|Warhammer: Invasion The Card Game | Published 14 February 2011||Rating||27 votes|
Steam Tanks are monstrous, smoke-belching creations that rumble towards the enemy, firing deadly cannonballs from their steam-powered guns. The advance of these iron behemoths is terrifying to behold, as arrows ricochet from armoured hulls and enemy warriors are crushed beneath their immense bulk. Powered by a pressurised boiler that siphons steam through pipes and pistons, the Steam Tank is the inspired design of the famed Leonardo of Miragliano. Twelve Steam Tanks were originally built, though only eight now remain, carefully maintained by the College of Engineers. In times of war, the College may sanction the use of these rare and valuable machines should the threat be dire enough.
Welcome back to the Warhammer: Invasion card of the week! Omens of Ruin, the first Battle Pack in The Morrslieb Cycle, will be on store shelves late next week. So far we’ve previewed the fearsome Ungor Raiders, the destructive Boar Pen, the inspirational High Elf leader Korhil, and the protective Tree Kin. Today, let’s look at one of the most potent war machines in the Empire’s arsenal: the Steam Tank.
Empire players are familiar with the unifying concept behind the bright wizards. Units like Thyrus Gorman and Friedrich Hemmler begin with the ability to do massive damage. Unfortunately they’re dying little by little, since bright wizards often hurt themselves steadily until they’re consumed by their own destructive fires.
The Steam Tank is a unit that takes the opposite approach. It has an amazing seven hit points, making it a defensive powerhouse. As for offense, it may be slow to get moving... but once it picks up enough steam, it becomes an unstoppable force on the battlefield!
While you could wait for the Steam Tank to gain power on its own, there are plenty of attachments that’ll help it along (for example, you could put its crew through a bit of Knight Training or mount a Helblaster Volley Gun to its hull). Whatever attachments you choose, rest assured that with the Steam Tank’s high defensive capabilities, they’re a relatively safe investment.
Look for Omens of Ruin on store shelves soon, and keep checking back for another Warhammer: Invasion card of the week!
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 am not one of these people who comes back to bash games they used to play. I quit because I found one other person to play with, not because I disliked the game. That being said, it was on the verge of "going South" playwise when I left, and it seems like it did.
I have to echo echthalion's sentiment. GW has obviously instructed FFG to make Empire the faction to beat.
It had such potential when it debuted. Now, every card is "too slow" because the game is too fast. I'm glad for FFG's sake that some people enjoy that type of game. I like games that are actually played, not won by whoever can throw down the best Empire cards first.
I see this as a 7hp card that just happens to have a game text that will be useful in a few turns. 7hp for 4 points is nothing to scoff at. Yes there are a few unit targeting cards that can hit this one easily, but there are several that get a lot weaker due to the super high hit points on this card. Especially with all the things Empire has to make targeting their units more expensive.
Hellbringer: "Beginning of your turn" is a trigger Action that you can use once per card. So each Steam Tank gets to do its Action once.
Question - how many actions I can do at the begining of the turn?
Nice to see ones art appear on the card....
I haven't seen this before, only the non-stat artwork. So it's nice to see it ending up in print.
No idea how good or bad the card is, just hope it will be usefull for people :)
I like the card, but as said at the moment too slow you be really usefull. The 3 loyalty is too high, with just 1 it could be played much sooner. I probably take it in the deck sometime, but not because it makes my deck better;) With helblaster volleygun it could be nice, though with the many unit removal cards its not a really safe investment. FFG keep up the card game of the week previews!
Yeah, not even remotely playable at present. Play it on turn three and it's a 2/7 on turn five? Next. Might have been OK back when the Deathmaster was the big unit removal.
I think that this card is decent, but slow as you said. I do think that it does a decent job representing the WFB Steam tank, and I like that.
Can someone explain why people think this card is good? The only way I would play this is if it cost 0. WH:I games are not slow, lumbering affairs where you expect to see a high number of turns. They are fast and brutal. A card like this takes time to become useful, and even the fact that it basically is just a 7 damage sponge doesn't make it worthwhile due to all of the relevant "bounce" cards in the environment. Whatever people are seeing in this card, I am not.
I'm glad I quit this game. All the good cards go to the Empire, hands down. Like that guy with huge attack and hit points, and a cost of only 4, which you can easily play on your second turn. Also, it doesn't have any cons. Or that other guy that moves one of the defending units to another zone. And now this...
Where does all this leave the archdemon? Well, no one plays that card. And in tournaments, no one plays Chaos. Stick to Empire.
Resources placed on quests do not come from "your" supply...
"These resource tokens come from the pool in the centre of the playing area, and are not subtracted from the resources a player collects during the kingdom phase" (Pg 11)
Hence why I wondered about this card.
The resource token would be from your supply, like a quest.