The True Dwarfs of Karaz-a-Karak
A Warhammer: Invasion The Card Game spotlight
The loss of Karak Eight Peaks, the most ancient and magnificent of their holds, was a bitter blow to the Dwarfs. When Lord Belegar recaptured the citadel, it was seen as an opportunity to retake the entire hold. Belegar’s kinsman, Lord Duregar of Karaz-a-Karak answered the call. –Warhammer: Dwarfs, “Battle of East Gate”
Long have the Dwarfs been loyal to their kin. Now, as the Dwarfs of Karaz-a-Karak prepare for battle, loyal units ready themselves for bloody combat on the front lines.
Their lives for the hold
The Capital Cycle for Warhammer: Invasion The Card Game introduces new cards for each race that explore the positive aspects of loyalty, and the Dwarfs gain both a powerful new unit and tactic card that portray their fierce loyalty in the best possible light. Runeblades (Karaz-a-Karak, 64) deal bonus damage combat equal to the highest loyalty of any Dwarf card you control. Combined with the new tactic, Leave No Trace (Karaz-a-Karak, 70) and a couple of high-loyalty cards (one in play and one in your hand), these indomitable Dwarfs can burn a zone without any help from supporting units.
The Runeblades prove there’s no substitute for a trustworthy unit, and while they inspire your armies to new feats of strength, they turn to other Dwarfs for their inspiration. The Runeblades may give you new reason to take a look at King Kazador (Core Set, 7) and all those engineers in The Great Guild Hall (Karaz-a-Karak, 69) who dedicate themselves to the spirit of Dwarf ingenuity. Yes, it may take some work to build enough resources and loyalty to get these cards into play, but when the going gets tough, these Dwarfs make your Runeblades beastly. Meanwhile, before you can afford to play them, Leave No Trace means these cards have value even in your hand.
Brook no dissent
When your units are loyal, you won’t be seized by crippling Paranoia (Karaz-a-Karak, 78). While The Capital Cycle offers cards for each race that trigger positive effects based on high loyalty, it also offers a brutal reproach for all those fickle units who come and go with no sworn devotion. For a mere one resource, Paranoia allows you to target a unit in an opponent’s zone and prevent the subsequent play of any other units with fewer than three units. Early on, this can shut down a player’s kingdom zone and prevent the acceleration of resources or cripple card draw by limiting units in the quest zone. Later in the game, when your opponent has a steady supply of cards and resources, Paranoia may discourage units from heading to the battle zone, buying you time to launch a strike of your own.
It’s true that your opponent may sacrifice the attached unit in order to remove the attachment, but that makes this support card one of the most cost-efficient unit destruction effects in the game. Just one resource to force the destruction of nearly any unit in the game? While your opponent’s armies are crippled by Paranoia and your Runeblades are cleaving their way into your his capital, you’ll be doubly thankful for the loyal Dwarfs in your service.
Look for these and other cards to bolster your Dwarfs. Karaz-a-Karak is coming soon!
in our forums!