|The Old World Bleeds in Days of Blood
The First Battle Pack from the Eternal War Cycle Is Now Available
|Warhammer: Invasion The Card Game | Published 01 November 2012||Rating||8 votes|
All the manifold events of a long and bloody history have led to this crucial point. The races of the world stand upon the brink.
–Warhammer, “An Age of War”
The Battlefield becomes more volatile than ever with Days of Blood. As this Battle Pack launches us into the turbulent times of the Eternal War cycle, it opens up dynamic array of new tactical options. Days of Blood introduces the Ambush and Raider keywords, a host of units with abilities that trigger when they attack, mechanics for experience that allow your units to grow in power, and the first of a new breed of legends.
Even as Days of Blood introduces such a wealth of new abilities and Battlefield-focused units, it also adds depth and variety to existing strategies. The Dark Elves raid for slaves, the Dwarfs close the doors to their capital, the Men of the Empire focus on flexible tactics, the High Elves get a Dragon that gains power with resource tokens, the Orcs gain power during their attacks, and the forces of Chaos drive against everyone else with strength derived from the Ruinous Powers. If you’re a fan of the ferocious, fast-paced battles of Warhammer: Invasion The Card Game, you’re going to love this combat-focused Battle Pack!
Muster for War
In earlier previews, we’ve seen how Days of Blood is likely to shape the course of battles with such cards as Ludwig Schwarzhelm (Days of Blood, 7), Doors of Karak Hirn (Days of Blood, 6), and the Dark Elf legend, Crone Hellebron (Days of Blood, 1). Now, as Days of Blood hits retailer shelves everywhere, guest writer Torsten Krämer explores what can happen when a player actually chooses to skip his Battlefield phase:
I’m a masochist…at least when it comes to making tough choices. By now, the Warhammer: Invasion card pool has grown so big, you have to make tough choices when constructing a deck. Cards that were once automatic inclusion in every deck have suddenly been demoted to second-tier status, leaving you with that uneasy feeling you’re making a mistake when you drop them from your new deck. It’s painful. And it’s awesome that we have these options, that there is no longer a single, clearly superior build for each strategy. With every new Battle Pack, the choices grow, and so does the number of cards that seem so good you feel bad if you can’t find room for them. Case in point: Muster for War (Days of Blood, 20). This tactic can give you an amazing early boost, and it can allow you to catch up quickly should you fall behind at any point in the game. In fact, Muster for War is so good, it’s the kind of card you want to include in every deck without hesitation, but how will you make room for it? Would you really want to go second to get the earliest possible benefit from it? You have to have a Quest phase to play the card. Then you have to skip your Battlefield phase. But then if you skip your Battlefield phase, you won’t be able to make use of many of the other great cards from the Eternal War cycle. It’s painful to have to decide whether or not to include Muster for War, but this is the kind of painful decision that I like. Will you attack, or will you Muster for War? May your choices be the right ones.
Whether you Muster for War or launch directly into the dynamic new Battlefields of the Eternal War cycle, one thing is certain: war is coming. These are the Days of Blood…
Pick up your copy of Days of Blood today!
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.