|Warhammer: Invasion The Card Game | Published 25 May 2010||Rating||28 votes|
The raucous and bloodthirsty braying of the Gors is enough to fill the hearts of their enemies with dread. But even though the cacophony made by a horde of Gors seems like chaotic noise, to consider it a mere battle cry would be a fatal mistake. Gors are not without a crude sense of tactics, and will often use these blood-curdling howls to summon distant allies. Indeed, travelers who hear the braying of Gors would be wise to make haste toward the nearest friendly fortification.
- an excerpt from “On the Beasts of the Wilderness” by Heinrich Lutzvig
Welcome to another card of the week for Warhammer: Invasion The Card Game! It’s an exciting time for Warhammer: Invasion, since The Enemy Cycle is almost upon us. With the release of The Burning of Derricksburg next month, both James Hata’s design direction and the exciting new collation format begin.
Last week we saw the power of the Empire’s Gryphon Legionnaires, with their ability to enter play at any time for a well-placed Counterstrike. Today, we’ll turn our attention to the forces of Chaos... specifically, the mighty and fearsome beast men called Gors.
Braying Gor is a versatile low-cost unit that, text effect aside, offers a respectable single power icon for its cost of two resources. But when resources are tight, it can also be corrupted to help bring other units into play.
At first glance, this might seem like too high a cost to pay. After all, you can only restore one unit at the start of your turn... and if you corrupt too many of your own units, you may find yourself digging your way out of a hole for most of the game. What if, for example, you corrupted all three Braying Gors at once? You’d get a handy discount, sure, but then your Braying Gors would be useless until you could restore them, right?
Not exactly. Corruption only prevents attacking and defending; there’s plenty a unit can do for you while it’s in a corrupted state. Even if corrupted, its power icon can still count for collecting resources and cards in your kingdom or quest zones... and it can be sacrificed (while corrupted) to power any number of cards, including Brutal Offering, Great Unclean One, and Offering of Blood, just to name a few.
In short, don’t fear corruption, embrace it! Its real cost might be lower than you think. Join us next week for another Warhammer: Invasion card spotlight, and look for The Burning of Derricksburg on store shelves next month!
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 also have my doubts about that card:
You would surely get it into play in the first round, so you can use its effect every round. But to play it you need two chaos loyality. So you need to play for example a chaos unit for the cost of one OR pay the second loyality of the braying gors. Now you've got no ressources left and want to use their ability, BUT you can only lower another unit to the limit of 1. It could work together with the fledgling chaos spawn, to get another 2 cost chaos unit into play.
Now this is what I like. New cards from the coming expansion. This battlepack will be another must have for me. :)
How about Savage Gors into the BF just for flavour ? ;)
BTW, I would happily play even a Festering Nurgling to BF if it means that I have 5 power in turn 2 in my KZ. :)
Cain_hu: You mean, like Braying Gor :D ? Back to the probabilities of having 2x of the same card in hand vs deck-size discussion? Festering Nurglings would be another option, but if you're going first, not ideal by any means. Still, P = P.
Note how in W:I we're beginning to see some of the art they had made for WFRP3 now :)
If you have Fledging Chaos Spawn + Braying Gor then you could play an additional 2 cost creature from your hand instead of a contested village, thanks to the Gor's ability. :)
@PBnJ: I didn't forget, which is why I said Double Loyalty makes them bit worse (talking mainly turn 1). 2CC even when running Chaos Capital, you have to fork over the second C as resource, taking your initial 3 resources. Savage Marauders are 3C, with them the capital Loyalty covers it. I suppose if you got Braying Gors and Fledgling Chaos Spawn in opening hand, you'd have a resource left over for say Contested Village...
Hey Dam. Don't forget that your home kingdom is worth 1 icon. If you play choas Braying gor is at 2+ 1 icon.
Play, corrupt, play different unit, sacrifice it for Great Unclean One, play Pestilence and destroy everybody.
Great card !
Also note, that you could use it's ability twice in a turn in several cases (Phase 0, then restore in Kingdom Phase and use it again !)
I will definetly try these guys.
Double Loyalty makes them a tad less nice IMO. They will take your entire 3 resources if you play them on turn 1. For the same buck, you could play the equally weak (HP-wise) Savage Marauders.
Cool card. Great job, James. Thanks for the hard work. :)