gathering the Winds (in the Spellbook deck) is now unique and that. Same goes for Offering to Hekarti in the Hand Discard Deck.

All other decks are unaffected. Have fun!


edit: corrected the dropped Warpstone Excavations in the Nurgle deck from 2x to 3x. Thanks for Geoff for spotting this!
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Geoff
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Maik wrote:
To make these decks comply with FAQ 2.0 (not strictly necessary for casual play, but maybe a good idea nevertheless), leave out the following cards:

Nurgle - 2x Warpstone Excavation


Removing these 2 cards will still leave 1 Warpstone Excavation. Did you do that to get as close to compliance as possible without going below 50 cards? Or was that a typo?
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Maik Hennebach
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imyourskribe wrote:
Maik wrote:
To make these decks comply with FAQ 2.0 (not strictly necessary for casual play, but maybe a good idea nevertheless), leave out the following cards:

Nurgle - 2x Warpstone Excavation


Removing these 2 cards will still leave 1 Warpstone Excavation. Did you do that to get as close to compliance as possible without going below 50 cards? Or was that a typo?


Not a typo: the new FAQ restricts Warpstone Excavation to a single copy per deck (plus it is still on the restricted list).
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Geoff
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Ok maybe I'm not fully understanding the restricted thing. I thought that since Mounted Marauders and Warpstone Excavation are both restricted, you couldn't have both in the deck.
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Maik Hennebach
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imyourskribe wrote:
Ok maybe I'm not fully understanding the restricted thing. I thought that since Mounted Marauders and Warpstone Excavation are both restricted, you couldn't have both in the deck.


Turns out that you're fully understanding the restricted thing, but I'm not understanding my own decks ... thanks for the catch, I forgot that the Marauders are also on Nurgle's side! I've corrected the post above.
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Maik Hennebach
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A small update for FAQ 2.2 compliance, for those who care (I've also added these to the deck comments on deckbox):

Nurgle - remove 3x Warpstone Excavation, add 1x Shrine to Nurgle
Tzeentch - remove 3x Warpstone Excavation and 2x Beastman Incursion, add 1x Raiding Camps
Undead Gor - remove 2x Drakenhof Castle
Volkmar - remove 2x Friedrich Hemmler
Spellbook - 3x Innovation
Masochists - 2x Warpstone Excavation (Urguck is no longer restricted)

Also, keep in mind that Gathering the Winds (in the Spellbook deck) is now unique and that the same goes for Offering to Hekarti in the Hand Discard Deck.

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John Rivera
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Many thanks for the time and the love you have put in towards this game.
Our gaming group is enjoying your posts and we are trying out these Decks.

Have you considered put together Decks for casual play of the 4 Neutral factions ?

I have seen the wood elves but 1/3 of it consist of Dwarves units.

Cheers,
JR
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Diana craciun
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I think he has already established an Undead Deck. I am playing with the exact entry and loving it my record is 6-4 against other girls.

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Maik Hennebach
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questfordragonlords wrote:
Many thanks for the time and the love you have put in towards this game.
Our gaming group is enjoying your posts and we are trying out these Decks.

Have you considered put together Decks for casual play of the 4 Neutral factions ?

I have seen the wood elves but 1/3 of it consist of Dwarves units.

Cheers,
JR


I've got a pure Wood Elf and a pure Skaven deck, both of which are fun to play with and against. I've also got an Undead deck with a pinch of Chaos added in, but this one can be pretty challenging to play against. And the Undead Gor have been updated with some cards from Hidden Kingdoms, the new version is here.

For the Lizardmen, I've got a deck with some High Elf healing in the works, but it has not seen play so far, so approach with caution. The Lizardman deck presented by Mallumo on FFGs home page is also fun to play and probably a good deal stronger than most of my decks.

Hope this helps!
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Troels Rohde Hansen
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So if you want to expand your Empire collection , for your own deckbuilding, is there any packs with lots of empire or particularly good empire cards?

I noticed some packs are very Dwarvish and in AGoT LCG, certain packs are sought after, for specific cards.




...Troels
 
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