Warhammer Combat Cards might seem simple enough to pick up when you’re first starting out, but there’s a lot going on under the hood when it comes to deck building. Let’s go.
Types of bridge
Warhammer Combat Cards decks generally fall into one of two categories: Heavy Hitter decks and Horde decks. Within this there are a ton of secondary principles and points of finesse that you will learn over time, but for now, consider the main qualities of each type of deck.
Heavy Hitter decks consist of a handful of powerful and expensive cards. They are easier to play and predict, and generally more reliable, especially if you can synergize the Talents of your most powerful cards and protect them with Taunts and Medicine cards. The weakness of Heavy Hitter decks is their lack of flexibility – you can have the perfect combo of cards and still be hard hit by something random. Without fodder cards, these decks are also vulnerable to things like Target Acquired and Big Game Hunter. Even the most powerful Heavy Hitter strategy can fall apart if an unlucky deployment melts a keycard early.
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Horde decks are more chaotic because you can’t control the exact order in which your cards are drawn. They also crash against Urien Rakarth, Kaptin Badrukk, Logan Grimnar and many other meta Warlords. However, Horde decks generally allow for a lot more tactical freedom, as they’re more likely to absorb attacks, more likely to move cards, and overall a bigger toolbox of tricks for them. matches. Horde decks can sometimes win against impossible odds with sheer improvisation.
Warhammer Combat Core Card Synergies
Beyond their immediate effects, card Talents have many synergies with each other and with Warlord abilities. Understanding how to combine talents takes time and practice, but there are a few simple combos you can start working with right off the bat:
- Medicated worsens the effects of fear. It can also help you get the most out of other persistent talents like Inspiring Presence, Berserk, or Psionic Blast, but only if the associated cards have high base wounds. Otherwise, you must use Taunt to keep cards with these effects on the board longer.
- If you take Barrage or Big Game Hunter, also consider taking Target Acquired to ensure the correct enemy cards are hit.
- Despite the usefulness of the Talents mentioned above, you should never take more than two Medicae or Target Acquired cards, and more than three Taunt cards from any deck.
- Out-of-sequence damage talents like Warp Surge, Psionic Blast, Furious Charge, and Precision Shot all benefit from Inspiring Presence as do splash damage talents like Deathblow and Barrage.
On the back of each card in Warhammer Combat Cards, you can see its initiative value – a hidden stat that is only used for one (albeit crucial) mechanic in the game. If the average initiative value of your chosen cards is high, you are more likely to play the first round in a match. This can be both good and bad, depending on your deck and your opponent.
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High initiative decks tend to hit first, and in almost any scenario, that’s fine. Going first is especially beneficial for Shas O’Rlyeh, Logan Grimnar, Nemesor Zandrekh, or any other Warlord who can put up powerful 1HKO attacks. On the other hand, decks that go second gain a strong advantage when deploying and can often counter opponents from the start. If your deck relies on a slower attrition strategy – as so many Urien Rakarth and Gloguthrox the Foul decks do – or uses Target Acquired cards, it’s a good idea to go second. Watch Captain Artemis also benefit from second place.
Since both strategies are valid, you should not prioritize initiative when building your decks of Warhammer battle cards. That said, if you’ve created a deck that performs noticeably better going first or second, you can try swapping out some of your cards to change the deck’s initiative up or down.