Wednesday, December 28, 2022

The Results (2 of 2)

Conquest: Shaper Agnok vs Ba'ar Zuul on kitchen table

Tras the Corruptor vs Baharroth

What a fucking bender of a match. Mobile + planet replacement? Things got grindy and went to the LAST planet. Jason had no units early but a Mighty Wrathknight got to come into play twice.

That skewed the battle his way both times, and eventually lead to a final planet where Doom was played and I lost everything. Good game but damn it was a rough loss.

Ragnar vs Nazdreg

This game. This fucking game! I got Nazdreg blooded but then Jason won Chiros- a planet that allowed him to use the Daemon World Ivandis planet to heal his warlord and heal up his Crushface (which had sweep!) and that flipped the entire game on me. I couldn’t come back from it, and by then Jason  had two planets with all three colors and it was impossible for me to gain it back.

Subject Omega vs Vezuel

I was able to capture two early planets and that let me dictate the game. Infest made planets available to get me to win out. A little RNG from the planets available helped me, but I took it despite the cards Jason drew.

Eldorath vs Broderick

I lost control of this game early on. An Eldar Survivalist that I was counting on for resources was crushed early and that was it. Jason also got two Inquisitorial Fortress, and that allowed him to dictate battles in his favor. In reality: two units of mine just died when I needed them to not do that.

Lost hard, and lost early.

Conquest: Cannoness vs Urien on kitchen table

Urien vs Yvraine

We played dick planets on this one (Nepthis sector), and it was a brutal matchup on Jason. I was able to get my money resources built up, which meant I to pick and choose where I wanted to fight. Once I could set that tempo, he couldn’t catch up.

Omega vs Gorzod

While we went to the 6th planet, I got got by a surprise attack for 6 on my bloodied warlord, from the Goliath Rockgrinder which had a surprise Lethal Toxin Sacs on it.

Nahumekh vs Illuminor Szeras

Necrons fight! On the second planet I had a fight against Dread Monolith-and the game hinged on it. Jason played a Reanimaton Protocol and then an Mechanical Enhancement, which put the Monolith out of reach and left my armies to be annihilated. Shortly thereafter, a Dissection Chamber appeared which was a severe problem.

I had multiple cards in had that either had only 1 health, or could only target non-Necron units: Nahumekh was outclassed at every turn here. This game was one of the few that felt bad for me.

Urien vs Ragnar:

I went too hard too early on both a Space Wolves Predator and then a Knight Paladin Voris. Instead of playing out multiple units and working a scheme to attack, I wasted all my money and Jason was able to use Urien’s deck to build an overpowering army at planets he needed to win.

Tuesday, December 27, 2022

The Results (1 of 2)

And now: the results of all the matches Jason and I played from November 25th until the 28th. I think I should also note that an impressive amount of beer was consumed during this time, and not all notes are going to be the same. That said: let's get to it!

Shaper Agnok vs Ba’zu

This went to planet 6 and was a struggle the entire time. I recognized that I had color advantage. While Kaerus Erameas was incredibly useful for Jason, evoking planets from Fenos, Langeran or Chiron, I was still able to pick my battles.

Going for the resource/color advantage lead to a situation where I was able to force him to defend planets he wasn’t able to break the overall defenses. I won out as a result.

Uriel vs Canoness

While the game went to planet 4, a crucial Power from Pain on planet 3 that was copied with Ichor Gauntlet meant that I had to put everything in on planet 4. But with a Syren Zythlex there, I arrived at a disadvantage.

Unfortunately, I forgot multiple triggers: Pattern IX Immolator had a damage ability I forgot, and I failed to use Canoness’ faith ability on a Steel Legion Chimera to help keep my units alive. When Jason played a Nightshade Interceptor, the area of effect made short work of everything else.

Gorzo vs Illuminor

This was a bloodbath. First we were playing with the dick sector of planets (Nephis sector), and then I drew only three army units to Jason’s eight. I just couldn’t hang and lost fast.

Shadowsun vs Nahumekh

So, there were two big moments in this game: the first when I had a Sa’cea XV88 Broadside out, but failed to give it an attachment. That meant that when I had the attack, I didn’t have area effect 2 and it lost me that battle.

The second moment was at Frontier World Jaris which I had to win-but Jason played an Extermination which killed everyone I had in play there. It blew me out-BUT I then made another mistake. Playing the Prototype Crisis Suit at the second planet, hoping to win and I overestimated my units.

Yvraine vs Old One Eye

Great match! But on the last planet I had no shields and when the attack, I no recourse but the drawback of Lurking Hormagaunt. That meant that my warlord took damage and I had no shields to protect it..

Thursday, December 22, 2022

The Tough And The Weird

Another one of the original warlords, Nazdreg appeals to me because it has a very grokable ability. Coupled with a long history in the game, making a solid deck from this suite was not a challenge. And at some point, building 9+ decks in a little over a week gets difficult! Plus, as with Eldorath, having some decks that work on a really understandable mechanic are helpful if I get to teach anyone else how to play.

Nazdreg  (Core Set)

Army (26)
3  Rickety Warbuggy  (Decree of Ruin)
2  Shoota Mob  (Core Set)
2  Bad Dok  (Core Set)
2  Crushface  (Core Set)
3  Kommando Sneakaz  (Jungles of Nectavus)
3  Mekaniak Repair Krew  (Gift of the Ethereals)
4  Nazdreg's Flash Gitz  (Core Set)
1  Deathskull Lootas  (The Howl of Blackmane)
3  Sootblade Assashun  (Against the Great Enemy)
2  Ramshackle Trukk  (Boundless Hate)
1  Squiggoth Brute  (Slash and Burn)

Attachment (6)
1  Cybork Body  (Core Set)
2  Hostile Environment Gear  (Core Set)
3  Goff Big Choppa  (Gift of the Ethereals)

Event (13)
2  Bigga Is Betta  (Core Set)
3  Brutal Cunning  (Slash and Burn)
3  Made Ta Fight  (Descendants of Isha)
3  Rok Bombardment  (Boundless Hate)
2  Battle Cry  (Core Set)

Support (5)
2  Ammo Depot  (Gift of the Ethereals)
1  Kraktoof Hall  (Core Set)
2  Mork's Great Heap  (The Threat Beyond)

Then we have the weirdest Warlord I have seen, Tras the Corrupter. Unfortunately, Tras is not available in the Traxis Sector database-and it looks like it won't be. So here's how Tras works:
Forced Reaction: After you commit your warlord, replace a planet with one from The Breach sector (each planet can only be used once). After that planet is captured, replace it again with the original.
The Breach:


The Breach sector of planets for Warhammer 40k Conquest


Where it gets weird, of course, is needing to have The Breach sector on standby, so you can play the correct planet. But for extra weird, I had to add in Warp Rift and Blood Rain Tempest. Let's lean into the chaos. I fully admit I made this deck to create brainmelt, and with zero fucks given to actually winning. 

Tras the Corrupter (Shadow In The Warp)


Army

3 Raging Daemonhost

2 Alpha Legion Infiltrator

2 Seekers of Slaanesh

2 Umbral Preacher

3 Expendable Pawn

3 Galvan the Bloated

3 Heretic Inventor

3 Disciple of Excess 

3 Uncontrollable Rioters

4 War Cabal 


Attachment

1 Iridescent Wand

3 Scrying Pool 

3 Medallion of Betrayal


Event

3 Tides of Chaos

2 Torturer of Worlds

3 The Prince’s Might

3 Warp Rift


Support

3 Blood Rain Tempest

1 Cult of Duplicity

Tuesday, December 20, 2022

An OG and a Shimmy

One of the last decks I built was Eldorath Starbane because he's an OG Warlord, and one that I have a copy of that Jason wouldn't. That would offer me a chance to explore an area of the game he hasn't, offering more variety to the experience. Plus, Eldorath is a good Warlord to introduce players to the game with, so having a deck with him is not a bad practice. 

Eldorath Starbane  (Core Set)

Army (27)
2  Biel-Tan Warp Spiders  (Core Set)
2  Eldar Survivalist  (Core Set)
3  Phantasmatic Masque  (By Imperial Decree)
3  Wraithguard Revenant  (Decree of Ruin)
3  Eldritch Corsair  (Gift of the Ethereals)
1  Iyanden Wraithguard  (Core Set)
1  Spiritseer Erathal  (Core Set)
4  Starbane's Council  (Core Set)
3  Scorpion Striker  (The Warp Unleashed)
2  Silvered Blade Avengers  (Core Set)
1  Fire Prism  (Deadly Salvage)
2  Phoenix Attack Fighter  (Slash and Burn)

Attachment (8)
1  Mobility  (Core Set)
2  Banshee Power Sword  (Core Set)
1  Close Quarters Doctrine  (The Laughing God)
3  Flickering Holosuit  (Aligned Stars)
1  Guardian Mesh Armor  (Zogwort's Curse)

Event (12)
2  Foresight  (Core Set)
3  Mind War  (Boundless Hate)
2  Superiority  (Core Set)
2  Power from Pain  (Core Set)
3  Empower  (The Howl of Blackmane)

Support (3)
1  Alaitoc Shrine  (Core Set)
2  Wraithbone Armour  (Breaching the Veil)

Baharroth was the last deck I built when I was going through my first 'let's build things' phase of the game. As a result, I didn't get many chances to play the deck to see if this was a solid build. This is as challenging deck to play though, because it emphasizes movement so much. It takes some envisioning of where you want to win resources, vs where you want to win combat-you really want to be thinking ahead. So, while I didn't do a lot of work to Baharroth, I did make some tweaks:

Baharroth  (Descendants of Isha)

Army (25)
2  Biel-Tan Guardians  (Core Set)
3  Adherent Outcast  (Unforgiven)
2  Eldar Survivalist  (Core Set)
3  Shrouded Harlequin  (Core Set)
4  Baharroth's Hawks  (Descendants of Isha)
1  Soaring Falcon  (Core Set)
1  Spiritseer Erathal  (Core Set)
2  Autarch Celachia  (The Great Devourer)
3  Noble Shining Spears  (Promise of War)
3  Wildrider Vyper  (What Lurks Below)
1  Mighty Wraithknight  (The Threat Beyond)

Attachment (9)
2  Guardian Mesh Armor  (Zogwort's Curse)
1  The Shining Blade  (Descendants of Isha)
3  Saim-Hann Jetbike  (Deadly Salvage)
3  Shuriken Catapult  (Wrath of the Crusaders)

Event (10)
2  Cry of the Wind  (Descendants of Isha)
3  Death from Above  (The Scourge)
3  Eldritch Storm  (Wrath of the Crusaders)
2  Doom  (Core Set)

Support (6)
1  Banner of the Ashen Sky  (Descendants of Isha)
2  Corsair Trading Post  (Core Set)
3  Webway Passage  (Slash and Burn)

Thursday, December 15, 2022

Proxy War and Heavy Duty Defenders of the Faith

 Yvraine is a stranger warlord than usual, because of its ability to create battles in places where none should exist. Rewarding some next level strategy thinking, it offers some very interesting options to try and take an opponent by surprise. 

Yvraine  (The Laughing God)

Army (26)
3  Infectious Nurgling  (Unforgiven)
2  Murder of Razorwings  (Core Set)
2  Sybarite Marksman  (Core Set)
2  Connoisseur of Terror  (By Imperial Decree)
3  Kabalite Blackguard  (Against the Great Enemy)
4  Yvraine's Entourage  (The Laughing God)
3  Flayed Skull Slaver  (The Final Gambit)
2  Neurotic Obliterator  (Breaching the Veil)
2  Klaivex Warleader  (The Scourge)
1  Solarite Avetys  (The Great Devourer)
2  Corrupted Clawed Fiend  (Slash and Burn)

Attachment (19)
3  Mark of Slaanesh  (Unforgiven)
1  Attuned Gyrinx  (The Laughing God)
3  Electrocorrosive Whip  (Slash and Burn)
3  Staff of Change  (Wrath of the Crusaders)
2  Torturer's Masks  (Aligned Stars)
3  Hallucinogen Grenade  (The Final Gambit)
1  Rune-Encrusted Armor  (Core Set)
3  The Shadow Suit  (Defenders of the Faith)

Event (4)
2  Raid  (Core Set)
2  Triumvirate of Ynnead  (The Laughing God)

Support (1)
1  Host of the Emissary  (The Laughing God)

The theme for Canoness Vardina deck was an 'angels riding tanks' thing, coming out of the Defenders of the Faith expansion. I can't look at that title and not think of the classic Judas Priest album and song. Since Defenders of the Faith (the song) is tied into the song Heavy Duty, having tanks involved just felt correct. 

Canoness Vardina  (Defenders of the Faith)

Army (28)
3  Tenacious Novice Squad  (Defenders of the Faith)
3  Undying Saint  (Chronicles of Heroes)
3  Death Korps Engineers  (Deadly Salvage)
3  Holy Battery  (A Mask Falls Off)
2  Celestian Amelia  (Enemy Territory)
3  Pattern IX Immolator  (Defenders of the Faith)
2  Saint Erika  (Defenders of the Faith)
4  Sororitas Command Squad  (Defenders of the Faith)
2  Steel Legion Chimera  (Zogwort's Curse)
2  Patron Saint  (Defenders of the Faith)
1  Shrieking Basilisk  (Descendants of Isha)

Attachment (9)
1  Transcendent Blessing  (Defenders of the Faith)
3  Blade of the Crimson Oath  (Defenders of the Faith)
3  Hot-Shot Laspistol  (Searching for Truth)
2  Seal of the Ebon Chalice  (Overrun)

Event (12)
2  Counterblow  (Breaching the Veil)
2  Faith Denies Death  (Defenders of the Faith)
2  Our Last Stand  (Defenders of the Faith)
3  Noble Deed  (The Howl of Blackmane)
3  The Emperor's Warrant  (Descendants of Isha)

Support (1)
1  Supreme Appearance  (Defenders of the Faith)

Tuesday, December 13, 2022

On Time: Midnight Suns

I've started playing Midnight Suns and after a few hours in I feel like I've reached a point where I can talk about it. Because I've hit a point where either I'm going to keep going, or I'm going to nope out. 

TL:DR for people who don't want to know anything else: I am going to keep going! I think it has a nice riff on XCOM style combat and Mass Effect character interactions that I'm enjoying more than enough to overlook its quirks and shortcomings. 

Going to start there: the graphics are OK, but nowhere near what you might expect from a modern, AAA title. They get the job done but it's fairly apparent that this is Firaxis' first time using the Mass Effect method of animating characters. Faces mouth words but they aren't mirroring the text, and the physical animations of characters is stiff. It looks awkward sometimes and while I find that more amusing than anything else, I acknowledge that it might put some people off.

The voice acting for the main character is uneven, too. For the Marvel characters, I think it's quite good! But for my Hunter (I chose a female voice) during the story moments, delivery is often flat. This is a legit drawback for me, because it's clear they hired professionals. Who decided that 'vaguely uninterested most of the time' was a good take? 

But seriously, look at that cast list! That is a dream list. The 90's Wolverine, the actress who played Nico on Runaways, the actor from the last (excellent) Spider-Man game, Michael Jai White as BLADE!! They killed it. 

Which leads to: hey, these other actors? They're pretty dang good! Some of them are pretty safe choices-the person playing Iron Man is doing a Robert Downy Jr riff and I can't blame them. I don't think we're ready for a novel take on the character. (I mean, I am but...) Still, I've been enjoying what I've heard so far. 

Before I get into the other positives, there's one last quirk about Midnight Suns and it's this: they wrote the dialog interactions to the player and not to the character.

What I mean by this is: the others in Midnight Suns will refer to events/people in their world as if the Hunter knows who they are. There's no way that the Hunter can know this-they've been asleep for 300 years. But the player absolutely knows that Dr. Doom reference! 

Yes, they do some lampshading for this trick but it's all a bit silly. What I will say is that for me, it wasn't a problem because talking to the player loops you into the game. Talking to the character creates a barrier. I understood what was going on, so I wasn't bothered but it is something I noticed. I can see where it might mess with someone else, though.

Removing that awkward note from the writing, I am enjoying the writing of the characters. It's snappy and works for the game it's trying to be. They also incorporate a very modern touch into the interactions by giving the characters their own online messaging board, so you can see them chat with each other, not just you. 

I like the Abbey location and I am enjoying exploring it. There's a lot to find and the game often does this cool thing where they don't tell you when you've found something interesting until after the fact. "Oh, I see you've discovered the standing stones"-I did? Oh! Well let's check that out again. I also appreciate how each location is utilized to advance different things. Yes, this is clearly borrowed from XCOM but if it works, it works.  

The meat of Marvel Suns is about the combat though so let's get to it.

There is, for me, a really interesting puzzle being presented in every combat I've been involved with. This comes in three parts: basic cards, heroic cards, and environmental actions. 

First: How can I maximize my available options via basic cards to increase my heroism, so I can use my heroic cards? I have two redraws-how should I use them? What basic action is going to open the door for a character's heroic action? 

Because the available actions-even heroic ones- are determined by the randomness of a 'card deck' of actions, there's always something to consider. (The option to customize your deck is available and increases as the game goes along.)

Heroic cards have been, up to this point, powerful and feel good to execute. But they did something else with heroic points! 

Heroic points allow you to use the environment. This is the secret that I don't think people are mentioning about the combat. And by secret, I mean the game teaches you this in the very first tutorial. Nobody mentions this and I don't know why: It makes things so much more dynamic!

Say you have 4 heroic points but no cards in your deck that use those points? Well, you could just throw a crate at someone! 

Which gives the player a lot more options and something to do when their hand isn't quite shaping up. Plus, it offers interesting combat actions visually-getting to see Captain Marvel leap off an object and come thundering down on an enemy is a lot cooler than just watching her punch someone out. 

I've become more interested and invested in how this works, the more I play it and that's really cool.

I'm looking forward to finishing it-and trying it again. 

Thursday, December 8, 2022

Dark Voltron and Secrets

I think of the decks I built, I think Commander Shadowsun had the least done with it. I'm not saying that Shadowsun is a deck that builds and pilots itself: but I would say that the core around which a player builds this deck is so clear, that getting weird with that warlord dilutes the power of it. The deck plays well and didn't need much attention. 

Commander Shadowsun  (Core Set)

Army (29)
3  Earth Caste Technician  (Core Set)
3  Kroot Hunter  (Chronicles of Heroes)
2  Vior'la Marksman  (Core Set)
2  Gun Drones  (Core Set)
2  Prudent Fire Warriors  (Boundless Hate)
4  Shadowsun's Stealth Cadre  (Core Set)
2  Fireblade Kais'vre  (Core Set)
1  Pathfinder Shi Or'es  (The Great Devourer)
3  Sae'lum Pioneer  (Wrath of the Crusaders)
2  Fire Warrior Strike Team  (Core Set)
3  Prototype Crisis Suit  (Deadly Salvage)
2  Sa'cea XV88 Broadside  (Zogwort's Curse)

Attachment (12)
1  Command-Link Drone  (Core Set)
3  Promotion  (Core Set)
1  Fusion Cascade Defiance  (A Mask Falls Off)
3  Heavy Marker Drone  (Zogwort's Curse)
2  Ion Rifle  (Core Set)
2  Repulsor Impact Field  (Core Set)

Event (4)
2  Squadron Redeployment  (Core Set)
2  Even the Odds  (Core Set)

Support (5)
1  Communications Relay  (Core Set)
2  Repair Bay  (The Great Devourer)
2  Ambush Platform  (Core Set)

The next deck might come in second for "least tinkered with" though. Again, the primary function of the Epistolary Vezuel is only really good if you push hard on the build-around. This deck got a little boost from the newer cards, but not much I think. It was already a pretty decent strategy, and any Warlord that automatically gives you one of the game's resources has got a head start over others. 

Epistolary Vezuel  (Unforgiven)

Army (30)
1  Grand Master Belial  (Chronicles of Heroes)
2  10th Company Scout  (Core Set)
2  Rogue Trader  (Core Set)
3  Righteous Initiate  (Decree of Ruin)
3  Tactical Squad Cardinis  (Core Set)
3  8th Company Assault Squad  (Jungles of Nectavus)
2  Deathwing Interceders  (Enemy Territory)
4  Vezuel's Hunters  (Unforgiven)
2  Imperial Fists Devastators  (Deadly Salvage)
3  Salamander Flamer Squad  (Slash and Burn)
2  Veteran Barbrus  (The Great Devourer)
3  Deathwing Terminators  (Searching for Truth)

Attachment (8)
1  Fulgaris  (Unforgiven)
2  Godwyn Pattern Bolter  (Core Set)
2  Terminator Armor  (The Eye of Terror)
3  Valkyris Pattern Jump Pack  (Jungles of Nectavus)

Event (4)
2  Unseen Strike  (Unforgiven)
2  Indomitable  (Core Set)

Support (8)
1  Dark Angels Cruiser  (Unforgiven)
3  Deathstorm Drop Pod  (Slash and Burn)
2  Secluded Apothecarion  (Zogwort's Curse)
2  Holy Sepulchre  (Core Set)

Tuesday, December 6, 2022

Peter Gunn Theme and Wait, Are You Good Now?

I wanted to build a Ragnar deck as soon as someone told me about the concept-which is Warlord hunting. The alternative win condition of Conquest is one I often overlook-and lose games as a result of. So what better way to remedy that than by creating a deck explicitly designed to hunt down a warlord?

Hopefully, practice with this deck will not only give me a fun juke when it comes to gameplay, but a strong reminder that I can lose if I don't pay attention to my warlord's status. I call it the Peter Gunn theme because of the old Spy Hunter videogame.

Ragnar Blackmane  (The Howl of Blackmane)

Army (26)
1  Grand Master Belial  (Chronicles of Heroes)
2  Eager Recruit  (Core Set)
2  Ratling Deadeye  (Core Set)
4  Blackmane Sentinel  (The Howl of Blackmane)
3  First Line Rhinos  (Defenders of the Faith)
3  Blood Claw Pack  (Zogwort's Curse)
3  Lone Wolf  (Decree of Ruin)
3  Thunderwolf Cavalry  (Overrun)
3  White Scars Bikers  (Gift of the Ethereals)
1  Knight Paladin Valoris  (Chronicles of Heroes)
1  Space Wolves Predator  (Descendants of Isha)

Attachment (6)
3  Trapped Objective  (Promise of War)
1  Frostfang  (The Howl of Blackmane)
2  Iron Halo  (Core Set)

Event (15)
2  Blackmane's Hunt  (The Howl of Blackmane)
3  Counterblow  (Breaching the Veil)
3  Crushing Blow  (Gift of the Ethereals)
3  No Mercy  (Core Set)
3  Vengeance!  (The Great Devourer)
1  Exterminatus  (Core Set)

Support (3)
2  Hallow Librarium  (Descendants of Isha)
1  Ragnar's Warcamp  (The Howl of Blackmane)

One deck that got a some love in the expansions was Urien. A deck that Jason did not like playing in its first iteration, my hope is that after the additions of cards made by Apoka Team, Urien will be a much stronger force in the game. In my testing, Archon's Palace was very good, and I promptly upped the number from two to three copies to max out what can be done. Coupled with the newer cards, I'm looking forward to the tests. 

Urien Rakarth  (Descendants of Isha)

Army (26)
3  Arrogant Haemonculus  (Breaching the Veil)
3  Saim-Hann Kinsman  (Wrath of the Crusaders)
3  Bloodied Reavers  (Zogwort's Curse)
2  Incubus Warrior  (Core Set)
2  Twisted Wracks  (Descendants of Isha)
2  Baleful Mandrake  (Core Set)
3  Furious Wraithblade  (Jungles of Nectavus)
2  Syren Zythlex  (Core Set)
2  Solarite Avetys  (The Great Devourer)
3  Uber Grotesque  (The Howl of Blackmane)
1  Nightshade Interceptor  (Legions of Death)

Attachment (5)
2  Hypex Injector  (Core Set)
2  Suffering  (Core Set)
1  Ichor Gauntlet  (Descendants of Isha)

Event (15)
4  Rakarth's Experimentations  (Descendants of Isha)
3  Dark Possession  (The Great Devourer)
2  Power from Pain  (Core Set)
2  Catatonic Pain  (Promise of War)
2  Searing Brand  (Zogwort's Curse)
2  Soul Seizure  (The Scourge)

Support (4)
1  Urien's Oubliette  (Descendants of Isha)
3  Archon's Palace  (The Howl of Blackmane)

Thursday, December 1, 2022

Elite Driver/No Hammers

The next deck up in my Warhammer Conquest series is using the rule-breaking Gorzod. Now, I won't say that I insisted on using Elite units in this build but when I saw that it was possible, I thought it might be nice to give that angle a try. There are multiple cards in Conquest that offer benefits for Elite units, and I haven't taken advantage of any of them until now.

Gorzod  (Deadly Salvage)

Army (27)
3  Rickety Warbuggy  (Decree of Ruin)
2  Armored Fist Squad  (Aligned Stars)
4  Gorzod's Wagons  (Deadly Salvage)
2  Slave-powered Wagons  (The Laughing God)
1  Freebooter Kaptain  (Legions of Death)
2  Assault Valkyrie  (Core Set)
1  Burna Boyz  (Core Set)
1  Dark Angels Vindicator  (Against the Great Enemy)
1  Pinning Razorback  (Promise of War)
1  Raven Guard Speeder  (Core Set)
2  Blitza-Bommer  (Jungles of Nectavus)
2  Goff Nob  (Core Set)
1  Land Raider  (Core Set)
1  Leman Russ Conqueror  (The Final Gambit)
1  Shrieking Basilisk  (Descendants of Isha)
1  Squiggoth Brute  (Slash and Burn)
1  Space Wolves Predator  (Descendants of Isha)

Attachment (1)
1  The Bloodrunna  (Deadly Salvage)

Event (14)
2  Backlash  (Legions of Death)
2  Fall Back!  (Core Set)
2  Hostile Acquisition  (Deadly Salvage)
3  Outflank'em  (What Lurks Below)
2  Calamity  (The Howl of Blackmane)
3  Rammin' Speed  (The Eye of Terror)

Support (8)
1  Promethium Mine  (Core Set)
3  STC Fragment  (Legions of Death)
3  Truck Wreck Launcha  (Aligned Stars)
1  Kustomisation Station  (Deadly Salvage)

Then I bring you Shaper Agnok which is just a fascinating take on the game. This warlord is one I saw another local player run and immediately wondered how you build this deck. Because this warlord just up and forgoes winning any command struggle in the game- which is how you accumulate resources! Fortunately, the tribal aspect of Shaper Agnok made a lot of my decisions pretty easy.

Shaper Agnok  (Promise of War)

Army (29)
4  Agnok's Shadows  (Promise of War)
3  Kroot Hounds  (Breaching the Veil)
3  Scavenging Kroot Rider  (The Laughing God)
1  Shas'el Lyst  (Defenders of the Faith)
2  Carnivore Pack  (Core Set)
3  Kroot Guerrilla  (Jungles of Nectavus)
1  Pathfinder Shi Or'es  (The Great Devourer)
3  Trap Laying Hunter  (Aligned Stars)
1  Aun'ui Prelate  (The Howl of Blackmane)
3  XV8-05 Enforcer  (Jungles of Nectavus)
3  Raging Krootox  (The Warp Unleashed)
2  Rampaging Knarloc  (Overrun)

Attachment (9)
3  Arrangement at Elova IV  (Breaching the Veil)
1  Vanguard Pack  (Promise of War)
3  Fusion Cascade Defiance  (A Mask Falls Off)
2  Kroot Hunting Rifle  (Against the Great Enemy)

Event (11)
3  Tactical Withdrawal  (Slash and Burn)
2  Behind Enemy Lines  (Promise of War)
3  Guerrilla Tactics  (Aligned Stars)
3  Tense Negotiations  (Zogwort's Curse)

Support (1)
1  Evolutionary Adaptation  (Promise of War)