The Tactical Squad

Author: casktapper

Road to Worlds #2 - Packing

I’m sitting here at my computer on the Sunday night before worlds going over my checklist as I try to make sure everything is packed for the trip. After a disappointing finish in last Sunday’s tournament, I am bringing Kith with me. No more uncertainty on that score. Of course, now I’m debating last minute substitutions for that deck. I’ve finalized my Netrunner decks and I’m just deciding on the last few tweaks to Armada fleet. I still need to put together a deck for the Sunday wrap-up event for Conquest, but I’ve got my fingers crossed that Decree of Ruin might see an early release and I can play Starblaze. So that means the Conquest binder has to go in the luggage as well. I’ve got a couple prizes tucked away for any podcast listeners that track me down at the event. I have my alt art cards ready for potential trades or to get signed. I’m making sure all the relevant electronics have their batteries topped up and ensuring that I have all the necessary cables in my bags. I have my passport put aside as well as some US cash from my last trip to the states. I hope I’m ready. Travis is flying out to the FFG World Championships in Minnesota next week to play in the Star Wars: Armada, Warhammer 40,000: Conquest and Android: Netunner events. Conquest is his primary focus and he is going to share some of his thoughts leading up to and during the event here on The Tactical Squad blog.

Road to Worlds #1 - Indecision

I still can’t decide which deck I want to bring to Worlds. I’ve brought Kith to most high profile events I’ve played - including a top 8 finish at Canadian Nationals - so I know that she performs well for me. I’ve won a tournament with my Coteaz deck, but it’s always a bumpier trip through any event. There is a nagging voice in the back of my head telling me to move on from Kith. Not because it will increase my chances for a high finish.  It just feels like it’s time. That seems like a ridiculous reason in the face of a world championship event, but I can’t shake it. I tell myself that I’ll have a better shot at winning for top faction finish with Coteaz, even if I take a hit on my already slim odds at cracking the top 16.  That feels like a weak rationalization. So, on the eve of the last tournament before the big event, I make a last minute adjustment to my Astra Militarum deck, telling myself that my result tomorrow will determine who goes in my luggage for the trip to Minnesota. I’m hoping that at least it will be like flipping a coin and, finding myself unhappy with the outcome, I realize what I truly wanted to do all along. But I’m worried that it’s more likely that I just keep muttering to myself for the next week like I have for the past month, paralyzed by indecision and annoying everyone around me. Who knows, maybe I’ll luck into some big wins on Day 1 of Armada and all this agonizing will be for nothing. Travis is flying out to the FFG World Championships in Minnesota next week to play in the Star Wars: Armada, Warhammer 40,000: Conquest and Android: Netunner events.  Conquest is his primary focus and he is going to share some of his thoughts leading up to and during the event here on The Tactical Squad blog.

Canadian Nationals 2015 – Round 2

The Tactical Squad is happy to release our second round coverage from thethe 2015 Canadian Nationals for Warhammer 40,000: Conquest that took place on September 4, 2015 at Fan Expo in Toronto. This time Jon joins Travis to provide commentary on the match between John playing Eldorath Starbane and Jon himself playing Aun’shi. We are still working on additional episodes, so please let us know if there are any ways we can make them better. https://www.youtube.com/watch?v=wFVH1Eq2Gj4

Canadian Nationals 2015 #1 - Round 1

After some production delays, The Tactical Squad is pleased to finally present video coverage of the 2015 Canadian Nationals for Warhammer 40,000: Conquest that took place on September 4, 2015 at Fan Expo in Toronto. Liz and Travis provide the commentary of the first round match-up between Michel playing Eldorath Starbane and Norm playing Zarathur, High Sorcerer. Over the coming weeks we will be releasing further videos from all rounds and the top 8. Please let us know what you think. We are still learning, on both the production and the commentary side, so any suggestions on how we can do it better are welcome. https://www.youtube.com/watch?v=zkGRHBGb4G8

Episode 12 - Tyranid Attack!

Episode 12 - Tyranid Attack!

In the latest episode of The Tactical Squad podcast, Liz and Alex are joined by Mark and Travis for a four person cast. We discuss Alex’s second place finish at Canadian Nationals, the recently announced fifth War Pack in the Planetfall cycle, Wrath of the Crusaders, and dive into a detailed analysis of the new Tyranid cards released in The Great Devourer. We also announced a new contest. We are starting The Tactical Squad deck club. Every month we will be selecting a different warlord and challenging listeners to come up with the own decks for that warlord. We encourage you to try those decks out in your local scene and then submit your best decks in the comments on this post - with your thoughts on how they play - for a chance to win a Warhammer 40,000: Conquest promotion card from previous Organized Play events. For our inaugural month, we are going big and asking listeners to contribute decks for either of the two new Tyranid warlords from The Great Devourer. After Worlds in early November we will be going through the list of submitted decks and selecting one submitter for each warlord to receive a copy of the promotional Fireblade Kais’Vre, which was given out for competitors at national events this year. We will also discuss some of our favourites on the podcast.

00:00
00:00
Download file | Play in new window | Duration: 2:01:53

2015 Canadian National Championship 9/4/2015

2015 Canadian National Championship 9/4/2015

Two weeks ago the 2015 Canadian National Championship for Warhammer 40:000: Conquest took place in Toronto at Fan Expo Canada. We had 21 players sign-up for a full day of Conquest. Two players had byes from regionals events so they went straight through to round 2. There were plenty of temptations on the convention floor, but our entrants were there to conquer the Traxis Sector. While Fan Expo ended up being a terrific venue for the tournament, the $50 entry fee to the con on Friday had a definite impact on the numbers for the event. I personally know a number of talented players that didn’t play simply because of the cost. We’ve had twenty people show up for local Toronto events, so with travelling players I believe we could have had at least double the turnout had arrangements been better. But you’re here to read about tournament results. Let’s get to it …

Faction Breakdown

[gdoc key=“https://docs.google.com/spreadsheets/d/1IaNrzjS2oDBlvrnhl1buP4UefzhCC6B6bE28oHxLRy4/edit?usp=sharing” chart=“Pie” chart_colors=“purple red yellow blue green orange gray” chart_legend=“none” chart_pie_slice_text=“label” chart_height=“300” chart_width=“300” chart_chart_area=“left:0,top:0,width:‘100%‘,height:‘100%’” chart_tooltip_text=“value”]

  [table width=“250” th=“0”] 7,[whc mode=“short”]Packmaster Kith[/whc] 3,[whc mode=“short”]Captain Cato Sicarius[/whc] 3,[whc mode=“short”]Eldorath Starbane[/whc] 2,[whc mode=“short”]Aun’shi[/whc] 2,[whc mode=“short”]Ku’Gath Plaguefather[/whc] 2,[whc mode=“short”]Nazdreg[/whc] 1,[whc mode=“short”]Torquemada Coteaz[/whc] 1,[whc mode=“short”]Zarathur\, High Sorcerer[/whc] [/table] Generally we don’t see a lot of Kith in Toronto, but she made up fully a third of the field at Nationals. Cato and Eldorath are also no strangers to high level Conquest competition. But the story of the day was all about Kith. The interesting part was that very few players - most were from Toronto or Montreal - had a lot of experience with the Kith mirror match, so how well players could make the necessary adjustments there factored heavily into their results. Top 8 [table width=“350” th=“0”] 1,Stephen Kerr,Cato 2,John Gobeil,Eldorath 3,Travis Provick,Kith 4,Michel Corvino,Eldorath 5,Julien Vasquez,Kith 6,Colin Marshal,Kith 7,Alex Cybulski,Kith 8,Carl Dupuis,Cato [/table]

Canadian Nationals 2015 Top 8

Congratulations to Julien Vasquez, Canada’s National Warhammer 40,000: Conquest Champion for 2015! We asked Julien to share some thoughts on his victory:

[whc mode=“short”]Packmaster Kith[/whc] made up one third of the field at Canadian Nationals. Why do you choose her?

I’ve been playing Kith since Store Championship season, and I’ve yet to find a better deck then her. She fits my style of tempo control. The choking elements also greatly help and she has access to the two best cards in the game right now: Archon’s Terror and Klaivex Warleader. The fact that her Khymera allow you to rush and win planets, she’s just a no-brainer.

Any matchups (warlords or players) that you were nervous about going in?

Nervous? No. I knew my good and bad matchups through and through. I had a lack of playtesting of the mirror match since there’s only one other player in the Montreal meta that plays Kith, and he’s not part of my core group.

With your deck, what were you looking for in your opening hand?

As many low cost high command units as possible. I guess Archon’s Palace and Khymera Den are good too.

What was your favourite moment of the day?

Winning? Meeting Eric Lang was rad.

Julien Vasquez and Eric Lang

Eric Lang presents Julien Vasquez the Warhammer 40:000: Conquest Canadian Champion tropy

What was your toughest matchup of the day?

Toughest to me means I had a shot of winning and lost. That would be round 5 versus Michel Corvino playing Eldorath Starbane. Long drawn out game where he just drew better.

What was your biggest mistake of the day?

Semifinals against Stephen when he dropped in a Tactical Squad Cardinis into play for a strike. I couldn’t see any play around getting AOE’d, but then realized a minute later I could have moved away my two Khymera with the Khymera Den. That bothered me.

How were you feeling heading into the elimination round?

If I could beat Michel in Top 8 after losing to him in round 5, I felt I had a good shot. To be fair, I felt in Top 16 at GenCon that after going 6-1 that I could win the whole thing, but I just drew so poorly in that match. I didn’t feel that way with 3-2 at this event.

It was a long day, between 5 rounds of swiss and 3 rounds in the top 8. How did you stay focused?

That wasn’t the long part. That was the six hour drive to Toronto the night before and the six hour drive back to Montreal after the tournament. And then getting up after three hours of sleep before working the next morning. I thrive on this type of event. I’m used to playing non-stop four days at GenCon or two days of Magic Grand Prix. The size of this event was equivalent to most of my store championship and regional attendances. I wish FFG OP would incentivize tournaments with 1000-2000 players. But staying focused wasn’t a huge issue for me.

How did it feel to win the 2015 Canadian Nationals for Warhammer 40,000: Conquest?

Not winning anything beyond the Store Championship level was frustrating. Not winning at either the World Eater in 2014 or North American Champs in 2015 was really frustrating. I got to Top 4 Canadian Nationals for A Game of Thrones in 2014. Being able to surpass that with Conquest was heartening. Finally winning a title was something I’ve been striving to do since I started playing card games in 1994. So, I feel happy, rewarded and validated.

Any shoutouts?

I really want to thank the Montreal metagame for enjoying this game as much as I do and supporting us at BD Cosmos with your attendance. I want to thank John Gobeil and his family for hosting us for the night. Thanks to Liz Malette for keeping her end of the bargain. Thanks to Alex Cybulski for a super enjoyable finals match. Thanks to James for always being able to spruce up a conversation. I want to thank my meta mates in the Kool Kids Club for all their moral support: Stephen McNamara, Philippe Paquin, Alex Godlovitch, Peter Wilson, Alexandre Chiappini, Salim Hammoum, Sean Emberley for waking me up. You are all big guys and definitely wear pants that go with it. I especially want to thank Carl Dupuis for driving us down to the event. Couldn’t have done it without you. Next time, we’ll definitely take a ride on the train. Finally, thanks to The Tactical Squad for the interview!

We also have Julien’s decklist to share:

Packmaster Kith (50)

[table width=“250px”] Army (26)[attr colspan=“2”] 4x,Kith’s Khymeramasters 3x,Incubus Warrior 2x,Inquisitor Caius Wroth 3x,Klaivex Warleader 3x,Rogue Trader 3x,Sslyth Mercenary 2x,Syren Zythlex 3x,Void Pirate 3x,Warlock Destructor [/table][table width=“250px”] Attachment (7)[attr colspan=“2”] 1x,Agonizer of Bren 3x,Promotion 3x,Suffering [/table]

[table width=“250px”] Event (14)[attr colspan=“2”] 2x,Pact of the Haemonculi 3x,Archon’s Terror 3x,Foretell 3x,Raid 3x,Searing Brand [/table][table width=“250px”] Support (3)[attr colspan=“2”] 1x,Khymera Den 2x,Archon’s Palace [/table]

Thank you Julien for sharing your deck and your thoughts on the 2015 Canadian National Championship. It was a pleasure playing against you. We actually have footage from the event. We’re getting up to speed on production, so we hope to start bringing you video with commentary in the next week or so See you at World’s in November!

Interview with Brad Andres

Interview with Brad Andres

The Tactical Squad, much like our Space Marine brethren, are not fond of losing, but sometimes we’re definitely pulling some Lamenter’s luck with the technical mishaps we deal with as a podcast. We were hoping to bring you an hour-long interview with conquest designer Brad Andres that was recorded over a month ago, but the machine spirit was weak and the interview was mangled like some horrible Tzeentchian fiend, twisted beyond all recognition into a hideous chimera of Brad, Liz, Jon and Alex’s voices. Emperor willing, we will prevail by releasing the contents of the interview as a full length-article on our website. Apologies to Brad, as he shared some great stories about his experiences in designing and developer the game as well as his history with Warhammer 40,000 universe.  Let’s get right into it.

Who are you? Who do you work for? What do you do?

I’m Brad Andres. I enjoy long walks on the beach and cliches. I’m a game designer for Fantasy Flight Games and I love making games.

What was the first game you designed?

Conquest is actually my first game where I have fully worked on the design throughout the process. But, I worked on Call of Cthulhu and Warhammer Invasion.

I guess Conquest is kind of your baby then?

A little bit, yeah.

Are there any game designers that you admire? Or game that you love the design of, that inspires you?

As far as games go, there are just so many out there. Too many to name right now. I get a lot of inspiration; I play boardgames all the time. I have hundreds of different games in my collection.  I just played a new one this afternoon at lunch. As far as game designers go, Eric Lang is a very good friend of mine and I would call him my sensei of game design. Kevin Wilson is also a good friend of mine. He’s awesome and been really helpful, teaching me a lot of things. Richard Garfield has always been an inspiration to me as well, from when I was but a tyke. There are a lot of inspirational people out there who have helped me along my way.

Why did you want to work on Conquest?

Eric (Lang) was coming to work on a 40k LCG and I’d been a 40k fan from back in the day and I’d worked a lot with Eric playing Star Wars (The Card Game) when he was working on that and I had great time and learned a lot. And I wanted to work with Eric. Having it be Conquest was just gravy on the awesome salad. So I informed our manager at the time that I was really interested in working on it and I rushed to work ahead on my Invasion project, got a little bit ahead, found some time and everything kind of fell into place.

Did you have much experience with Warhammer 40,000 before making Conquest?

I’d played the game back in an earlier edition. I’d read a lot of the novels and was very familiar with the flavour and fluff.

You’re a bit of a lore nerd then.

To some extent. I’m sure there are listeners out there that are much more up to date than I am, but I’m always researching and part of my job is to keep researching and stay up to date on everything. I’m on Games Workshop’s website every day. I’m reading through codexes. I’ve got a big stack of them at my desk. I’ll go through the online encyclopedias. Basically as much fluff as I can get my hands on.

What’s the oldest codex you have on your desk?

Probably third edition Necrons.

Is there a novel that sticks out in your mind?

I’m a big Salamanders fan, so any of the ones that have come out recently. I’ve just finished reading the Vulkan Lives novel in the Horus Heresy series, which was ok. But I think anything that Dan Abnett writes I am a fan of.

It was you, Eric and Nate French that were all involved in the design of the core set. What does the design team look like now and what did it look like during the Warlord cycle?

Core Set

It’s pretty much me, to be honest. Certainly Nate, and to a lesser extent Eric, still have stuff to say and we all work on it and look over it. But a lot of the design vision, at this point, is me based on stuff that we have talked about previously. Eric gave out a lot of ideas when we finished the core set on what he envisioned the first cycle being and proposed some other ideas for things that would make strong cycles. Nate looks over my shoulder every now and then to make sure I’m not screwing up, but a lot of it comes from me. A lot of people get this big impression that the LCG department is this big team working on everything. We have a new guy, named Danny, who is helping out a little bit on our current projects, which I wish I could say something about, but I can’t. Nate’s always there to help. “Nate, if I had a card like this, how would it affect the game?” “Really poorly” The big thing is, everyone in the department is involved with every game to some extent. We have what we call card councils, where we all sit down and we all review each other’s cards. We usually like to do that both before and after playtesting. It’s mostly me designing, but everyone is involved.

What kind of involvement does Games Workshop have in the whole production process?

Most of it is approvals. We send them a vision document outlining what a cycle is going to be about, or what a box is going to be about, including story elements we want to use. We’ll send that to them ahead of time to get approval. They have approval on all the art that we do because technically they own all of it. It’s really a back and forth communication. They need to approve everything before we can move on with the process. They are really good about communicating with us and letting us know what is going on. Keeping us in the loop.

Does that get down to specific card approvals? Or is it more general than that?

A lot is the general idea approval, but when we get down to art pieces they will come back and say “The proportions on that tank aren’t correct” and we have to get it fixed. We do because they are the people that know these things the best and we want it to be as perfect as we can get it.

What’s your relationship with the art department like?

It’s awesome. I worked with John Taillon and he does an amazing job getting the best work from the artists. We really work well together.

Card - The Plaguefather's Banner

Why do the artists hate Astra Militarum so much? And why are they dead on every card?

That’s me, mostly. I don’t hate the Astra Militarum. It’s a been a long standing joke in a lot of GW pieces of artwork that guardsmen are the ones being crushed. There are hundreds and thousands and millions of them. If someone is being crushed, it might as well be a human. When you see a Space Marine being crushed, it’s supposed to signify this guy is really bad-ass because he is cutting a Space Marine in half.

What kind of process does a single card go through?

There are really two approaches, top down and bottom up. Top down is when I, say, want to make a Tau pathfinder, so I call the card “Tau Pathfinder” and then I try to think of abilities that fit that unit. Other times I will come up with an ability that is “When you deploy a Scout to this planet, gain a resource” and then I’ll decide I want that ability to be in Tau and that ability fits with a pathfinder. Really you can go both ways, it just depends on where we are with the set, what I want to include. Usually when I start designing something, one of the first things I will do is ask “What are our major themes? What can’t we miss if we are doing X?” For example, in the Warlord Cycle, I knew we were doing Old Zogwort and I would be a horrible person if we didn’t have a Squiggify card. So that was one of the things that, early in design, got slotted in. We were going to have a Squiggify card. I didn’t know what it was going to do yet, but that was the title and one of the first things that went up. That’s a good example of top down. Bottom up, it’s harder to think of an example because now I just recognize all the cards as what they are now. But I think Inquisitor Caius Wroth is probably a good example of bottom up design. We had that ability. We knew we wanted it in the game. Really we added the flavour on much later.

Card - Inquisitor Caius Wroth

Speaking of Caius, did you find that a particularly difficult ability to balance? A lot of people have mixed feelings about it.

We had a lot of fun with Caius. We went through several different versions of him before he got to where he is. I’m actually really happen with him and I wouldn’t be surprised to start seeing him slip into decks given where the meta is right now.

What’s the process for signature squads? Do you have a way you go about things?

I would say that as we move further and further into the game’s life, the signature squad card type make-up is going to loosen up. I’ve got some crazy, off-the-wall ideas that I can’t wait to start trying, but they’ve got to wait a while. But they’ve got to bake in the oven a bit longer. We’ve got to let the game grow, let it become a teenager before we get crazy and experimental. But as far as design for signature squads goes, we start off with an idea of what we want the deck to do. What does this warlord define, as far as a deck. We really try to design around that element and flesh it out, turn it into something in that pack that will make you excited to play it, that triggers you to start thinking of different deck ideas, just by looking at those nine cards. The warlord is usually the first and they form the backbone of the signature pack and how that deck is going to play. Just a couple weeks ago, we revealed Bar’zul and he’s got a crazy play pattern. He is super fun to play. I wanna get bloodied, but I don’t want to get bloodied. That tension around his bloodied state is the genesis of where his whole signature squad came from. You see that reflected in his signature unit. His signature attachment functions both on his bloodied and unbloodied sides. All of his cards play into his style. Wait until you read his story, too.

Are we going to be getting story in the next cycle? One of the big disappointments of the Warlord Cycle for me was that we didn’t get any story inserts.

Yes, we are getting stories in the Planetfall Cycle. They are written both by me and Tim Flanders. I hope everyone enjoys them. It was difficult for me. I’m not much of a writer, so I did my best. I’m pretty proud of what we are putting forth and I think everyone is going to enjoy having some story to go along with the cool new setting we have to explore.

There were two brand new warlords, lore wise, in the core set. And the announced Warlords in the Planetfall Cycle are also original. Are original characters for warlords going to be more of the norm going forward?

It’s likely to be a mix of both. All the warlords in Planetfall will be new, in terms of IP. One of the big things is that in the core set I wanted to show people that we could do both. We could do old favourites and we could do new characters. In the Warlord Cycle, I really wanted to get more of those iconic characters out there and let people play with some of their classic favourites. In Planetfall I want to show that we can do new stuff, and that is why we waited until now to start doing the story and have it be all of our own and really set a place for us in the Traxis Sector. Going forward, I would expect to see much more of a mix old and new and having them interact. Seeing the things you love and the things you’ve come to love all work together.

How excited would you be if one of your warlords got turned into a miniature?

I would be off the wall. But I have to correct Liz a little bit, there was actually a third warlord IP introduced in the core set. If you turn to the first page of the reference manual, you’ll see that we open with a quote from Broderick Worr.

Now fans are going to have to scour the manuals to see if there are any other easter eggs.

There might be some more. I can neither confirm nor deny.

Card - Commander Shadowsun

During the development of the game, was there a signature squad that proved more difficult to get right, either mechanics-wise or fluff-wise?

I think the most difficult one to get right was actually Commander Shadowsun. We went through a lot of different versions of exactly what her pack was going to do. We had started with some pretty off-the-wall mechanics for Tau in general. We slowly cut those down, reshaped them and stitched them back together in weird ways. We finally got her to where I think she feels right for what we wanted to do. She was so weird. She wasn’t the last one we finalized, but she is the most crazy, off-the-wall squad.

She is definitely something that has taken the community a lot of work to figure out.

I think she is really good. She just needs way more finesse. I think that fits both flavour and her cards. Tau are very elusive and strategic and you need to take that approach when you play a Tau deck.

At this point the game has three victory conditions. It’s rare that we see someone decking out an opponent. Is that something that is still a mechanic that is developing, or is there a mill deck that is undiscovered so far?

I would say that it is still a mechanic that is developing. It is not always the most fun or interesting mechanic, but it is definitely an mechanic that some players enjoy. So I wouldn’t be surprised to see some mill cards in the future. Though I can’t really confirm or deny. Some players enjoy it and I’m sure that we’ll design cards for every player to enjoy.

Are there any cards that you would tweak, or didn’t work out how you expected? Are there any cards that were significantly changed during testing?

I’m really happy with all the cards and how they are coming out, especially through the Warlord Cycle. I know that there are some cards that rise above and some that are a little more controversial. Overall I think everything fits together well. I’m really happy with where the meta is right now. You see a lot of contention of over which who exactly is the best. You’ve seen a lot of different decks winning tournaments. In terms that cards that saw a lot of changes, I think the Rockcrete Bunker holds the record for most changes in the core set. It was very difficult to get right.

Are there any cards that surprised you when you saw how they were being used by the community?

I think the biggest surprise was when the game came out and no one though the Dark Eldar were any good. Because when we were playtesting, Dark Eldar were very good. We just didn’t get it. But I think they have redeemed themselves since then. They are a lot of fun to play.

So, Promethium Mine has been largely ignored by the community … I think even the regular cost reducers have been received skeptically. Do you think those cards are better than the community is giving them credit for?

Card - Promethium Mine

The way that the economy works in Conquest was influence by our work on Warhammer Invasion. There was a card in the core set that, economy-wise, was very problematic and tore a rift in the community for a long time. We really wanted to avoid that. It was called Warpstone Excavation and it basically free resources all the time and it had a disadvantage that turned out to be an advantage for many decks or something that they didn’t care about at all. It accelerated the game too fast and made a lot of early Invasion unbalanced. So with a lot of the economy cards in Conquest, we wanted to learn from that experience. We were a lot more restrained with how we put the economy into the game.

Late in the process we put uniqueness on all the cost reducers. We toned Promethium Mine. We want them to be something that a player can add to their deck to supplement their economy. If they feel like they want to run a deck with a lot of elites - not that you’d want to right now, but you will. You are are going to be looking for that extra little bit of economy. It’s going to be a little bit slower than you might hope, but I strongly feel it was the right decision. It also gives us room in the future to print a card in the future that might be Promethium Mine, only better. It gives us that flexibility. Promethium Mine is in the core set. It is going to be around forever. But if we want to print Promethium Mine 2.0 in a cycle and eventually it is going to rotate out, but it really establishes what the meta is going to be like for a period of time. We can adjust that. Some might think that the game got too fast, but eventually it will rotate out and the meta will shift again.

Is the game pacing out the way you planned?

I’m really happy with the game’s pace. It usually goes 4 or 5 turns, at least. You have some intense battles. A lot of close games. All my experience has been watching really great games of Conquest.

Looking at the Warlord Cycle, did you have a set of themes and mechanics in mind? Or did they evolve over time?

Going into it, we really wanted to focus on the core of the Conquest experience. That was something that Eric talked about early on when we were finishing the core set. When we were doing the first couple of expansions, we should focus on the elements that really make Conquest unique, awesome and wonderful. So the Warlord Cycle was, from day one, about the warlords. Making the coolest part of Conquest - the warlords, in my opinion - shine even brighter. We focused on designing warlords that bring something new to the table. Cards that exhaust your warlord, using warlords to pay costs. Cards that depend on the positioning of your warlords.

Was the fact that a lot of the warlords in the Warlord Cycle pose such a strong assassination threat intentional or was that something that just happened through the process of the warlords being created?

It was intentional. We avoided that mechanic in the core set. We knew players would still try and it would still happen, but there wasn’t a warlord that was designed to try to do it. But I think it’s an important part of the game and something players need to realize. The base game set a precedent that the game was about winning planets and using “intrigue” to move your warlord around. The Warlord Cycle threw in a new element and now the game was changed. That was really important.

Was the assassination focus of some warlords hard to balance for?

It went back and forth. Most of the warlords in that cycle went through an iteration or two. I don’t think the balance was too hard to find. I guess the hardest warlord to find a balance for was Aun’shi. Tau are newer to the setting. They don’t have quite as much background. Mechanically they are just very different in the tabletop game. In the lore they are very different. We wanted to maintain that difference in their cards because when you have a tabletop player that jumps over to the LCG, you want to make sure that difference comes across and they can recognize it.

Speaking of difference, Urien Rakarth‘s signature squad breaks the mold of four units and two events. How did that come about?

The first thing we designed about Urien was that he would have four events and two units. We wanted to push events a little harder with Dark Eldar, but in a different way. Not just giving them some more good events like they had in the core set. We wanted to trait some of their events and the Torture mechanic came out of that.

Card - Rotten Plaguebearers

Do you have a favourite card from the cycle?

Probably the Rotten Plaguebearers. It is a take on one of my old, favourite Magic cards: Prodigal Sorceror. The pinging for damage and the combo with Zarathur … it just feels great.

We have Tyranids coming soon. What was the process for developing the deluxe set? They are one of the nine factions and weren’t released in the core set. Did you involve their design alongside the core set, or did they come after?

The Great Devourer was designed completely after the core set. That was intentional. We wanted Tyranids to feel different; a faction with a unique feel. Tyranids are the most different, most weird, just funky - right after Tau. We wanted develop them in a different environment, so we waited for after the Warlord Cycle was done before we started working on Tyranids, just so we could make sure they were different.

How difficult was the fact that they can’t borrow cards from other factions?.

They have been my biggest challenge working on Conquest so far. They took a lot of work to get right. We were working on Tyranids at Gen Con last year. The core set was coming out and I was already hot and heavy on Tyranids.

Were there cards from the first cycle where you thought “I want this, but for Tyranids”?

Yeah. There was a lot of that. Tyranids are their own thing and you’ll notice versions of other faction’s cards, but in their own Tyranid’y way. Because, of course, they can’t borrow those cards at any time. So they get their own versions, they own twists and takes on those cards.

When in the design process did the Synapse unit and the double dial show up?

Early on in the process, Nate and I sat down and talked about what we felt was right for Tyranids. Nate doesn’t know much about the fluff, so one thing we’ll do in our brainstorming sessions, is Nate will ask me to talk about Tyranids for a few minutes. I’ll tell him about swarms of enemies darkening the skies and he’ll latch on to that and we’ll start brainstorming ideas that will convey that feeling of the swarm to players. If you are playing Tyranids or you are facing it across the table, you should feel like you are commanding or fighting a swarm of enemies. One of our earliest thoughts was “What do you start the game with on the board? And how does that impact play psychology”. Just the fact that you look across the board and your opponent starts with twice as much stuff as you do is a big step in feeling like I am almost being overwhelmed. That’s the big hook with them.

Did that have any effect on the cost curve of Tyranids?

A little bit. You’ll notice that Tyranid warlords start with one less card and resource because, ‘lo and behold, they start with it in play. They have a very different cost curve. A lot of littler stuff, just trying to get stuff on the board. Sometimes you’ll find yourself in the position that the command phase is not going to go well for you in the first turn. But you get a few more resources, maybe another unit or two on the board and you’ll find yourself more in control. Your opponent has failed to stem the tide of Tyranids bearing down upon them.

There was some discussion about a multiplayer format in the community. Is this something that has been considered?

It has been talked about, but I don’t know if we’ll be seeing it any time soon. That is a choice that is a bit outside of my pay grade.

What about draft?

I would love to do a Conquest draft. I hope we see, but I can’t speak to whether it might happen.

Are there any interesting observations that you’ve heard from players?

The best part for me has been having people come up to me and telling me how much they missed the 40k universe. They had played the tabletop game years ago and this was an opportunity for them to relive that part of their life and get back into in a way that was new and interesting.

What aspect or mechanic of the game are you most proud of?

There are so many that I like. I love the warlords and the sense of agency. I can pick my hero and customize my deck to make that hero shine. You get to live your fantasy of being that character. The planets. I spent two months just trying to get the planets right. Getting to name them and get art for them and having them be in my own sector that I was able to name and design. Even down to the token cards that we proxied up one night after abandoning a couple other mechanics. They just worked so well for simulating big battles and lots of little mooks dying. They are so many aspects of this game that I love that I could just talk and talk and talk.

Card - Venomthrope Polluter

At this point the squad spent a bit of time describing the spoiler for Venomthrope Polluter that was shared on this site.  You can read more about that here.

Is there anything else you can tell us about Synapse units?

There is not too much I can tell you, but one of the guiding principles of the Synapse units is that they need to capture the essence of a warlord in some aspect. They needed either to either emulate a warlord’s command presence, their battle triggering ability or their ability to take other units, which is what the Venomthrope Polluter is really about. They should feel somewhere in between a really good army unit and a warlord.

With the two warlord and the five synapses, there will be a lot of different decks just matching the different synapses to each warlord.

Ten decks right out of the box. With how much they influence your play, those decks will all play differently.

The Tactical Squad would once again like to thank Brad Andres for taking the time to sit down and talk to us.  We deeply regret that the audio was lost and wish it hadn’t taken so long to pull the transcript from the corrupted files.

Toronto Meta: 401 Games Tournament 7/19/2015

Toronto Meta: 401 Games Tournament 7/19/2015

This is the first article in what we hope will be a series about the local Warhammer 40,000: Conquest meta in Toronto, Canada. This past weekend saw the first tournament of the Summer Kit season at 401 Games, a gaming store in downtown Toronto with a huge upstairs play space. We had a strong turn-out of 17 players, which was great. But it was also the hottest day of the year and the place was packed with players for a half dozen other events. The humidity was brutal and things got a bit “fragrant” by the end of the fifth round of swiss, but we persevered.

Faction Breakdown

[gdoc key=“https://docs.google.com/spreadsheets/d/1RRCNc-PZ458PXNh-NrT4W2fKO0acMC6o93RF3srd7g0/edit?usp=sharing” chart=“Pie” chart_colors=“blue red yellow green orange” chart_legend=“none” chart_pie_slice_text=“label” chart_height=“300” chart_width=“300” chart_chart_area=“left:0,top:0,width:‘100%‘,height:‘100%’” chart_tooltip_text=“value”]

  [table width=“200” th=“0”] 5,Cato 3,Zarathur 2,Ragnar 2,Nazdreg 2,Eldorath 1,Ku’Gath 1,Baharroth 1,Shadowsun [/table] The Space Marine numbers were not surprising, but the absence of Kith was a bit of a shock.  She doesn’t have huge representation in the Toronto scene, but there are a usually one or two players bringing Khymera to the table. In the interest of time, there was no cut to an elimination round and the results after five rounds of swiss were used to determine the winner. At the end of the day, with a record of 4-1, Kevin Geurtin was crowned the victor. Top 4 Warlords [table width=“200” th=“0”] 1,Nazdreg 2,Zarathur 3,Nazdreg 4,Eldorath [/table] We asked Kevin to share some thoughts on his tournament performance:

How do you think the Ork faction, and particularly Nazdeg, fares in the current meta?

I think my success in this tournament hinged on avoiding both Eldorath and Kith. Out of the consensus tier one warlords I think Nazdreg fares very well against Space Marines. A lot of key units have four health and can survive a Cato with a Tempest Blade attack and the damage can be used to hit back at the Space Marine units. Chaos also has been seeing some love with a lot of play in the Toronto meta and some regional wins for both Zarathur and Ku’Gath. Chaos is a solid match up for Orkz, specifically Nazdreg, as the damage flying around often leads to Orkz being able to hit back hard. I would say in a Space Marine and Chaos heavy meta, Nazdreg is a solid choice.

Any matchups that you were nervous about going in?

Kith and Eldorath are both scary match ups. Kith has the swarm to be able to pick off exhausted units without allowing brutal to build up. Archon’s Terror and Klaivex Warleader are also really effective ways to deal with the larger Ork units. Eldorath is problematic because of the ability to exploit the Orkz already weak command game and Eldorath’s ability to manage bigger units. Gift of Isha and Empower are also good counters to an Ork player that gets to aggressive on a tightly contested planet. Aun’shi could also pose a problem as you no longer have shields to manage the damage on your Orkz. Kustom Field Generator great but the Orkz use of two shield cards is helpful in keeping units alive to hit back with brutal.

Ork is a faction with a number of strong supports, why did you choose the supports you did?

Having to pass on Ork Kannon and Ammo Depot hurts, but there just isn’t enough space to run everything. Tellyporta Pad is a auto include in any Ork deck in my opinion. The ability to move units to planet one after contest command is great. Furthermore, the tellyporta allows Nazdreg to command snipe and then move over to planet one. The flexibility is great. Kustom Field Generator is also a must as it allows you distribute damage, protect key units and effectively use brutal. I ran a reducer but I don’t think it is necessary, on they games I drew it early it was really effective, but you don’t want to see it late game. Mork’s Great Heap is fantastic but expensive. I think you have to run one, if you get it out it can change the game.

With your deck, what were you looking for in your opening hand?

I want to see one of Kustom Field Generator/Tellyporta Pad, Bigga is Betta, and two to three units. I don’t mind dropping two three cost units (one reduced with a Bigga is Betta) and a support.

What was your favourite moment of the day?

The Ork on Ork match in the second round against Mark Tang was a lot of fun. It was a lot of combat math and it was interesting to see two different Nazdreg builds do so well (Mark deserves credit for going 4-1 with Nazdreg as well, I think that proves that Orkz are pretty competitive).

What was your toughest matchup of the day?

My only loss came to a Zarathur deck that effectively used flamers, warpstorm and ork kannons to wear down my Ork units, while also picking battles only at key planets. He also took advantage of a stronger command presence to limit my options. I think he played a very solid Zarathur vs. Nazdreg game.

What was your biggest mistake of the day?

I held on to some bad opening hands, and it did cause me to play catch up in some games. That is something I will have to work on.

As in most Toronto tournaments, we draft from the prize kit. As the tournament winner, you had first pick. Did you go for the playmat or Zarathur?

I had to take that sweet Zarathur alt art. Can’t wait to get to use it soon!

Kevin also shared his winning decklist with us:

Nazdreg (52)

[table width=“250px”] Army (30)[attr colspan=“2”] 4x,Nazdreg’s Flash Gits 2x,Bad Doc 2x,Crushface 3x,Enraged Ork 3x,Evil Sunz Warbiker 3x,Mekaniak Repair Krew 2x,Rogue Trader 3x,Shoota Mob 3x,Snake Bite Thug 2x,Void Pirate 3x,Weirdboy Maniak [/table] [table width=“250px”] Attachment (4)[attr colspan=“2”] 1x,Cybork Body 3x,Promotion [/table]

[table width=“250px”] Event (11)[attr colspan=“2”] 2x,Bigga is Betta 2x,Battle Cry 2x,Dakka Dakka Dakka! 2x,Squiggify 3x,Suppressive Fire [/table] [table width=“250px”] Support (7)[attr colspan=“2”] 1x,Kraktoof Hall 1x,Bigtoof Banna 2x,Kustom Field Generator 1x,Mork’s Great Heap 2x,Tellyporta Pad [/table]

401 Games offers a Sunday FFG stream on their Twitch channel - other weeks offer Netrunner, Star Wars X-Wing or Star Wars Armada - and we were able to stream a match from each round. Unfortunately the mic was not working and we didn’t notice until the fifth round, which we’ve embedded below.

https://www.youtube.com/watch?v=Oqkif1r-J10

You can review any of the recorded matches on Youtube. Round 1 (Cato vs. Ku’Gath) Rounds 2 (Nazdreg vs. Nazdreg) & 3 (Nazdreg vs. Cato) Round 4 (Nazdreg vs. Ku’gath) Round 5 (Eldorath vs. Ragnar) Please let us know in the comments below if you’d like to see more tournament reports like this or if you have any suggestions on how we can improve them.

Upcoming events in the Toronto Meta:

Summer Kit - August 9th, 2015 - 401 Games, Toronto Summer Kit - August 15th, 2015 - Legends Warehouse, Woodbridge Summer Kit - August 22nd, 2015 - Face to Face Games, Toronto Canadian Nationals - September 4th, 2015 - Fan Expo Canada, Toronto Summer Kit - September 13th, 2015 - 401 Games, Toronto

Episode 8: Descendants of Isha

Episode 8: Descendants of Isha

It is two warlords for the price of one in our review of Descendents of Isha, the sixth and final War Pack from the Warlord Cycle.  Baharroth is the new Eldar warlord and our hosts try to decide whether his Mobile keyword is enough to make up for what feels like a lackluster signature squad. On the other hand, Urien Rakarth flips expectations on their heads with only two units in his signature squad.  The team is skeptical about whether he will dethrone Packmaster Kith as the reigning champion in Dark Eldar players’ hearts.  This episode is MAMMOTH in length!

00:00
00:00
Download file | Play in new window | Duration: 1:52:30