If you’ve played Combat Cards, one thing you might have noticed is that we’ve deviated from tabletop Warhammer 40,000 in letting you take mixed faction decks. What I mean by that is the game will cheerfully let you take a Chaos Warlord with a mix of Necron, Space Marine and Ork bodyguards in a single deck.
It’s true that the current 8th edition of 40K allows you to mix the ‘factions’ you include in your army to a degree, but even if the rules allow it, I’m not sure how many players push this to extremes – it just seems wrong to go against the game’s background like that. After all, getting to battle in the richly detailed 40K universe is part of the reason we play the game, right?
Debate
So why do we allow it in Combat Cards? To be honest, we went back and forth on this for a while, so let’s look at the pro’s and con’s:
- Mixed faction decks give players – especially new players who don’t have many cards yet – more flexibility when building their decks. Without mixing factions you simply may not have enough cards in a single faction to use all of your deck building points.
- In the 40K background, some factions do fight together (Space Marines and Servants of the Emperor), others are occasional allies (T’au and Aeldari), and Orks don’t care, as long as they get to fight.
- On the other hand, it’s very much against the lore to have, say, Chaos and Aeldari as allies, while Tyranids don’t ally with anyone (unless you expand the definition of ‘ally’ to include ‘have for lunch’).
- But, as discussed in earlier blog posts, we want Combat Cards to have a player-driven, evolving metagame, and allowing mixed faction decks supports that goal. For example, with mixed factions it’s easier to try things like creating all Psyker decks, or choosing cards with a specific set of traits which form a devastating combo.
So in the end, we decided it was too restrictive to simply ban mixed faction decks outright, but that we would reward players if they do decide to make their deck single faction. This means you can weigh up the rewards of a single faction deck, versus the benefits of mixing multiple factions.
Benefits
We’re giving these rewards through the ‘special rule’ that each Warlord has. These all take the form of a boost or benefit you get when using cards of that Warlord’s faction.
For example, Genestealer Patriarch Ghosar boosts the melee stat of all your Tyranid cards. Therefore, you’re not required to only take Tyranids in your deck when Ghosar is your Warlord, but the special rule’s reward increases with each one you do take.
Theme
We’ll go through each Warlord’s special rule in a later post, but they’ve each been chosen to A) reflect how their faction fights on the tabletop, and B) give each Warlord within that faction a variation on that single theme.
For example, all the Space Marine Warlords have special rules around the rapid deployment of cards to the battlefield, while the Chaos Warlords are about them personally attacking their foes.
In conclusion, while we’re aware that allowing mixed faction decks may annoy some 40K fans, we feel the benefits outweigh that downside, and hopefully this post gives an insight into why we made the decision to deviate from the tabletop rules here.
As ever, we’re interested to hear your thoughts on this (or any of the other decisions we’ve made in Combat Cards), so get in touch through [email protected] or the Combat Cards Facebook page.
Thanks,
Stu
Is it the case that the Warlord benefit only takes effect when the Warlord is in play? Or just in the deck?
Based on what I’ve seen so far, I don’t think the Warlord benefits come close to the benefits of ignoring faction.
Hi Matt, the Warlord’s special rule applies as long as they’re in your deck – they don’t need to be deployed at the time.
Interesting point about the benefits of the special rules not being powerful enough to offset the advantages of mixed faction decks. At this point we’ve tried to balance each special rule against the others, so they’re all useful, but we haven’t tried to balance them against something as nebulous as ‘as powerful as taking a mixed faction deck.’
Thanks for the suggestion – we’ll increase the ‘power’ of the Warlord special rules, and see if that means players are happy to take single faction decks (because they don’t feel like they’re missing out on an advantage).
Thinking about this … if a single faction deck is equal in power to a mixed faction deck, the best deck would likely be mostly single faction, with a few outside faction cards splashed in.
The advantage of a single faction is the Warlord boost. More on-faction cards, more boosts. The advantage of a mixed faction deck is you can pick the best cards for each type, and have diversity in cards that prevents glaring weaknesses.
By using a primarily single faction deck, with a few outsiders, you can basically 80-20 rule their strengths/weaknesses. Make it so MOST of your cards gets boosts, but you can still take the best of the other factions cards (or the ones that most effectively cover your main faction’s weakness).
Which is cool.
Agreed – that’s what we’ll be aiming for.
We know they’re not powerful enough right now, but if we make the Warlord special rules are too powerful then we’ve basically ruled out mixed faction decks, which is just as bad for our metagame. So we’ll definitely increase the power of the special rules, but will need to be cautious we don’t go too far.
After discussing this with Games Workshop, another thing we’re considering is limiting the cards you can take from other factions to those in your ‘group.’ If you look in the game’s store, we group all factions by Imperial, Destroyer or Ascendant, so we could enforce those groupings when you make mixed faction decks.
This may give us more thematic decks, while still allowing enough flexibility for players. This idea isn’t confirmed yet, so watch this space.
Sounds rad!