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Warhammer 40,000: Conquest» Forums » Strategy

Subject: 2 x Core + GD + LD decks, which neutrals? rss

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Santi Velasco
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I have 2 cores plus the Tyranid and Necron expansions. For now tyranids and necrons are still in the box, they seem to add a few twists to the rules so I want to get a good grasp of the basic gameplay first.

What I have done is put together all races' cards from all sets (up to 3 of each of course) which, adding the warlord retinue cards makes seven 57-card decks. I'd like to splash some of the neutrals into the decks, and as I have no experience with the game, I'd like you guys to help me with that.

Which neutral cards (remember, Core + GD + LD) would you add to round out each deck? I was thinking of maybe add 3 cards each up to 60 cards total.
 
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Michael Schwarz
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Granted, it's been awhile since I looked at the cores closely, but I could have sworn there were only enough cards to have 49 card decks.

You're remembering that you can only use one copy of each eight signature cards per deck?

Incidentally, 2 core sets will give you an extra copy of 14 cards. All of them are common, and can be used in an ally's deck. So you could just pick a direction on the wheel and then stick one copy of each in your deck to bring it up to 50+1 (which is the tourniment legal minimum decksize). Or, simply ignore the 3 per deck limit and include the fourth copy of those two cards for your faction.

I'd hold off on using non-core cards with the starter decks while you learn each race, since they can fundamentally alter the game (especially STC Fragment), and each race does play quite differently.
 
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Santi Velasco
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StarkeRealm wrote:
You're remembering that you can only use one copy of each eight signature cards per deck? [...] I'd hold off on using non-core cards with the starter decks while you learn each race, since they can fundamentally alter the game (especially STC Fragment), and each race does play quite differently.


Yes I add just 1 signature card set to each deck. I did add the GD and LD cards to their respective decks, like the deathguard hero and the ravenwing escort to the SM for instance, that's 9 cards for each deck making them 57 cards each. You think I'd better remove them for now?
 
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Michael Schwarz
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srcabeza wrote:
StarkeRealm wrote:
You're remembering that you can only use one copy of each eight signature cards per deck? [...] I'd hold off on using non-core cards with the starter decks while you learn each race, since they can fundamentally alter the game (especially STC Fragment), and each race does play quite differently.


Yes I add just 1 signature card set to each deck. I did add the GD and LD cards to their respective decks, like the deathguard hero and the ravenwing escort to the SM for instance, that's 9 cards for each deck making them 57 cards each. You think I'd better remove them for now?


Yeah, probably. I didn't consider that you were using those, so that's where the inflated number comes from, mybad.

Minimum deck size in Conquest is 50+1 (50+2 for Tyranids). So you don't need to include them to get up to a full sized deck.
 
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Santi Velasco
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Okay well, if I'm just using the core set cards, all decks are 48 cards each, so they're still 2 cards short of being legal. Any suggestion as to which neutral cards might go into each deck?
 
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Michael Schwarz
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If you're rotating them around, a copy of Void Pirate and Rogue Trader would work. You should have four of those, one of each should cover four decks.

If you're wanting to have all seven decks built at once, you should have a fourth copy of 14 common cards, two from each faction. You can stick those in an "adjacent" deck, or opt to ignore the normal deck restrictions and include those in their respective decks, bringing the total to 50. (Or just run with a 48 card deck. You're not going to be taking these decks to tournaments after all, and they will be on an even playing field with each other, which is the main reason for deck building restrictions.)

The important thing is just to get a general feel for how each faction plays. Since, they are significantly different from one another.
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Santi Velasco
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THanks a lot. So I reckon Void Pirate and Rogue Trader are the stronger neutral cards, right? as I don't have enough copies of them and I'd like to have the decks ready to use, I did random pairs of either VP or RT and another random neutral card from the core set.

Speaking of which, how do they exactly work? they say +1 resource/card, but no info about how/when they activate.
 
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Abdiel Xordium
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srcabeza wrote:
Speaking of which, how do they exactly work? they say +1 resource/card, but no info about how/when they activate.

See page 12 of the Rules Reference Guide.

Basically they add to the rewards when you win a command struggle at a planet.
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Michael Schwarz
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Yeah, the extra resource and card draw effects on units were baked into the game rules. Which is kinda odd, in retrospect, given how sporadically the mechanic was used.
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