Facebook Warstorm Mission Guide (A World at War)



A World at War mission guide by Anansi

This is a mission guide for the “A World at War” SPC. So far, I’ve done the level 4 to 7 missions. The level 8 and up missions are on the works. I’ll try to update this as soon as I’m done with them (perhaps every week), but only part by part as I’m a bit busy with work too.

The squads featured here are not 100% guaranteed to win against a certain mission as luck is a big factor in this game and can easily change the outcome of battles. Also, there are other possible (and probably easier) ways to finish the missions mentioned here, so I’m not encouraging anyone to follow the decklists here by-the-book. This is just a guide on how you CAN build your deck to go against a mission.

From making this guide, I learned too that keeping your focus and staying calm can do wonders. There will be times when you’ll be frustrated in a single mission and this ain’t good as you won’t be able to see the holes in your deck and just throw in waves and waves of challenges at the opponent. Perhaps this is the reason too why other new players decide to quit early on.

By the way, I’d suggest reading the supplementary guide at http://newboards.darkbb.com/missions-10 … ns-t59.htm and watching the training missions too as they can give an idea of how the missions will go.

Special thanks to:
– Big Guy upstairs
– Challenge Online Games for making this great game possible, thankee sai, big-big.. (and other games too like Baseball Boss for helping me kill boredom while making this guide).
– The N.O.O.B. staff, Canduil, Phillybear, N3v3rwint3r, bullpups, and the big boss, Alpha, for making N.O.O.B. possible.
– Omega Sanction for allowing me to use his account for the battle links. I know, it’s been over a month but please give me some more time, boss.. (a year or two would suffice):mrgreen:
– The New Players for inspiring me to write this..
– You for reading this.. (hmm.. sounds like a cliche video game ending credit)

If you’re wondering why there are links where we lost a battle, I included them as watching these can give some insight too on how you will or will not approach a certain scenario..

Terms like “aggro” and “control” are often used in this guide. To those who are not familiar, aggro commonly pertains to a theme that focus on reducing the opponent’s morale, while control focuses on well, uhm.. establishing control, which can be done through a number of ways including killing opposing units, using specials to disable opposing units, not allowing a unit to enter play, etc. The term “tech” unit is mentioned here too. We often use the term to describe a unit that relies on “active” special like Trap, Zap, Heal, ‘bolts, etc.

Even though there were times when we wanted to beat the $#17 out of some of the missions using non-Novice set cards, we mustered enough control to use only cards from the Novice set in this guide.

If there are things that I haven’t pointed out, please let me know so I can include them here. Please visit our forum too at http://newboards.darkbb.com/forum.htm

Thanks and i hope this will help.. :shock:

THE BEASTSLAVER CAMP
(Orc-Orc)

NINE MONTHS AGO . . .

Isidore and Gallis stared down the hillside at the camp. “Are those orcs?” Gallis whispered.

The older scout nodded. “Looks like. But what are they doing this far out of the plains? They know better than that.”

Gallis started down the hillside. “Let’s see what they’re up to!” Isidore could only shake his head. That young fool of an Estian was going to get them killed . . .

MISSION: Disrupt the Beastslaver Camp with two squads.

The Beastslaver’s Camp is composed mostly of “gray beasts” (Deshir Wildcat and Crag Wolf) plus Redtide Beastslavers and Redtide Warriors (the former for their Whip ability, the latter as normal vanilla unit). The deck also packs an Enraged Yeti and a Deshir Drake as “bombs.” Archers can do good here when they get matched up with infantry units while Retaliate units are good against the Yeti and whipped beasts.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Aanglor Veteran (2)
Estian Cleric (2)

Blademaster Wilaren
Silvintri Marksman (2)
Aanden Venombow (1)
Aanden Warden (2)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 83c0a8012b

An easy fight overall (well, it should be as this is the first “real” fight that you’ll have).

MELGOR THE VICIOUS
(Orc-Orc)

The orc swung a meaty fist, and Gallis sprawled on the ground, blood dripping from his broken nose. “Spies!” the orc said. “Melgor knows how to deal with your kind.”

Isidore crouched in the bushes, looking for an opportunity. Now would be a good time for the cavalry to arrive, he thought. I’d even settle for a hedge wizard on a donkey.

MISSION: Rescue the scouts with two squads.

Melgor’s team is made up of Deshir Wildcats and Enraged Yetis (take note of the “s”) to whip up, Red Tide Beastslavers as whippers, Redtide Brutes as vanilla units, and of course, Melgor, the mean, green whipping machine himself. The Enraged Yetis are scary as heck but the entire deck is quite slow and can be outrushed. Same strategy applies – archers for infantry and Retaliate as a countermeasure for yetis.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Aanglor Veteran (2)
Estian Cleric (2)

Blademaster Wilaren
Silvintri Marksman (2)
Aanden Venombow (1)
Aanden Warden (2)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 43c0a8012e

As said above, Melgor’s squad is a bit slow and I was able to setup a good def before the yetis can enter play. Melgor’s high deploy makes it for him to enter play early unless he gets drawn first.

ORC ALLIANCE CAMP
(Orc-Orc)

As the infantry sorted through the wreckage of the camp, Isidore looked up to see their leader standing over him. “Lord General Pozak!” he croaked, and tried to scramble to his feet.

Pozak held out a hand. “Easy, son.” he said. “You’ve had a hard day. Tell me what you’ve seen.”

“Orcs all over the Deshir hills,” the scout told him. “They seem to be building up an army. We were on the trail to the their base camp when that raiding party captured us.”

Pozak frowned. “We had heard rumors of drought out in the plainslands. If the orcs are here, then things are more serious than we thought. Show me this camp.”
MISSION: Investigate and destroy the orcish camp.

In this mission, the same units from the latter missions (Red Tide Brutes/Warriors, Enraged Yetis, etc) team up with Gorfang Trollkin and other regenerating infantry units – Vistav Trollget and Captured Snow Troll. This can be a tough fight as there are two problem units – yetis and trolls. Vistav Shardbows can be a troublesome too to those who got mostly infantry units in their Novice packs. Slavedriver Gargurl also makes an appearance here and can be a game ender when he enters play.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Aanglor Veteran (2)
Estian Cleric (2)

Blademaster Wilaren
Silvintri Marksman (2)
Aanden Venombow (1)
Aanden Warden (2)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 0ac0a8012e

This is pretty much one-sided as the opponent’s deck boasts better units, plus the Aanden Wardens did nothing here but strengthened the opposing Yetis. As much as possible, refrain from using units with 1-attack here unless that unit is vital to the squad (i.e. clerics) as they can easily “miracle-gro” a yeti. Since the opponent is running more than 75% infantry with Yeti bombs, Archers mixed in with Retaliate would be a good choice here. Unfortunately, we only had two Wall of Spears from the Novice set so I decided to go with an Estian Wizard since damage from specials can’t power up an enraged unit. Because the opponent runs Shardbows, infantry can be bad a bad idea. Still, the clerics and the wizard are 10 deploy, so there is a chance that they’d come out later and not be matched against Archers (a gamble as the Shardbows can oneshot them). I decided to go with the Wolverines too since beasts have no natural weaknesses (plus I want to see how they fare in matches). I took out the lone Silvintri Mage and went with another Marksman as the mage is just too fragile and Blast 1 can barely scratch Orcs because of their high health.

SECOND SHOT:

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Blademaster Wilaren
Silvintri Marksman (3)
Aanden Venombow (1)
Aanden Wolverine (2)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 40c0a80130

With 2 Estian Clerics in the starting line, things looked grim. Another horrifying loss. Still, I decided to give the deck another try. Losses due to bad draws cannot be avoided and tweaking a deck that lost due to a bad draw usually does more harm than good.

THIRD TRY:

*I used the same squads.

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … efc0a8012e

Finally got them..

RED TIDE ATTACK
(Orc-Orc)

Even as General Pozak followed the trail of the orcs, the main assault was beginning. Heavyset soldiers crashed through the green Silvintri Forest, and the birdcalls were drowned out by the clang of steel.

A warden ran through the forest raising the alarm. Grovekeeper Dyrbral would find him later, his body riddled with arrows, still crying his warning with the last of his breath.

MISSION: Repel the orcish invaders.

This is an all-infantry deck, composed of Redtide Warriors and Brutes with Blackblades, led by Grymish the Mad. Chain Zap is EXCELLENT here.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Blademaster Wilaren
Silvintri Marksman (3)
Aanden Venombow (1)
Aanden Wolverine (2)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … bac0a8012c

The battle link here shows how scary Chain Zap is when used against the right deck.

ORC ALLIANCE FORT
(Orc-Orc-Orc)

“Lord General,” the messenger said. “I have word from the Light-Priestess. The Silvintri Forest is burning.”

Pozak grunted and turned to the old scout next to him. “What do you think, Isidore?”

“The elves are fierce, Lord General, but few. They cannot hold the forest alone.”

Pozak stared at the fort on the ridge ahead. “And yet if we go to assist them, we will have the orcs ahead of us and on our flank.”

He shook his head. “Too dangerous. We will do them no good if we are decimated on our way to help. We will start our counterattack here, and help the elves when we can.”

“I only hope I am not being too cautious.”

MISSION: Destroy the orcish outpost.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Silvintri Archer (1)

Blademaster Wilaren
Aanden Wolverine (2)
Silvintri Boltmage (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 24c0a80126

The opponent was able to setup. Luckily, we were able to turn the tides and win. One thing I’ve noticed in this link was our tech units (clerics, zappers, etc)
performed perfectly well, especially the Estian Cleric, preserving the Silvintri Mage and the Estian Wizard targeting the Red Tide Warrior that was about to kill the cleric the following turn.

AUTHOR’S NOTE: The next set of missions are mostly made up of Undead. They are usually slow and specializes on softening enemy units (Sap/Disease) then dropping fatties mid or late game. Aggro decks usually fare well against them, especially cats and dogs (Shadow Panther/Estian Wardog). The key to better utilize the strength of these units is to set up a walling. This can be achieved by using low-deploy units with huge health to make a “meatwall” then finish up with dropping cats and dogs to eat away the enemy morale. Good choices for walling are Wall of Spears (probably the best), Silvintri Archers (against Infantry), Forest Crawlers, and the regular “Footmen.” This tactic, however, can be easily countered by Blast, so if the enemy is using Blast units, it’s better to think of another strategy. Still, if you feel you’re extremely lucky, then by all means, go with this tactic.

SWAMP CREATURES
(Undead-Undead)

In the Silvintri Forest, another message was being delivered. The Light Priestess Enyi opened it to find an elaborate scroll within.

“We seem to have an invitation,” she murmured. “But what could the Abtu-Kahn possibly want?”

Her aide paled. “You’re not thinking of actually going?”

With a bitter smile, she said. “We have orcs rampaging through the forests, and the Lord General seems to be in no hurry to help us. The Light always shines on new possibilities, and perhaps this is one of them.”

She spread out a map, though she hardly needed it. “The orcs have us cut off here, and here. Our best chance to reach the Abtu-Kahn citadel . . . is to go straight through the swamps.”

MISSION: Brave the dangers of the swamps and reach the Abtu-Kahn citadel.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Silvintri Archer (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 16c0a8012d

The opponent runs Disease units plus Swamp Horrors as tanks/bombs – the usual theme used in the A World at War missions by the undead. This kind of setup is a bit hard to beat without a specialized deck if you’re going with control (I haven’t tested aggro here so I’m not exactly sure how they’ll do). When facing Disease, it’s better to run Retaliate units as damage from specials is not affected by Disease. Zappers are also good but since there are no more Zap units in the Novice Set, I decided to go with Chain Zap with Blasters instead.

SECOND SHOT:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Blademaster Wilaren
Aanden Wolverine (2)
Silvintri Boltmage (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … d5c0a8012a

It’s a good thing Disease only works once on a unit. I was a bit lucky here as one shot from a rat can render the wolverine harmless if the rat will attack first. Still, I was able to miracle-gro a wolverine to 9 attack with support from a cleric. The Boltmage did well too as it was able to soften the enemy rats.

THE CITADEL OF ABTU KHAN
(Undead-Undead)

Enyi’s entourage walked through the hallways of the citadel. In the shadows, they heard the rattle of bone, and saw the cold blue pinpoints of spectral eyes.

A mummified figure sat on a throne in the Great Hall. “I am Natu,” it said, “leader of the undying Abtu-Kahn. I believe we have a common interest.”

Enyi asked, “You would help us throw back the orcs from our forests? That seems . . . generous of you.”

Natu shook its head. “The prophecies say that the Forest will soon be destroyed. I offer you a choice: death at the hands of the orcs, or an eternal partnership with us.”

“You mean slavery to the Abtu-Kahn,” the elvish priestess said.

“It is that or utter destruction, Priestess. Which will you choose?”

“Neither!”

MISSION: Fight your way out of Natu’s Citadel.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Blademaster Wilaren
Aanden Wolverine (2)
Silvintri Boltmage (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … f6c0a8012f

I chose the same squads used on the previous mission. The battle went well as we were able to take control.

THE UNDEAD RAVAGERS
(Undead-Undead-Undead)

“Priestess, the Abtu-Kahn pursuit is gaining on us.”

Enyi nodded. “I see them, Gwyn. We’ll make our stand on that hill, and hold out as long as we can.”

There was a shout of trumpets ahead, and the priestess smiled. “It seems the Light is with us today,” she said, “and that Lord General Pozak has finally arrived.”

“Get ready to turn and attack!”

MISSION: Destroy the undead pursuit.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Silvintri Archer (1)(1)

Blademaster Wilaren
Aanden Wolverine (2)
Silvintri Boltmage (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … d2c0a8012f

I thought we’re was winning at first but then, the enemy was able to setup and all turned into a bloody one-sided match. The Silvintri Archer did nothing in the fight so I thought of pulling it out. I wanted to pull out the Venombows too as Disease screws with them a lot and with Omega Sanction’s collection it’s really hard to force myself not to use his prized CHGs, BDs and wagons to tear the enemy to shreds. Still, that would defeat the purpose of this guide so I decided to make do with the Novice cards that we have. I decided to go with the Silverback instead of the Silvintri Archer. I also made another squad composed of Block and Retaliate units and used that as a third squad.

SECOND SHOT:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Aanden Silverback (1)

Adamans Firehand
Aanglor Highguard (2)
Estian Skullcrusher (2)
Heavy Pikeman (1)
Estian Cleric (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 9dc0a8012a

The opponent’s squad overwhelmed ours in the midgame. Facing Regenerate 2 units without good Zappers is just hard. The Sap spell is the needle in the coffin as our puny units just sat there taking damage. I also noticed that the opponent is running only a few infantry units, though he runs some Giant Bats. Still, I thought of taking out the archers and tweak some more. I really wish we had more Wall of Spears here (funny Omega Sanction has 47 WoS’s from the Basic Set). I took out the Estian Skullcrushers as they are just too easy to kill and the Heavy Pikeman (I used them because I thought they looked cool), and went with Aanglor Veterans instead.

THIRD TRY:
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Blademaster Wilaren
Aanden Wolverine (2)
Silvintri Boltmage (3)
Silvintri Mage (1)

Adamans Firehand
Aanglor Highguard (2)
Estian Skullcrusher (2)
Heavy Pikeman (1)
Estian Cleric (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … 35c0a8012d

This mission is really getting on my nerves.. With the Novice card pool that we have, this is just impossible to beat. Still, I decided to tweak some more. The problem that I’m having with this is the Boltmage comes out too early and just dies early too. Zappers require a good walling to setup and that can be easily achieved by Wall of Spears and Estian Clerics from the Basic Set. Plus, Loremasters are far better support units considering their Deploy is just right and they can heal too. Hmm.. I shouldn’t be ranting here but tweaking the deck.. :p

FOURTH AND FINAL (HOPEFULLY):
Sicilis Stonefist
Wall of Spears (2)
Estian Wizard (1)
Estian Cleric (3)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Aanden Silverback (1)

Blademaster Wilaren
Aanden Warden (2)
Silvintri Boltmage (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … aec0a8012a

Frustration is taking its toll as thoughts of quitting Warstorm entered my mind. I decided to give the mission one last try before going to bed and whipped up the fastest, hardest-hitting deck that I can do with the cards that we have.

Sicilis Stonefist
Wall of Spears (2)
Estian Wardog (1)
Estian Skullcrusher (2)
Aanglor Footman (2)

Landen Hawkeye
Silvintri Archers
Poison Crawler

Blademaster Wilaren
Aanden Warden (2)
Shadow Panther (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … c4c0a8012b

Wow! It worked.. Luckily, we were able to beat them before the blast priest could enter play. I think I focused too much on control and overlooked the aggro strategy that I’ve used before when doing my missions.

THE KEEPERS OF THE GATE
(Undead-Undead-Undead)

“Enyi, we can’t win a war on two fronts.”

“General, we may not have a choice. The Abtu-Kahn are building a new army, and we are squeezed between them and the orcs. The war has come to us, and we must be ready to strike.”

Pozak shook his head. “What you ask is foolish,” he said.

“Why are you always so cautious?” Enyi shouted. “What happened to the bold young hero I watched rising through the ranks?”

“He got tired of dead bodies and whispers.”

Pozak stared into space, reliving old battles and calculating new ones. “The worst of it is,” he said, “that you are probably right.”

MISSION: Attack the Abtu-Kahn citadel before their army reaches its full strength.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Wardog (1)
Estian Skullcrusher (2)
Aanglor Footman (1)

Landen Hawkeye
Silvintri Archer (2)
Poison Crawler (4)

Blademaster Wilaren
Aanden Warden (2)
Shadow Panther (3)
Silvintri Mage (1)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … d2c0a80126

I don’t think the aggro that I whipped up can stand against the damned ghosts.. Actually, I tried thrice..

Sicilis Stonefist
Estian Cleric (3)
Aanglor Veteran (3)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Aanden Silverback (1)

Blademaster Wilaren
Aanden Wolverine (2)
Shadow Panther (4)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a4 … f7c0a80130

This was somewhat a lucky win as the opponent had a terrible opening.

THE OUTER SANCTUM
(Undead-Undead-Undead-Undead)

“We beat them!” Gallis crowed with joy. “We’re through the gate!”

“Don’t get cocky,” Isidore told him. As he spoke, hordes of zombies lurched through citadel’s doorways into the courtyard.

“You see,” the old scout said. “Now we’re in for it.”

MISSION: Defeat the defenders of the outer sanctum.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Estian Skullcrusher (2)
1 Aanglor Bladesman (1)
Estian Wardogs (1)

Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)Aanden Silverback (1)

Blademaster Wilaren
Silvintri Warrior (1)
Shadow Panther (5)

Nalinai Poisonblade
Silvintri Archer (2)
Forest Crawler (4)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a5 … b7c0a8012f

I went with a pseudo-rush this time as we lack cats, dogs, and low-cost units for another squad. This link shows a good example of walling plus cat drop.

THE INNER SANCTUM
(Undead-Undead-Undead)

Lightning bolts tore through the air. Gallis ducked under the clutching arms of a ghost and called out, “Just how many of these things are there?”

Isidore cut down one priest, then another, and was surprised by the rush of triumph and bloodlust in his heart. “Two fewer now!” he shouted.

MISSION: Fight your way through the inner sanctum and into the citadel.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Aanglor Pikeman (2)a
Aanglor Bladesman (1)
Estian Wardogs (1)

Blademaster Wilaren
Shadow Panther (6)

Nalinai Poisonblade
Silvintri Archer (2)
Forest Crawler (4)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a5 … 9bc0a8012d

I used the cats and dog (We got only one wardog) in this mission. Luckily, we were able to setup a bit of walling for the cat/dog drop. Most of the undead missions can be finished this way and if ever you have the right cards for an aggro setup, I think it would be better to go with it than to force yourself to counter with a control deck. Of course, going with control is not impossible but with the Novice set, you won’t have much options unless you have a lucky pull out of the packs.

AUTHOR’S NOTE: You may have noticed that in the missions above, we never utilized trappers. It’s not that we discredit trappers. Actually, they’re excellent (and a lot of players can prove this correct), especially in missions where the opponent relies much on “tech” units. Unfortunately, due to our ill luck with percentage-based specials, we refrained from using Trap. Hopefully, we can make good use of it in the next missions.

THE DEFENDERS OF THE CITADEL
(Undead-Undead-Undead-Undead)

[i]The soldiers broke through the door and poured into the great hall, only to find the forces of the Abtu-Kahn drawn up before them.

Their leader stepped forward. “Greetings, Lord General,” he said. “We did not expect such a bold move so early in the game. No matter. I will be delighted to crush you now.”

“Don’t count on it,” Pozak said. “Soldiers! Take this thrice-dammed place apart.”

MISSION: Drive the Abtu-Kahn from their citadel.

The opponent’s deck runs a mix of infantry units with Block, with The Unnamed One and Argol for heroes. I can’t quite point out the exact theme though as the battle ended too quickly.

SQUADS USED:
Sicilis Stonefist
Wall of Spears (2)
Aanglor Pikeman (2)
Aanglor Bladesman (1)
Estian Wardogs (1)

Blademaster Wilaren
Shadow Panther (6)

Nalinai Poisonblade
Silvintri Archer (2)
Forest Crawler (4)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a5 … cac0a8012a

We used only THREE squads in this mission. The reason is we want to setup the best possible meatwall + cat/dog drop that we can pull off and that can only be achieved if we can draw the right cards. Since we lack a good aggro fourth squad, we opted for three squads as adding a filler squad may jeopardize the draw.

THE ESTIAN RABBLE
(Human-Human)

“We smashed the Abtu-Kahn!” Gallis said. “So everything’s okay, right?”

Isidore said, “Not likely. The orcs are still rampaging across the plains, and the Abtu-Kahn will be back. Mark my words, things will get worse before they get better.”

He peered down the hillside at the troops camping below. “Take these fools,” he said. “Looks like we’ve got some deserters to contend with.”

“Do they think the war is over?” Gallis asked.

“Hardly. They just don’t want to fight on our side any more.”

MISSION: Teach the deserters a lesson.

The Estian Rabble is composed mostly of Estian Skullcrushers, Warlord, and Ranger. The opponent used to be fast because of the 2-deploy Estian Skullcrushers. After they became 4 deploy though, it is relatively easy to beat this mission even with slower archers.

SQUADS USED:
Landen Hawkeye
Silvintri Marksman (3)
Aanden Venombow (2)
Aanden Silverback (1)

Nalinai Poisonblade
Silvintri Archer (2)
Forest Crawler (4)

BATTLE LINK:
http://www.warstorm.com/battle/view/4a5 … 95c0a8012b

We went with archers in this one as a great bulk of Human units are mostly infantry. I was just too lazy to edit squads, that’s why there are Forest Crawlers in the second squad.

THE ROGUE RANGERS
(Human-Human)

“Those deserters weren’t the first, Lord General, and they won’t be the last.”

Lord Pozak gave Isidore a curt nod. “Who do you think is responsible for these desertions?”

“Everyone says it’s Darius the Cur and his rangers stirring things up,” Isidore said.

Pozak did not look surprised. “Darius has never accepted the authority of the Empress over Estlam,” he said. “But he’s picked the worst possible time to show it. Bring him to me, please.”

“He won’t come easily,” Isidore said.

“Then take the forces you need… Captain.”

MISSION: Defeat the rogue rangers and bring Darius to Pozak.

We have two links here, the first one utilizes archers while the second one, Beasts. I was not able to put the list here but if I remember correctly, the archer squad is composed of Landen with Marksmen, Venombows, and a Silvintri Mage on the first while the second is made up of Arfalas and some Silvintri Archers, Silverbacks and other support units like Moon Druid.

BATTLE LINK: ARCHERS
http://www.warstorm.com/battle/view/4a5 … adc0a80128

The outcome would have been better if we went heavier on archers. If going with a slower deck, such as this, it is advisable to use units that can kill Rangers in one shot as they are too dangerous when massed.

BATTLE LINK: AGGRO
http://www.warstorm.com/battle/view/4a5 … 74c0a80129

This time, we went for a more aggressive approach, making heavy use of beasts. We were able to outrush the opponent here before they can mount a good defense.

THE CUR’S CAMP
(Human-Human-Undead)

Darius spat at the ground in front of Pozak. “Lord General,” he said. “What an honor to meet the Defender of the Empire.”

“I have no love of the Empire,” Pozak said. “I do what is necessary to protect my people.”

“You protect them by collaborating with the Aanglor invaders?”

“The invasion was over two generations ago. The Aanglor brought order to a land of warlords and chaos. Do you want to go back to those days?”

“If I am one of the warlords? Certainly.” Darius laughed. “The days of the Aanglor are dying before you, Pozak. Time to grab what we can and build a new world.”

“Not while I breathe, Darius.”

Soldiers and mages stepped out of the shadows, surrounding Pozak’s war camp. “That won’t be a problem,” Darius said.

MISSION: Escape the Cur’s forces.

Darius’ squad is composed mostly of tech infantry units (zap/trap/heal/blast), with acolytes as tankers. The Acolytes can form a defensive line which can be followed by Chain Zap or Blast drop.

SQUADS USED:
Zarin Boltcaller
Estian Cleric (3)
Aanglor Bladesman (1)
Aanglor Veteran (1)
Estian Wizard (1)

Adamans Firehand
Aanglor Highguard (2)
Wall of Spears (2)
Heavy Pikeman (1)
Aanglor Knight (1)

Firestarter Arfalas
Silvintri Mage (1)
Silvintri Archer (4)
Aanden Venombow (1)

http://www.warstorm.com/battle/view/4a5 … 2dc0a80130

It would be better to avoid having multiple copies of units here as the opponent runs lots of Estian Wizards. Also, unless you’re packing decent indirect damage sources like Zaps and/or Blast, it would be best to avoid using Wall of Spears too as the 0-power Wizards can use your own wall to “hide.”

It is advisable too to avoid units with 1 attack unless that unit is really useful as Acolytes have Drain. If not killed right away, they can form a neat defensive line then finish with Blasters and/or Chain Zappers.

THE MAGES OF VARU’S TOWER
(Human-Human-Human)

“Darius on the loose, orcs advancing through the forests,” Pozak grumbled to himself. “What else can go wrong?”

A messenger brought him a scroll, and seeing his expression, quickly retreated. There were crashing noises inside the tent, and Pozak strode out.

“Varu and his mages think they can join this little rebellion. They’re wrong.”

MISSION: Demonstrate the mages’ error to them.

SQUADS: CONTROL
We will be fighting humans so we’re expecting infantry units. I decided to go with archers, but only 1 squad to avoid Chain Zap.

Zarin Boltcaller
Estian Cleric (3)
Aanglor Bladesman (1)
Aanglor Veteran (1)
Estian Wizard (1)

Adamans Firehand
Aanglor Highguard (2)
Heavy Pikeman (1)
Aanglor Knight (1)
Aanglor Veteran (1)
Estian Cleric (1)

Firestarter Arfalas
Silvintri Mage (1)
Silvintri Marksman (3)
Aanden Venombow (2)

BATTLE LINKS:
http://www.warstorm.com/battle/view/4a5 … 42c0a8012b

http://www.warstorm.com/battle/view/4a5 … d2c0a80130

I don’t know if it’s because of lack of sleep or just sheer ignorance, but I never saw the Warlords coming, plus the number of Blast and Zap spells is just overwhelming, making Clerics almost useless here. Still, we were able to pull it through. With the amount of tech units in the opponent’s deck, I think Trap will work here if you’re going with a control theme. Block is also not useful here as the enemy relies much on special damage.

http://www.warstorm.com/battle/view/4a5 … 84c0a8013b

We lost this match, we can see how Block is barely useful here.

With Zap, Retaliate and the Blast/Zap spells, it is clear that the opponent’s aim is unit elimination. Like other control decks, this require setting up a good defensive line first in order to uhm well, establish control. I think Silvintri Marksman is the best counter here as it can one-shot any unit that the opponent has. Allowing a Chain Zapper to live for another turn is just too risky, so the key to this scenario when playing control is to kill fast (either the opposing unit or the player) as the opponent can easily turn the table once he gets too many zappers, especially with spell support.

SQUADS: AGGRO
I’m not really sure if our aggro setup can make it as the match with control shows that the opponent runs a squad that can easily waste cats and dogs.

Landen Hawkeye
Silvintri Archer (3)
Shadow Panther (3)

Blademaster Wilaren
Aanden Silverback (3)
Silvintri Warrior (1)
Forest Crawler (2)

Sicilis Stonefist
Estian Wardogs (2)
Estian Skullcrusher (2)
Estian Warrior (1)
Aanglor Footman (1)

Well, this is not much of a rush, but this is perhaps the fastest, safest rush that we can pull off, considering the crappiness of Novice cards that we have.

http://www.warstorm.com/battle/view/4a5 … 99c0a8012e

Well, the pseudo-aggro worked, but barely. It seems that going with cats and dogs ain’t a bad idea here as they can come out faster than the apes plus they can one-shot any unit that the opponent can drop on the table. In my opinion, cats and dogs are pretty much on par with the Venombow when facing Estian Warlords, as the result can be decided on who’ll score the first hit. With this in mind, the beast is better offensively, as it does huge morale damage. With the average Deploy cost of the opponent’s deck, it is highly likely that the opposing unit will face a meatshield rather than your beasts. Still, it’s kinda risky, so it’s your call.

I went back to the risky old aggro setup that we used in the previous missions – The Grays (I call it The Grays as the deck contains only gray non-hero cards).

Landen Hawkeye
Forest Crawler (3)
Shadow Panther (3)

Blademaster Wilaren
Shadow Panther (3)
Silvintri Warrior (1)
Forest Crawler (2)

Sicilis Stonefist
Estian Wardogs (2)
Estian Skullcrusher (3)
Estian Warrior (1)

As I’ve mentioned in the other missions/guides, this deck’s aim is to drop a line of chump units/meat walls then strike the enemy’s morale with cats and dogs. Just imagine yourself holding an unbelievably large shield on one hand and a BFG on the other.

http://www.warstorm.com/battle/view/4a5 … 27c0a8012f

http://www.warstorm.com/battle/view/4a5 … 74c0a8012a

This setup works great when facing slower armies, but loses power as squad size increases as the deck tends to lose gas against opponents with high morale.

THE DARK SCOUTS
(Human-Human-Human-Undead)

“Are you seeing what I’m seeing?”

“That whoreson Darius out for a walk with a bunch of zombies? Looks like.”

“The Lord General isn’t going to like this, Isidore.”

“No,” Isidore said. “I reckon he isn’t. Let’s give him some good news to go with the bad. Sound the attack!”

MISSION: Disperse the undead and rebel scouts

SQUADS: AGGRO
Landen Hawkeye
Forest Crawler (3)
Shadow Panther (3)

Blademaster Wilaren
Shadow Panther (3)
Silvintri Warrior (1)
Forest Crawler (2)

Sicilis Stonefist
Estian Wardogs (2)
Estian Skullcrusher (3)
Estian Warrior (1)

Three squads? Yep. Only three. I think I’ve mentioned this in the other missons/guides before. Sometimes, it’s better to go with lesser squads, especially if you don’t have enough good cards to make another squad. In such situations, running a filler squad will lessen the chances of drawing the good cards, thus decreasing the chances of having an early good setup. So, we are going with three as we want to avoid drawing unneeded cards as much as possible. Sometimes, there are people bragging in chat that they used only two squads against the opponent’s three or four. Well, this is not an amazing feat at all as they have better chances of getting the cards that they need. They may say that they have lesser life than the opponent, but this argument does not prove anything. Having a better chance of getting the right cards is always better than having a higher life/morale value. MTG players will surely understand what I’m saying here, especially those who were playing in the Necro-Summer days (try asking an MTG veteran to play against you with a 60-card deck while you’re using 30 cards or less. surely, you’ll get a sucker punch or two).

BATTLE LINKS:
http://www.warstorm.com/battle/view/4a5 … 56c0a8012e

http://www.warstorm.com/battle/view/4a5 … 50c0a80130

http://www.warstorm.com/battle/view/4a5 … 96c0a8012a

SQUADS: CONTROL
Zarin Boltcaller
Estian Cleric (4)
Estian Wizard (1)
Aanglor Bladesman (1)

Sicilis Stonefist
Estian Cleric (1)
Aanglor Highguard (3)
Wall of Spears (2)

Firestarter Arfalas
Silvintri Mage (1)
Silvintri Marksman (3)
Aanden Venombow (2)

Firestarter Arfalas
Dangerous Paths (4)
Aanden Wolverine (2)

http://www.warstorm.com/battle/view/4a5 … 96c0a8012b

The opponent just had a sucky draw here, I think as the trolls came too late.

Some new players are having problems with this mission, saying that the troll is just too much for them. I won’t disagree with this. The troll is strong, especially when using the Novice set where flyers are nonexistent. Because of this mission tends to be tough, but still beatable.

http://www.warstorm.com/battle/view/4a5 … bcc0a8013b

This is a link where we lost. The opponent had a good setup here, especially with Ririk holding a sap blade.

These things might help out those who want to go with control in this mission:
1.) The opponent’s theme is mainly unit elimination, supported by Sap to weaken your units. Thus, it is preferable to go with units that do special damage here. If using archers, it’s better to go with Marksmen over Venombows as the former can still attack after one hit. Retaliate, Zap and Heal are pretty useful here. Another thing, the opponent relies much on the spell, Rust, rather than on the Wailing Ghost in terms of Sap, so going with Block to counter ghost won’t do much.
2.) Trappers are good here, especially when mixed with Zappers and Healers. Just remember to go lightly with Retaliate if you’re going heavy on Trap as it pretty much makes Retaliate useless.
3.) Splash some units that does heavy damage. It is better to go for the morale while doing the trap lock as the longer the match goes, the higher chance the opponent gets in breaking the lock.

THE BLACK ARMY
(Undead-Undead-Undead-Undead)

“So, Priestess, it seems we have another army on the march.”

Enyi traced the troop movements on the map. “It didn’t take the Abtu-Kahn long to reassemble their forces,” she said. “What are we going to do now.”

“Now?” Pozak said. “Now we slow them down, keep them tied up while we build up our own defenses.”

“Are you ready for this?” Enyi asked.

Pozak paused and thought.

MISSION: Slow down the Black Army.

SQUADS: AGGRO
Landen Hawkeye
Forest Crawler (3)
Shadow Panther (3)

Blademaster Wilaren
Shadow Panther (3)
Silvintri Warrior (1)
Forest Crawler (2)

Sicilis Stonefist
Estian Wardogs (2)
Estian Skullcrusher (3)
Estian Warrior (1)

BATTLE LINKS:
http://www.warstorm.com/battle/view/4a5 … 99c0a80127

http://www.warstorm.com/battle/view/4a5 … adc0a80129

Aggro is still possible here but it relies TOO much on the opponent’s opening draw. Still, it’s worth to try if there are no other options available.

SQUADS: CONTROL
A control freak eh? This can be really hard as the opponent’s Festering Trolls never seem to end. The troll can one-shot more than 95% of units in the Novice set as it deals 3 damage plus the -1 health from Disease. The only units that can survive this are the “1/5 foot soldiers and ‘specialty’ units (pikemen, riders).” Since the REWARD packs (note the stress on “reward”) are too generous to give lots of these little guys, perhaps, it’s about time that they see play. Of course, some control players will scoff at this deck as it looks like an aggro. I admit it, this is indeed an aggro deck modified to have a little control theme.

MEET THE GRAYS 2.0:
Sicilis Stonefist
Aanglor Footman (3)
Estian Warrior (1)
Estian Wardog (2)

Grovekeeper Dyrbral
Silvintri Defender (4)
Silvintri Warrior (1)
Shadow Panther (1)

Landen Hawkeye
Shadow Panther (6)

Blademaster Wilaren
Dangerous Path (6)

The units utilized in this deck are given away by the Novice packs like there’s no tomorrow so we’ll try to utilize these. The object of the deck is just like the aggro-wall – drop meatwalls then finish with cats and dogs. This time, we’ll be using Dangerous Paths to prolong the life of our defensive line. Wall of Spears is not advisable to use as it doesn’t do damage to morale plus with a Path in play, they will just sit on the table doing nothing.

BATTLE LINK:
http://www.warstorm.com/battle/view/4a5 … d1c0a80126

Hmm… Good enough, but the deck would be better with the old Silverbacks. :tongue:

Since the possibility of having this exact squad is slim, here’s a list of heroes/units to use plus alternatives:

Heroes: Grovekeeper Dyrbral and Sicilis Stonefist. They are probably the best as they tend to last long in the field, enough for the cats and dogs to deal damage. Landen and Wilaren are good options too as attackers. If going with offensive heroes, perhaps it would be better to add more defensive units to have a good balance of meatwalls and damage dealers.

Units: Silvintri Defender/Aanglor Footman – the best overall as they tend to last in the field. Dangerous Path for Trap (the elf/human 6 drop 1/2 trappers can be utilized too but I find them a bit slow). Other alternatives are the 4-wait 2/3 warriors and the Skullcrusher, though I’d choose the warriors as they can last a turn against a regular vanilla 2-attack unit.

Most units in the Human faction have exact counterparts in the Elf faction, i.e. Shadow Panther = Estian Wardogs, Silvintri Warrior = Aanglor Warrior, etc. Because of this, there can be lots of variation for this deck, but the key here is to have the right chemistry. Having too many trappers can slow the deck a lot and I admit our list above has far too many Paths.

UNHOLY ALLIANCE
(Undead-Undead-Human-Human)

“They just keep coming! And now your people are joining them!”

“They aren’t my people any more, Enyi. You know that.”

“It’s just . . . relentless,” Enyi said. “We win battles, but the war keeps slipping away from us. We’re losing.”

Pozak rested his hands on her shoulders. “I know the way seems dark, Enyi. But I believe there is hope flickering in there somewhere. You’ve made me believe it.”

He gave her a gentle squeeze, then let go. “Believe in the things you’ve helped me to believe in,” he said. “That’s all I ask.”

MISSION: Push the undead and rebel forces back.

SQUADS USED:
Sicilis Stonefist
Aanglor Footman (3)
Estian Warrior (1)
Estian Wardog (2)

Grovekeeper Dyrbral
Silvintri Defender (4)
Silvintri Warrior (1)
Shadow Panther (1)

Landen Hawkeye
Shadow Panther (6)

Blademaster Wilaren
Dangerous Path (6)

The Unholy Alliance is made up mostly of Estian Wizard, Rangers, occasional Cultists (of Kulnar) and lots of Festering Trolls. A more aggressive approach is recommended here as the opponent’s deck is relatively slow.

Because “The Grays” are winning, we will be using them here (and in future missions unless that certain mission can’t be beaten by sheer grayness).

BATTLE LINKS:
http://www.warstorm.com/battle/view/4a5 … eec0a8013a

http://www.warstorm.com/battle/view/4a5 … 27c0a80128

ASSAULT ON THE WALLS
(Human-Human-Undead-Undead)

“So it’s come to this. A vast army is at our gates. There are no more delaying actions, no more retreats. Now we throw them back, or we die.”

Pozak looked at the men assembled before them. He said, “The situation looks grim! I will not make light of it. But our walls are stout and our courage unmatched. The enemy has committed everything to destroying us, and when we break their attacks today, we break their hold upon our land.”

“So ready your weapons, men! The Light will be with us this day, and so will victory!”

MISSION: Throw back the first assault.

We tried The Grays (control) here thrice but was not able to beat the opponent, so we tried going with real control.

The Human-Undead assault team is composed mostly of mages (Estian Wizard/Battlemage, Abtu Khan Priest/Acolyte ), with some DRZ and Putrid Daggers thrown in the bunch. The theme is a bit reminiscent of a classic Zap/Blast squad – regenerating DRZ’s and draining Acolytes for tanking while dropping Wizards and Priests to kill opposing units.

SQUADS: CONTROL
Sicilis Stonefist
Estian Cleric (3)
Estian Wizard (3)

Firestarter Arfalas
Silvintri Mage (1)
Silvintri Marksman (4)
Silvintri Boltmage (1)

Zarin Boltcaller
Aanglor Highguard (2)
Aanglor Veteran (2)
Aanglor Bladesman (1)
Estian Cleric (1)

Firestarter Arfalas
Dangerous Path (4)
Aanden Silverback (2)

Since the opponent is using infantry, decided to go with archers, but opted not to use Venombows because of Disease. I went with the regular Block plus Retaliate with the Highguards, backed up with Clerics and Wizards. The deck also has three blasters – 2 Firestarter Arfalas and 1 Silvintri Mage.

BATTLE LINKS:
http://www.warstorm.com/battle/view/4a5 … 31c0a80128

http://www.warstorm.com/battle/view/4a5 … b7c0a8012d

THE NIGHT ATTACK(Undead-Undead-Undead-Undead-Undead)

“Pretty quiet out there tonight, Gallis.”

“Yes, Captain.”

“It’s still Isidore, old friend. At least when the men are out of earshot. Think it’ll stay quiet?”

“Maybe. But I was thinking — ghosts don’t make a lot of noise.”

“I hate it when you’re right, Gallis.”

MISSION: Stop the attacking ghosts.

SQUADS: CONTROL
Sicilis Stonefist
Estian Cleric (3)
Estian Wizard (3)

Firestarter Arfalas
Silvintri Mage (1)
Silvintri Marksman (4)
Silvintri Boltmage (1)

Zarin Boltcaller
Aanglor Highguard (2)
Aanglor Veteran (2)
Aanglor Bladesman (1)
Estian Cleric (1)

Firestarter Arfalas
Dangerous Path (4)
Aanden Silverback (2)

The opponent runs an Apparition deck with Unnamed One as hero and some Recycles and Demonic Rituals. Going tech here can be annoying because of the Immune Mist Stalkers. Still, the opponent has only several of these to worry about and I managed to beat this mission with luck and a good hand with a tech deck.

I used the same deck here, not because of the principle that I mentioned above, but because I was too lazy to change decks.

http://www.warstorm.com/battle/view/4a5 … 57c0a8012c

This is a lucky win. With Dual Arfy in play, the opponent just succumbed. Perhaps luck plus having a lower card count played a factor here. I haven’t seen anyone asking help for the Night Prowlers, so I decided to just give it another try and a just stop there.

http://www.warstorm.com/battle/view/4a5 … 8cc0a80126

To anyone having trouble with this mission, try to go with Retaliate and Blast as Death Aura can be quite annoying. Damage from specials is also quite useful when facing units with DA. Block is good here as the enemy has no real source of Special damage except from the Wisps. Having both Retaliate and Block, the Highguard really shines, especially with enough Blast/Zap and Heal support.

to be continued… (i’ll try to update this every week until it’s finished.. sorry)

07/24/09: Sorry but I won’t be able to update this guide this week as I’m a bit busy with personal things.. I’ll be updating this next week.. :shock:

07/31/09: I was only able to make a partial guide for the level 8 missions.. I am posting the partial level 8 part here for now. Once I’m done with the other parts, I’m going to include them in the main guide. I’m really sorry for the delay as I’m busy with work. I can barely read the chat and it’s getting difficult too to do the alt-tab-quick battle trick in the office as my boss usually hangs around near my workspace.. :cry:

* * * * *

From here on, I’ll be sending in chump squads first before going in with a Novice-only deck – a thing that I should have done in the earlier.

GRAND ARMY OF THE ABTU-KAHN
(Human-Human-Human-Undead-Undead-Undead)

“It’s no use, they’ve breached the walls!”

“Retreat, retreat!”

“We’ll hold them at Grosven Square. Stand fast, men, stand fast!”

“Look, sir! Eagles!”

MISSION: Defeat the Grand Army.

http://www.warstorm.com/battle/view/4a7 … c5c0a80128

The Grand Army is made up of the usual Human-Undead combis in the previous missions, mostly made up of tech units. The opposing squads are fairly slow and can be easily outrushed. We opted for a simple aggro setup in this mission.

SQUADS USED:
Blademaster Wilaren
Shadow Panther (6)

Landen Hawkeye
Shadow Panther (4)
Silvintri Defender (2)

Sicilis Stonefist
Aanglor Footman (4)
Estian Warrior (1)
Estian Wardogs (1)

Three squads against the opponent’s six. Again, the reason is we don’t have enough cards for a good aggro setup plus we want to have good draws in order to attain a good rush.

BATTLE LINK:
http://www.warstorm.com/battle/view/4a7 … dbc0a8012e

AANDEN RANGER PATROL
(Elf-Elf-Elf-Elf)

INTERLUDE.

Deep in the Silvintri Forest, two patrols ran across each other on a dark night. In the confusion, neither recognized the other until it was too late.

MISSION: Defend yourself against the Aanden Patrol.

http://www.warstorm.com/battle/view/4a7 … bbc0a80129

AGGRO
The opponent’s highest wait is 8, making an aggro setup difficult. Still, we will try to go aggro but with a slightly different setup. Instead of going for the usual aggro wall tactic that we used in the previous missions, we went in with in-betweeners (units that with wait in between the walls and the cats/dogs). This will make the deck a bit faster and consistent than the one listed above.

Sicilis Stonefist
Estian Skullcrusher (5)
Estian Wardogs (1)

Blademaster Wilaren
Shadow Panther (6)

Grovekeeper Dyrbral
Forest Crawler (6)

This time, we used Crawlers for walling and Skullcrushers for in-betweeners. We chose Wilaren for offense while Sicilis and Dyrbral make good walls.

BATTLE LINK:
http://www.warstorm.com/battle/view/4a7 … afc0a80128

Sicilis was able to turn the tables as he tanked damage while setting up an aggro-wall. Plus, the crawlers made good walls as they were able to damage opposing units too.

http://www.warstorm.com/battle/view/4a7 … bdc0a80130

Codex is one thing here that really kills our deck, able to one-shot all non-hero cards in our deck.

http://www.warstorm.com/battle/view/4a7 … 78c0a8012e

This time, it was Dyrbral who made a good frontline wall.

CONTROL
Since the opponent’s deck runs Horsebows, going heavy on Infantry ain’t a good idea. Still, we went in with the usual pick for control – Clerics and Mages. Since they have a deploy cost of 10, the chances of them going face-to-face with a Horsebow is quite slim unless you’ll be massing them. To avoid getting them into play in the frontlines, we went with Forest Crawlers for walling. We chose them over the usual Wall of Spears because they are good in killing opposing units and at the same time, nibbling throug enemy morale. Wall of Spears can be used too but we wanted a more aggressive approach.

Archers are quite useful in this mission too as the opponent runs lots of infantry units.

http://www.warstorm.com/battle/view/4a7 … c1c0a80126

DESHIR DEEPS
(Undead-Undead-Orc-Orc)

“So what are we doing in the Deshir Deeps, Isidore?”

“The villagers have been seeing strange things. Lights on the hillside, strange howls. Ghosts.”

“And you’re thinking some of our old undead friends are running wild in the hills?”

“Exactly.”

“Well, isn’t that going to be just wonderful?”

MISSION: Clear the hills of beasts and ghosts.

http://www.warstorm.com/battle/view/4a7 … b8c0a80130

AGGRO
I tried different aggro setups for this mission but it’s just difficult. The opponent has good low-wait def in the form of Diseased Rats. Yep, they’re enough to wreck a deck’s tempo, especially in this situation where we’re just forcing a rush, so I decided to go with…

CONTROL

Zarin Boltcaller
Estian Wizard (3)
Aanglor Highguard (3)

Firestarter Arfalas
Silvintri Mage (1)
Aanden Silverback (4)
Shadow Panther (1)

Darius the Cur
Estian Cleric (5)
Aanglor Highguard (1)

Firestarter Arfalas
Silvintri Marksman (4)
Dangerous Path (2)

http://www.warstorm.com/battle/view/4a7 … edc0a80131

With Arfalas supported by two clerics, we were able to establish control plus the Yetis were unable to utilize Berserk as Disease reduced my frontliners’ attack to 0.

http://www.warstorm.com/battle/view/4a7 … 8bc0a80128

The opponent was able to setup in this match. Dual-drake play is just too overwhelming.

Since the Paths are just food for the enemy, I tried a different approach, taking out the Dangerous Paths in the fourth squad and replacing them with Shadow Panther. I know, the Panther won’t survive a turn from Blast. I just thought having a makeshift Demonic Ritual/Zap would be good for the deck. Fortunately, the deck has become a bit consistent after the replacement.

http://www.warstorm.com/battle/view/4a7 … 09c0a8013b

http://www.warstorm.com/battle/view/4a7 … 0ac0a8012c

ORCISH SUPPLY TRAIN
(Orc-Orc-Orc-Orc-Orc)

The warden looked out of the bushes at the orcish supply train. “They’ll be passing by in a minute,” he whispered.

“Well done,” said Grovekeeper Dyrbal. “Once we have their explosives, we can turn their own fire against them.”

MISSION: Capture the Orcish Supply Train.

This used to be the most difficult mission in the entire SPC IMO, even harder than the Summoners and Pride.

http://www.warstorm.com/battle/view/4a7 … 62c0a80128

26 turns and still no sign of Battle Wagon = YOWSH!!

SQUADS USED:
Zarin Boltcaller
Estian Wizard (3)
Aanglor Highguard (3)

Landen Hawkeye
Aanden Silverback (4)
Shadow Panther (1)
Aanden Venombow (1)

Darius the Cur
Estian Cleric (5)
Aanglor Highguard (1)

Firestarter Arfalas
Silvintri Marksman (4)
Aanden Venombow (2)

http://www.warstorm.com/battle/view/4a7 … c0c0a80129

Definitely, this is NOT even close to the old supply train mission. The Train is lined with Battle Wagons. This time, it’s made up of infantry with Grymish/TM/Gargurl/Blood Lust engine. The deck can be pretty fast if able to draw multiple TM’s. Still, it can be countered by archers supported by clerics and tech.

-to be continued..

This is pretty much rushed, so there aren’t much details compared to the main. I’m going to update this too. I just feel bad not having to post anything about the guide. Sorry for the delay and thanks for reading.

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