The Tactical Squad

Episode 35 - The Penultimate is Mightier

In this episode of the Tactical Squad: Alex, John and Travis review the final War Pack of the Deathworld cycle, The Warp Unleashed.  This was recorded at the end of October before Worlds, but unfortunately we had some delays with production. We are still going to record one final episode in the coming weeks looking back at the game we all love.  We’d love to hear from our listeners as well.  Send us submissions that we can read on the podcast or short audio clips that we can include in our final episode and share your favourite memories of Warhammer 40,000: Conquest.  Either way, you can reach us at thetacsquad@gmail.com

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Episode 34 - The Pen is Ultimate

Episode 34 - The Pen is Ultimate

In this episode of the Tactical Squad: Jon and Travis talk about the Canadian National Championship, the official announcement of the end of Conquest and review the cards from the fifth War Pack of the Deathworld cycle, Against the Great Enemy.   Speaking of the Canadian Nationals, members of The Tactical Squad provided commentary for the livestream of Warhammer 40,000: Conquest Top 8 on vttvlive.provick.ca.  You can check out those matches now on YouTube or check out the results here.

The plan for the podcast is to record two more episodes.  One will be before Worlds in November and we are planning one final farewell episode when we return from Minnesota. As we mentioned in the episode, for our final podcast we will be sharing memories of the game we love and the podcast and we’d love to hear from our listeners as well.  Send us submissions that we can read on the podcast or short audio clips that we can include in our final episode.  Either way, you can reach us at thetacsquad@gmail.com

https://tacsquad.provick.ca
https://www.patreon.com/tacticalsquad
https://twitter.com/tacsquad
https://www.facebook.com/tacsquad
thetacsquad@gmail.com

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Episode 33 - The Truth Hurts

Episode 33 - The Truth Hurts

In this episode of the Tactical Squad: Jon, Victor and Travis review the Searching For Truth War Pack, discuss the Squad’s exclusive spoilers for upcoming Chaos cards, and talk about our plans for Canadian Nationals, happening September 9th through 11th in Toronto. Speaking of Canadian Nationals, tickets are still available.  The Warhammer 40,000: Conquest event starts at 11am on Friday, September 9, 2016 at the Holiday Inn Yorkdale in Toronto, Canada.  All of the Fantasy Flight Games competitive games will have their Canadian Championships taking place over the weekend, so if you are also a fan of X-Wing, Android: Netrunner, Imperial Assault, A Game of Thrones LCG, Star Wars Armada or the Star Wars LCG, check out the full schedule.  The Tactical Squad will not be competing this year because we are all volunteering to make this the best Canadian Nationals event possible. Victor and Travis will be officially launching a new venture alongside the event, offering full streaming coverage of multiple events.  This is an extension of our monthly 401 Games livestreams as we try to create a new home for live competitive FFG content online.  We’ll be bringing something from every event, including the entirety of the Conquest Top 8 on Friday evening starting at 5:30pm.  You can check out the full streaming schedule for the weekend over on our new site, VTTV.live.   https://tacsquad.provick.ca

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Chaos Spoilers From Against the Great Enemy

Chaos Spoilers From Against the Great Enemy

The 5th War Pack in the Deathworld cycle, Against The Enemy, should be hitting store shelves pretty soon. As the final pack in the cycle will contain the Chaos warlord Vha’shaelhur, Against The Enemy will be the last pack in the cycle with non-signature cards from the Chaos faction. Fantasy Flight Games was kind enough to give us an early preview of the three Chaos cards in the pack and they offer a little something for ever flavor of Chaos! The first card is the Purveyor of Hubris, a 4 cost army unit.

purveyor-of-hubris

The four cost army unit slot is in an interesting place right now when the game’s focus is on elite units. This cycle has seen a huge shift towards cards that empower Elite units, making them easier to get into play, protect them while in play and punish non-elite units. A four cost army unit must have some pretty good stats and abilities to be played instead of an elite unit. Maybe it’s just his sweet whispers but, I think the Purveyor of Hubris stats and abilities are good enough to warrant a place in a deck. The 2 command, 3 ATK and 4 HP are on par for a four cost unit and the ability, even though it can’t lock down a planet single-handedly, the purveyor can definitely help keep some support units away from the battle. Also if it happens to be at a non first planet, it is very unlikely to have your opponent try and take command away from it due to the cost penalty. Definitely might see some play depending on the meta and how prominent the elite decks are. One interesting trait about Purveyor of Hubris is that like [whc]Slaanesh’s Temptation[/whc] we’ve seen at least two Slaanesh cards now which are designed to tax an opponent’s unit deployment. While Slaanesh might be the prince of desire, he’s all about denial: because we all know that we want what we can’t have. In this case it’s little units, those sexy little things…   The second unit from the pack is the Sickening Hellbrute, an Elite Nurgle unit with a beefy health stat and a novel ability that really amps up the pain and suffering.

sickening-helbrute

Although Sickening Hellbrute has a pretty low ATK stat, the fact it has Brutal will mean it can definitely dish out what it can take. The interesting part of this unit is its ability, which affects both players and is a forced reaction. Having every unit take an extra damage when it’s attacked at a battle is definitely going to benefit players who are ready to do the math, with both players subject to the Hellbrute’s ability when their unit is declared as a defender. One consideration would be playing it with [whc]Zarathur, High Sorcerer[/whc] who would deal 2 damage when a unit is declared as a defender. This would also mean Zarathur taking an extra damage when he is attacked making it easier to assassinate that tricky wizard, something which is already a problem for Zarathur players. This unit might also be decent in a Necron deck as Necrons have the cards to mitigate some of the extra damage, plus they are able to take the Techmarine Aspirant can allow the unit to take advantage of the Brutal trait much faster. Some synergies for this card include the new Disciple of Excess to keep him put, and because the Sickening Hellbrute has the Nurgle trait his planet can be a target of Fetid Haze which can makes him even more fearsome against fewer, or already damaged units.   The final card, Cloud of Flies is an attachment with a pretty simple damage dealing ability that can only be granted to army units with the Nurgle trait.

cloud-of-flies

Similar to the Hellbrute, this card ability affects both players forcing them to assign 2 indirect damage among their units; similar to Fetid Haze, the cloud can only target non-nurgle units, so this ability generally favors Chaos players. Cloud of Flies seems like an especially terrifying ability if more than one copy enters play at a single planet, since it triggers every round. Two of these on a planet can easily lead to eight or six indirect damage over two turns if their #blessed units remain in play. However, this card might have some drawbacks: even if you play mostly N_urgle_ units or run big health units that can easily brush off the damage,  so this card may not offer a lot of value. Like a lot of Nurgle cards this is going to reward players who are doing the math, or you play all N_urgle_ units and you come out two damage ahead. In both cases I think there are too many things to take into consideration to make this worth the costs when there are so many other better chaos attachments to play. The Tactical Squad would like thank FFG for allowing us to share these early spoilers with the community. Feel free to comment and let us know what you think of these cards and whether they will find their way into your decks.

Episode 30 - I'm a Brad, Brad Man!

In this episode of the Tactical Squad, Jon and Liz interview Warhammer 40,000: Conquest lead designer, Brad Andres.  We take a look back at Planetfall and Legions of Death and a look forward at what’s to come in the Death World cycle.

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thetacsquad@gmail.com If you are reading this Sunday morning, July 10, join us on our Game Night Kit tournament livestream at 1pm EDT here: https://www.twitch.tv/401games.  With the Canada Post strike looming, I don’t think we’ll be giving out prizes this week, but we’ll be hanging out in chat.

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The Lore Librarium: Death Worlds

The Lore Librarium: Death Worlds

In the 40k universe, the average human lives a pretty harsh life. Between the constant threats from alien races and the fact that most worlds are harsh, industrial crypts that are over populated, death is always lurking in the shadows. However, on some planets the dangers are closer to home; literally right outside the front door. On these planets the natural environment is so dangerous that human settlement on a planet-wide scale is almost impossible. These are known in the Imperium as Death Worlds.

Death_World

Most death worlds fall into two categories. The first being where the majority of the landscape is covered in carnivorous plants and animals that are large enough to prey on humans. The second are wastelands made up of volcanic landscapes, toxic atmospheres, terrible ion storms or, in some cases, a combination of all three. It is noted by Imperial Scholars that many of the deadly creatures found on these death worlds have similar traits to creatures found in Tyranid swarms. Based on these observations, there are many in the Imperium that believe these planets were once “harvested” by the Tyranids.  The creatures are what is left behind once the greater hive fleet has moved on. Being separated from the Hive Mind, these creatures revert to a feral state.

maxresdefault

Because of the above dangers, human settlement on a planet-wide scale is rarely attempted and most of these planets are left alone. However, some of these planets have significant value to the Imperium, either through strategic placement or valuable resources. In these cases, humans do try to carve out an harsh existence on those worlds. The humans who live in these settlements must be particularly hardy  to survive.  Their lives are a a series of regimented tasks, with each individual being a cog in a machine designed to keep the entire group going. No effort or action is wasted and each individual recognizes that duty to the group is greater than individual need. These traits tend to mean the humans from these settlements make great additions to the combat forces of the Astra Militarium and are some of the fiercest fighters. Catachan Warriors and the soldiers that make up the Death Korps Of Kreig are two prominent examples. In their minds, the humans on theses planets sacrifice for the betterment of all of the Imperium. Their sense of duty and sacrifice is fundamental to part they play in keeping the great machine of the Imperium working. I hope you have enjoyed this article from the Lore Librarium. In the next installment we will again delve deeper into some of the lore found in the Unforgiven warpack.

Deck Club: Big and Nasty

In the second article in our Deck Club series, we take a look at one of the new wave of Elite heavy decks and talk about how it is matching up against the meta. Travis Provick: Ok, the real reason we are writing this article is because of your “Old One Eye” deck.  I know we have more Elite tools - starting in Legions of Death - but I think you said this deck is now 15-0.  And that includes a Game Night Kit win. Victor Naqvi:  That’s right.

”Old One Eye” - The Unsquashable

“Old One Eye” (50 cards)

[table width=“250px”] Army (27)[attr colspan=“2”] 4x Lurking Hormagaunt 2x Ravenous Haruspex 3x Ripper Swarm 3x Scything Hormagaunts 3x Striking Ravener 3x Termagant Sentry 3x Toxic Venomthrope 3x Volatile Pyrovore 3x Ymgarl Genestealer [/table] [table width=“250px”] Support (3)[attr colspan=“2”] 1x Awakening Cavern 2x STC Fragment [/table]

[table width=“250px”] Attachment (9)[attr colspan=“2”] 1x Great Scything Talons 3x Heavy Venom Cannon 2x Regeneration 3x Ymgarl Factor[/table] [table width=“250px”] Event (11)[attr colspan=“2”] 3x Backlash 2x Biomass Sacrifice 3x Dark Cunning 2x Ferocious Strength 1x No Mercy [/table] [table width=“250px”] Synapse (1)[attr colspan=“2”] 1x Stalking Lictor [/table]

TP: So, are there any secrets to playing this deck? VN: Despite the big units, this is not a rush or bully deck. By all means, if planet 1 is Plannum (or Carnath with Plannum on the flop) and you have an Elite and some tricks, go for it. But generally you just want to take as much command as you can in the first turn to set yourself up well for the rest of the game. And often Old One Eye and a Volatile Pyrovore is enough to take planet 1 - unless your opponent is willing to use a lot of shield cards or other tools in opposition. TP: And then the big guns come out? VN: You want to get a Striking Ravener out with some supporting attachments. Save the Ymgarl Factor for him. With a few extra resources, the Ravener can take out a whole planet on its own. And with the ability to buff health as well, your opponent isn’t likely to be able to kill it, at least not so that it dies in the combat phase. Don’t forget that the Ymgarl Factor buff lasts until the end of the phase, so the extra ATK and HP can be used in multiple battles if you have a way to move it. TP: Oh, I’m well aware of that. *sigh* VN: The Ravenous Haruspex is often the Elite of last resort, but if you see the opportunity to earn a big pay day with him, don’t hesitate to take it. Basically win as much command as you can early and then star the Elite train. TP: There are also opportunities that your opponent might not be aware of. Ferocious Strength works on synapses, so in a pinch even your Stalking Lictor can wreck some face. You are still undefeated with this deck. What decks do you think are going to beat it? VN: Space Marines and Indomitable could be a challenge, as it can disrupt the multiple swings from the Ravener. Hopefully Dark Cunning or Awakening Cavern can get it going again, but that isn’t always possible. Heavy control/command Eldorath Starbane can be a problem with his strong command game choking you of the resources you need and Nullify shutting down your usual Backlash response to tricks targeting your Elites.


We’d love to hear from our readers in the comments.  If you find any success - of failure - with Victor’s deck, let us know.  If you have your own great deck that you want to share with the world or have a deckbuilding trend that you’d like us to talk about in a future article, please drop us a line.

Episode 29 - Welcome to the Jungle

Episode 29 - Welcome to the Jungle

In this episode Travis and Victor review Jungles of Nectavus, bring you two new Eldar Spoilers from the upcoming Unforgiven War Pack, and talk about Elites.

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