12 November 2009 | Warhammer: Invasion LCG

Staying Power

The Warhammer: Invasion Card of the Week


Welcome back to the Warhammer: Invasion “card of the week” series. Last time, Nate French showed us some of the devastating combos that are possible with the Pistoliers. This week, we’d like to present a sneak-preview of the Dwarf tactic, Stand Your Ground, one of 20 new cards that can be found in the hot-off-the-press The Skavenblight Threat Battlepack that just arrived at our warehouse and is now shipping to distributors.

After you’ve played a few games with the Warhammer: Invasion The Card Game core set, you may start to pick up on a subtle “big picture” design decision that was made regarding the races in the game, namely, that the Destruction races (Chaos, Orcs, and Dark Elves) tend towards an aggressive, attacking approach, and the Order races (Dwarfs, Empire, and High Elves) tend towards a defensive or countering approach.

Within the framework of this admittedly broad distinction, the Dwarf race has carved out a pair a unique strategies. The first is to block and absorb as much damage as possible, throwing obstacles and walls and hindrances in the path of the enemy’s attack. Cards like Keystone Forge, Ironbreakers of Ankhor, and the Master Rune of Valaya are all great options when setting up these defenses, with the ultimate goal being to build an impregnable position and then win out in a war of attrition. The second strategy is one of lead designer Eric Lang’s favorites, the Dwarf “grudge” approach, which punishes the enemy with harsh retribution as your Dwarf units leave play. The Dwarf Ranger, the Zhufbar Engineers, and the Grudge Thrower are all useful cards when making use of this grudge-throwing strategy.

As it turns out, this week’s Stand Your Ground tactic works well with both of these core Dwarf strategies.

If you’re trying to set up an impregnable defensive wall, big powerful units like King Kazador, the Mountain Brigade, and the aforementioned Ironbreakers of Ankhor are an important part of the defensive line. An opponent will have to expend a considerable amount of time, cards, and resources to break through these units and get at your capital. Imagine negating all that effort, and the look on your opponent’s face when he realizes that your fierce and seemingly vanquished defender is coming back for another fight. Alternately, if you’re setting up a “grudge” strategy, imagine the potency of getting “double duty” out of your Zhufbar Engineers. Or if you want to get even more tricky, you can use the card in the grudge deck to re-deploy your units for the final assault: use the Grudge Thrower support card to sacrifice a unit in your Kingdom, and then use “Stand Your Ground” to bring that unit back in your Battlefield to assist with the attack. The possibilities are numerous, and Stand Your Ground should provide the Dwarf race with some much needed staying power.

When playing this card, keep in mind that it only targets Dwarf units (that symbol is the game-text character for the Dwarf race), which means the card will work more efficiently in a deck that consists primarily of Dwarfs. You can expect to see a number of effects like this (that reward mono-race builds), as well as effects that encourage alliances, in the future of the Warhammer: Invasion LCG. However, next week we’ll take a look at a “Destruction only” neutral card that introduces the Skaven, and also sheds a little light on just why this set is called “The Corruption Cycle.” See you then!

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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