• Tag Archives High Command
  • Pretending you know how to build Cygnar decks

    Recently I received a ping from pal Terry, a Known Idiot, asking for tips on building a High Command deck. Turns out it’d been awhile since he’d flopped cardboard, and for some reason he thought I’d have some idea of what he should do. Now, I’d never go so far as to call myself an expert at anything High Command related, but I have had moderate success with my Protectorate of Menoth decks, so I thought that perhaps the little bit of insight I could offer was better than the complete lack of insight he had so far.

    So I shared my deck with him. The High Reclaimer, the Harbinger of Menoth, and High Executioner Servath Reznik. Purple, Yellow and Orange divisions, perhaps a bit light on my beloved Allegiants of the Fist but packing a few Judicators and the ever-awesome Covenant of Menoth, which does more to exemplify the whole “Menoth Says No!” aspect of the tabletop faction than any other card representation… but it occurred to me that in the end, this still wouldn’t help Terry build his own decks, and he had mentioned Cygnar in his ping as well…

    So what better way to respond than to build a Cygnaran deck using the same principals I’d put into building the Menite deck and, more recently, my Retribution of Scyrah decks?

    According, allow me to present: Deckbuilding 101: The Gdaybloke Way of Starting Somewhere.

    I’m very serious about that Starting Somewhere bit. This will not hand you a deck that’s going to insta-win a Kingmaker tournament. Heck, it’s not guaranteed to win you a bloody thing… but the journey of a thousand Warjack Rushes begins with a single card sleeving. Whatever deck you end up with at the end of all this, it’ll be up to you to tweak and fine tune it to suit your own personal whims and preference.

    HCCygnar01

    First things first, grab the cards from the faction you wish to build around. Me, I keep all of my High Command cards in longboxes because once you’ve sleeved them all – with all of the expansions – they simply won’t fit into the core boxes anymore. Thus, here’s a dirty great pile of filthy Morrowan cardboard. Note that not all of them are sleeved right now, I’m awaiting a fresh stock of clear Dragon Shield sleeves at the FLGS.

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  • High Command: Faith & Fortune

    Welcome to a very special edition of Unboxing With Faultie! As many of you are by now aware I was fortunate enough to be able to attend GenCon this year, and as such had access to all sorts of gribbly goodies that aren’t quite hitting shelves just yet but will be very, very soon. One such piece of niftiness was the new High Command core set, Faith & Fortune! After all this time I can finally play my beloved Retribution of Scyrah in High Command! Oh, and there’s Convergence, Four Star and Highborn Covenant, if you’re into those sorts of things… *ahem*

    The point is, we have four brand new factions in High Command, and we have a bonus modelling assistant in the lovely Faultimus Von Durmstrang.

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  • High Command: Gargantuan Might

    As it’s grown and developed, High Command has evolved from an out-of-the-box game to a fully fledged LCG. While you can still enjoy the core sets out of the box for an evening’s shenanigans, there’s a certain delight in customizing your own divisions, trying to find that right combination of cards to suit your personal playstyle that still includes enough VP’s. Of course, it goes without saying that adding bigger toys is fun too. Accordingly, today we’re taking a quick look at this month’s release for the Hordes side of things: Gargantuan Might.

    We can preface this one by stating that each of the four Hordes High Command factions gets a brand new Epic Warlock, a Gargantuan, a Battle Engine, a themed resource card, and a warrior card of some description.

    First up, Trollbloods!

    Hoarluk Doomshaper, Rage of Dhunia, brings in the Red and Purple divisions. No surprise there, given his predilection for heavy warbeasts and shamanistic bent. As an Epic incarnation he costs 5 WAR, but it’s his Scroll of Grimmr that carries the day. When you rush Hoarluk, instead of attacking you just tally up the number of Warbeasts and Warlocks you have at the location, and for each you simply destroy an enemy card. Bam. No fight scene, just wiping your opponent’s cards away, without risking losing any of your own cards at a location, potentially granting you instant numerical superiority. If nothing else, Hoarluk translates to an instant killshot on any opposing Colossals or Gargantuans.

    With Doomshaper we get the immense Mountain King with 9 Health, more than any other card currently available in the game, worth 3VPs and spawning free Whelps every turn. Whelps? Oh yes, they’re a free end-of-turn recruit if you have a warbeast at a location, further messing with numerical advantages. The War Wagon rolls in at a healthy 3/7 with 2 VPs and Quake, and we round out the new Trollbloods cards with Shamanic Ritual, a 3/3 resource card that upgrades to a 5/5 if you’re using it to pay for either a Gargantuan or a Battle Engine.

    Circle Orboros!

    Kaya the Moonhunter is built to swarm with her Orange and Green divisions. At 3 POW she’s in the middle ground for Warlocks, but her Call of the Hunt ability is where she earns her 5 WAR rush cost if you’ve built your deck appropriately. When you pay her rush cost you can deploy and rush any and all warbeasts with a purchase cost of 3 or less for free. Ideally you’d have a hand full of Argii and Griffons to take advantage of this, but any in your row are also fair game. If you get to deploy or rush even one warbeast then you’ve covered the additional expense of Kaya’s own rush cost, as well as improved your numerical superiority.

    The Ley Line Intersection is the resource card for Circle, and can be used to fuel the WoldWrath – who rushes, I might add, for only 2 more WAR than its purchase cost – or the Celestial Fulcrum. Oh, the Fulcrum… a respectable 3/5 out of the gate, but the Fury Generator ability means he can ramp that up to a potential 7/5. Taking down an Archangel with a bunch of rotating rocks? Yes please! Oh, and there’s a Tharn Chieftain to buff all of your Tharn warriors as well, if you’re into that kind of thing… like I kinda am…

    Skorne…

    Lord Assassin Morghoul is one of the scariest warlocks in the bunch. He swings on the slightly heavier side with 4 Power, and of course, he has Battlegroup Commander providing a slight buff to all of your warbeasts, but the scary thing is Assassination Run. This is the first character we’ve seen that can actively participate in multiple combats in the same turn. He shows up at one site, slices and dices, and then shadow-shifts to a completely different location where he does it all over again. All of the Epic warlocks have a Rush cost of 5, which is not by any means insignificant, but getting to use him twice is huge, especially if you can plant a Cyclops Shaman at each.

    Who’s been waiting for Nihilators? Wait no more! The berserking Ascetics swing out for the low, low price of 3 CMD. Need something a little meatier? Why, slap down Beast Mastery – Skorne’s resource cards from the expansion – and back them up with a Siege Animantarax (buffing its attack up to 4 thanks to having a friendly warrior on-site) or even the mighty Mammoth, whose siege battery just gets more and more powerful for every enemy construct and/or warjack present at its location. Bring on that swarm of Wolds, they’ll all get trampled!

    And finally, Legion of Everblight…

    Lylyth, Shadow of Everblight, plays on a similar concept to Morghoul in that she can add her attack power to multiple locations. Where Morghoul makes his presence known personally, buffing all warbeasts at each location as well, Lylyth calls on the archers with her – any model with Combined Fire or Superior Range at her location – and sends a hail of arrows to other locations where you’re also attacking. She naturally does less damage than Morghoul, but if you can stack ranged warriors on her location and have a token presence elsewhere, her Decimation ability can potentially help you achieve a board wipe.

    The Throne of Everblight may seem expensive at 7 CMD for a battle engine that only has 6 health, but with Blight Gift you can pay for it using either WAR or CMD cards, and those 2 VPs are always welcome. I should note that Legion are the only faction who add three VP cards to their decks from this expansion. The second is the Warspear Horde, who bring with them Assault, one of my favourite abilities. Coalescing Dragonblight is the resource card which will enable you to deploy the Archangel, wafting over your foes with its draconic aura reducing the health of every enemy card at its location.

    Gargantuan Might is the latest expansion for High Command’s Hordes line, and brings with it the heaviest hitters we’ve seen to date. I mean, seriously, that Celestial Fulcrum… Check out your FLGS and nab a copy to help you bring the beats.


  • High Command: The Invasion of Sul

    One of the things I love about High Command is that, much like many other LCG’s, it’s constantly evolving through the addition of new cards for your favourite decks. My other preferred LCG, Netrunner, constantly releases new cards for runners and corps to customise their decks, and kicks it a notch further with new runner and corporation identity cards. These are often a subtle change that affects their decks in quiet yet significant ways. The equivalent for High Command is the addition of new Warcasters and Warlocks, each of which changes your deck options by allowing different coloured divisions as well as topping it off with a new once-per-game feat ability.

    This month we’ve been handed something new. Not only does it add new cards to your decks… not only does it add new Warcasters… but by adding new Locations and a new Winds of War deck, the entire balance of the game shifts. Suddenly those Mechanithralls you just shot from downtown are hiding behind defensive walls and can’t be easily picked off. Those rapid-response scouting teams that were so cheap to Rush into play? They can’t get down the labyrinthine alleyways in time to intercept those Man-O-Wars.

    Just when you had your deck perfect the way you want it, the game has changed.  It’s time for the Invasion of Sul.

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  • High Command: Savage Guardians

    IKRPGGday80Not gonna lie, the release of Big Guns for the Warmachine side of High Command had me giggling like the proverbial guy who giggles at High Command expansions. Menoth is my homeboy, so adding more toys to the Menite arsenal appealed on so many levels. Accordingly, I can understand exactly where the Hordes High Command fans are coming from when we’re talking about this month’s release of the first Hordes expansion, Savage Guardians.  You can find the card list here, if you’re so inclined, but for those of you allergic to downloads, I’ll provide a little rundown.

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