Warhammer 40,000: Warpforge

Warhammer 40,000: Warpforge

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November Balance Update (Really only matters to UM)
Let's talk about this, because I'm still yet to put out my new player guide or meta report (because I'm lazy) This first bit is all copy pasted from the warpforge website, which i wouldn't normally do, but it's late right now and this is a pretty sizable patch. I'm not going to be including the really small changes like if the devs buff or nerf a units attack or cost by 1, because I respect other people's time.

-Captain Sicarius: Now has a passive: ‘Has Invulnerable during your turn’.
Greatest Deeds: Cost reduced from 3 to 2 and change description to: ‘Ephemeral. Give Vanguard and heal 5 to a friendly troop’.

-Armoured Support: Description changed to: ‘Choose an Ultramarines Vehicle and put it in your hand. It costs 1 less’ (instead of 2 less).

-Angels of Death: Increase cost from 6 to 7.

-Avenging Zeal: Description changed to: ‘Give +2 Melee and +2 Ranged Attack to all your units in play and in hand’ (instead of just in play).

-Thunderstorm (Offence): Change description to ‘When a player earns a Skull, their opponent gains 1 Energy’

Sautekh Dynasty
-Technomancer: No longer has Remnant trait.

-Vargard Obyron: Increase Ranged attack from 3 to 5.

-Particle Whip: Lower cost from 8 to 6.

-Curse of the Phaeron: Description changed to: ‘Give Vulnerable 3 to all enemy troops’ (instead of Vulnerable 4).

-Earthquake (Offence): Change description to ‘When a player earns a Skull, Stun one random troop from each player’.

-Solar Storm (Offence): Change description to ‘At the end of each player’s turn, if they have unspent energy, deal 1 damage to a random enemy’.

Black Legion
=Diabolic Strength: Description changed to: ‘Ephemeral. Give +1 Melee Attack this turn and heal 1 to all friendly units’ (instead of just +1 Melee).

-Iskandar Khayon: Description changed to: ‘Artifice: Create a random Black Legion Stratagem in your hand. It costs 1 less’.

-Hellfire Outburst (Offence): Change description to ‘When a player earns a Skull, deal 4 damage to one random unit from each player’.


So as I said in the title the main focus of this patch is on buffing Ultramarines. Armoured support is still going to be good on Ultramarines vehicle decks, which I'd still recommend as the optimal deck to run ,and I don't know if this was an oversight on-part of the devs, but angels of death didn't move up to a 7 cost. Meanwhile Sicarius is looking a lot nicer than he was previously, now you don't have to spend energy to give him invulnerable, and although you can no longer give it to any troop you'd like, I think the new talent compensates for that loss. Avenging Zeal gets a massive ,and I do mean massive buff to effect the cards in your hand as well, which has some really funny meme potential.

Meanwhile, Necrons get one big nerf, then another which probably won't do much, and crazily enough THEY GET BUFFED. Now I don't think Necrons are the biggest problem in this game, I think most of the other people who were in the early demos would agree that Aeldari are a bit stronger, and that Black Legion was just below them if not on level, but this still comes as a shock to me after how many people have been giving negative feedback that they're overpowered. The buff on particle whip is really quite big (talent for monolith, deals 8 damage with blast 3), and I think the buff on Obyron's ranged attack is going to make him a lot more annoying to deal with as well. In regards to curse of the phaeron, I don't think the nerf will make a difference, because vulnerable 3 is only slightly less broken than vulnerable 4. If your opponent has a hexmark down that'll still be 4 damage on all their troops. While the nerf to technomancer might not seem big I actually think it's huge, as technomancer is a backbone unit for crons to get their remnants back up and running.

I don't really have anything to say about diabolic strength other than that it seems really good now. Finally I don't think the buff to Khayon is enough to bring him up to par with most other legendaries, and make him feel like a viable option. Right now he sort of feels like the legendary librarian for UM but less energy efficient.

You may notice I've left out commentary on the new offence card changes, and that's because I don't think I have the jurisdiction to comment on those, as I only have one as of right now. The most I could say is that I don't know how much of an impact they'll have if you're only getting two skulls in match every match, and solar storm looks fine.

As always, thoughts?
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Showing 1-3 of 3 comments
madracc00n Nov 3, 2023 @ 9:25am 
Obyron and monoloith are useless if u face anyone with reasonable deck.
Lmao who cares about Obyron and Monolith? They're both just 9/10 mana --> skip turn, any target removal/target damage/flank units can deal with them. This cards really needs buffs, but not the kind they get, they need to do at least something on their turn to be worth. Give Obyron some kind of "Rally: Your warlord gets 2 armor until next turn", give Monolith some kind of Hearhstone Deathwish, for example make him summon 2-3 Necron Warriors after death. What's really need buff about necrons its Hyperlogical Stategist/Implacable Conqueror/Immortal Pride. They're just garbage, nothing more.






(And nerf UM, thx)
Last edited by Mysterious Stranger; Nov 4, 2023 @ 5:33am
SonofProsperoXV Nov 4, 2023 @ 11:35pm 
Originally posted by Debooster:
Lmao who cares about Obyron and Monolith? They're both just 9/10 mana --> skip turn, any target removal/target damage/flank units can deal with them. This cards really needs buffs, but not the kind they get, they need to do at least something on their turn to be worth. Give Obyron some kind of "Rally: Your warlord gets 2 armor until next turn", give Monolith some kind of Hearhstone Deathwish, for example make him summon 2-3 Necron Warriors after death. What's really need buff about necrons its Hyperlogical Stategist/Implacable Conqueror/Immortal Pride. They're just garbage, nothing more.






(And nerf UM, thx)
Yeah, I see what you mean those buffs won't make a big difference in the meta, but I disagree that the two cards are bad. The only "nice" way to remove them is with hard removal cards. Only 1 faction (UM) has a consistent hard removal, two factions (Eldar and Nids) have no hard removal. Unless you have multiple flank troops and troops already on board you won't be able to kill either, because of their armor, and if you do, it'll likely cost all your energy, so you'll still be on the back-foot next turn. Also giving Obyron a buff to give your warlord armor 2 would be entirely against the point of the card, because enemies can't attack your warlord when Obyron is out. The only thing it would protect the warlord from are direct damage stratagems, which I find are pretty sparse.
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Showing 1-3 of 3 comments
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Date Posted: Nov 2, 2023 @ 7:25pm
Posts: 3