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Warhammer 40,000: Conquest» Forums » Strategy

Subject: A collection of 28 casual decks from a complete set rss

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Maik Hennebach
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The third of my deck collections for defunct LCGs - and as long as FFG don't stop with Netrunner, probably the last one for a while. As with the other two (for Warhammer Invasion and Call of Cthulhu), the best thing is probably that you can build them all at once from a full playset (3x Core Set, 1x each expansion), without any need for proxies or switching cards from one deck to another between plays.

Since I only got into Conquest after it was discontinued, I went into building these decks without any prior experience apart from a couple of games with a single Core Set. The nifty signature cards for each Warlord and the limited card pool (just three cycles and two deluxe expansions) did, however, make a lot of the decks build themselves, more or less. Apart from my usual guiding principles - three copies of cheap units for coherence, only singles for (most) unique cards to make them feel more special - I refrained from mixing factions unless the Warlord really called for it. Apart from making my task considerably easier, this strengthens the deck themes and leaves some wiggle room to strengthen decks that turn out to be too weak in play. This might make the Tyranid decks a bit too strong, because their deck-building penalty is shared by most of the other decks I built.

Speaking of balance, I was very sceptical due to my lack of experience, but the games so far, with trial runs for each of the 28 decks, were mostly fine - there are some obvious rock-paper-scissors situations, like indirect damage decks against Nazdreg, but even those did not feel like foregone conclusions. More importantly, they were a lot of fun, which is the main reason why I'm putting this out now instead of spending more time to test them out.

Nevertheless, this is pretty much a work in progress, and so I'd like to hear about play experiences, and would definitely welcome input from more skilled players, especially if I missed some deck archetypes that they consider fun to play.

The decks can be found at cardgamedb.com, but I've also created a text file with all the decks. Links to the individual decks are below, along with a few words about each deck.

Chaos

Khorne Heavy on units, as befits the God of War, and with the Murder Cogitators to get some more units into your hand.

Tzeentch Big on Events, unsurprisingly. The Seers of Deceit give you some more cards to play with, and Defense Batteries make for a nice combo with your Warlord.

Slaanesh Several ways to bring some Cultist token units to the field, including your Warlord. And other ways to use the new recruits, which will help in summoning the Elite Daemons.

Nurgle Apart from rather straightforward choices for Nurgle units and events, this relies on Umbral Preachers to keep the enemy in the plague pits and Rogue Traders and Promethium Mines for a much-needed economy shot in the arm.

Dark Eldar

Salaine Morn Reavers More than enough units to benefit from the Warlord ability, so the deck-building choices here were more what to leave out. Holding cell as the single exception seemed a nice thematic fit for a gang of slaver pirates.

Urien Torture Urien certainly steers a deck into a very fixed direction. The real choices in building this were for the units, where I tried to go for aggression and command icons to fuel your draw.

Kith Khymeras Apart from flooding the board with nasty token beasties, I've tried to include the Hunting Grounds. Due to a lack of Creatures, they won't always work, but the Clawed Fiends should make it fun if they do.

Eldar

Eldorath Spirits Apart from doubling down on the exhaustion ability of the Warlord, big Spirit units are kind of a theme here. Given the cost of most units, you'll be glad about every Bonesinger Choir you see.

Taleysin Saim-Hann Alliance The obvious deck core of Warriors and Psykers is spiced up with some Saim-Hann vehicles to give the Warlord a home team. Events are mostly of a mystical bent to fit with the many Psykers.

Baharroth Wings Floats like a butterfly, but mostly stings like one, too. Banshee Power Swords and Empower are included for a bit more oomph, but mostly you'll have to rely on finding your enemy's weak spots.

Tau

Starblaze Auxiliaries Apart from the large Imperial contingent - mostly army units you'd be happy to have at your Warlord's side - I've tried to stick to an auxiliary theme for the Tau units, too. Given how much fun this deck was to built, I'm pleasantly surprised that it also feels alright when playing it.

Shadowsun Pilots Big Elite Pilots and stuff to augment them, with a lot of fun combinations of attachments and units to explore. Putting Repulsor Impact Fields on Fire Warrior Elites (who are, curiously enough, not Elite units) is the most obvious and possibly the most powerful one.

Aun'Shi Ethereals The Guerilla moves of the Warlord and a couple of other units are balanced by Recon Drones to keep some cheap command on the board and emphasized by many Ranged units, possibly with Ion Rifles, to make assassination a viable win condition.

Space Marines

Mavros Dark Angels With every Black Templar card in the pool in the deck, there is still a lot of space left, and Dark Angels seemed a nice complement, especially regarding the bolstering of Elite units by the Techmarine Aspirants. Once I went down that road, the Iron Hands Centurions and a couple of Backlashes rounded out thing nicely.

Sicarius Ultramarines The only chapter that has almost enough cards to build a complete deck - I'm especially proud that the event cards also feature Ultramarines - still needs a bit of help, and I picked Salamanders for a fire and water vibe. Apart from that, this plays pretty straightforward. Go in, kill, profit.

Blackmane's Hunt The Warlord ability is geared so clearly towards killing his opposite rather than collecting silly planet symbols that I did not fool around with it. White Scars Bikers are a very obvious sidekick, and apart from them some Blood Angels swell the ranks of the hunters.

Astra Militarum

Maksim Tanks Tanks, Vostroyans, Enginseers and a couple of Supports for the Warlord ability - another deck that mostly built itself from what was left of the Imperial car park after completing some other decks. Infantry Conscripts were a must include with 11 support cards.

Straken Marines Orkish Warriors were already booked elsewhere, so Straken is bolstered by a number of Marine Soldiers. The only of these decks that makes serious use of Deep Strike units, with a possibly surprising Warlord assassination angle due to the Honorifica Imperialis attachments.

Torquemada Involunteers Cheap conscripts with off-the shelf Lasguns are the driving force of this deck, but with a bit of setup, it can have some nice tricks for Ranged combat.

Orks

Zogwort Snotlings With short-lived Snotling Hordes pushed by a Battle Cry, you don't want to fight many battles, but only decisive ones. Apart from several indirect damage tricks, there are also some sensible units like Goff Boys to provide a bit of a stable backbone to your Warlord's craziness.

Gorzod Kar Park This one also includes +3 Raven Guard Speeders. This is probably still not enough to really fuel the Warlord ability, but there were not a lot of available Vehicles left when I built this deck. Anyway, it allows you to include a lot of the Goes Fasta units, and ties into the ramshackle Mad Max theme.

Nazdreg Brutality A bit less straightforward of a deck than the Warlord suggests. I've tried to tone down on units that are already Brutal to maximize Nazdreg's ability, and there's a good deal of events to do more than just go in and bash things. On the other hand, three of those events are Rok Bombardment, so who am I kiddin ...

Tyranids

Genestealers Mostly what it says on the label, but apart from most available Genestealer cards, there is also lots of stuff to infest planets and some cards that profit from it. Note that the Warlord ability also extends to attachments, which can make for fun surprises.

One-Eyed Elite A lot of big hitters with nice Biomorph gear to accompany Old One-Eye, some Regeneration to keep them in play and Invasion Sites to make it less harsh when they die anyway.

The Swarmlord After including all Hive Mind cards and everything that either creates Termagants or uses them up, there's not a lot of maneuvering room left. Consumption and Biomass Sacrifice seemed useful and thematically appropriate, so this was another deck that mostly built itself.

Necrons

Anrakyr Necromancy Mostly a pure Necron deck, with a sprinkling of Eldar units that push your discard abilities. It is hard to gauge the power of this deck, because it can get so ridiculous once there are enough units in the discard.

Sautekh Melting Pot Probably a rather typical Nahumekh rainbow deck, with a secondary Drone theme. This makes the Earth Caste Technicians a good deal more useful than they'd be otherwise.

Szeras Warriors All the Necron reanimation stuff you could want, accompanied by some Ork Warriors who don't mind a little pain. The Defensive Protocols are mostly in there to mask the Risen Warriors, but I'm not sure whether the deck needs all three of them.
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Dan Van Kampen
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I've been working towards doing this very thing - thanks for sharing! I'm very curious what people's feedback might be.

One quick question:
How many of each set did you have when building?
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Maik Hennebach
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Sorry, should have cleared up in the description: the decks are built from a full playset, so 3x Core Set and 1x every expansion. I've also added this above, in case people don't go down here .

Iron Prime wrote:
I've been working towards doing this very thing - thanks for sharing! I'm very curious what people's feedback might be.

One quick question:
How many of each set did you have when building?
 
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Louis Vignola
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Why no decks with Epistolary Vezuel or Jain Zar?
 
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Maik Hennebach
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Four decks really stretch the available cards for a faction, and these two Warlords (plus Broderick Worr) were the ones left out. Chaos is the only exception because I wanted a deck for each god, and this might have left them a little bit weaker than the other decks.

Regarding why I left out these specific Warlords: Canceling events (Jain Zar) is very strong down against some decks and meaningless against others, so it was not a good fit for what I tried to do. And Deep Strike (Vezuel) is something that I wanted as a surprise sprinkled over a couple of decks instead of as a central deck core.

vhaeraun666 wrote:
Why no decks with Epistolary Vezuel or Jain Zar?
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Louis Vignola
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Is it possible to have your list in an Excel format?
 
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Maik Hennebach
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The text file (found here: WH40K Conquest list of 28 decks) is easily copied into an Excel file.

vhaeraun666 wrote:
Is it possible to have your list in an Excel format?
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Hey there. First of all, thanks for these!

Now, since there isn't a maximum deck size limit, do you think If I were to change the decks to take all 3 copies of a card (removing the odd card that is in more than 1 deck and joining it with the other deck) would change the balance greatly?
 
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Maik Hennebach
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Generally, probably not. In most cases this will increase the ratio of events/support compared to units, which might make some decks a bit unwieldy. Do you intend this to make them easier to play for new players?

kalrath wrote:
Hey there. First of all, thanks for these!

Now, since there isn't a maximum deck size limit, do you think If I were to change the decks to take all 3 copies of a card (removing the odd card that is in more than 1 deck and joining it with the other deck) would change the balance greatly?
 
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My ocd is nagging me to not leave cards behind... Yeah, I know...

I'm going to use these for complete casual play, playing agains my brother or take them for a spin at the local boardgame night, that sort of thing.

What decks could prove problematic?
 
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Maik Hennebach
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I don't have a clear idea, mostly because I'm not all that sure about the balance of the unmodified decks

One example, however, would be the One-Eyed Elite deck - putting three copies of all attachments, events and supports in there would probably leave you with too few units in the mix. In any case, let me know how it goes; I'm really looking forward to hearing how these decks play for others.

kalrath wrote:
What decks could prove problematic?
 
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Drew Thomson
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I would be interested in a similar list of casual decks drawing from everything except the third cycle.

Anyone know if there is such a list?
 
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Dan Van Kampen
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Has anyone conducted any playtesting of these that could post here? I bookmarked this a while back and also printed the decklists. But life has been busy and I wasn't able to get very far. I'm gearing up finish this and (hopefully) play somewhat regularly and I'm wondering if there is anything I need to change or be wary of...

Thanks!
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Maik Hennebach
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I've played all of them at least twice by now, and there's nothing dramatically off, as far as I can tell. The Chaos decks are a bit weakish, possibly - the card pool is still a bit too small to really allow for a decent deck for each god. And even then, a lot of their losses were very close-fought matches, so it's not like they are hopelessly underpowered.

Iron Prime wrote:
Has anyone conducted any playtesting of these that could post here? I bookmarked this a while back and also printed the decklists. But life has been busy and I wasn't able to get very far. I'm gearing up finish this and (hopefully) play somewhat regularly and I'm wondering if there is anything I need to change or be wary of...

Thanks!
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Ryan D

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Just a quick FYI:

I own all the WH40K cards except for the last cycle, and the three decks "Baharroth Wings", "Blackmane's Hunt", and "Genestealers" don't use any cards from the last cycle!
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Dan Van Kampen
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Thanks!
 
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