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Card Review - WUOnline - Initial Launch - Universal Objectives

Updated: Apr 25

WiggleFish here with my initial card review of the Universal Objectives that are currently available in the initial launch of Warhammer Underworlds Online!


You can read my reviews of the Universal Gambits and Upgrades here:

For each card, I plan to give it a general rating, and explain what I like or dislike about the card.


My rating system is as follows:


4 - A rating of four means that I would take this card in almost every deck I make.

3 - A rating of three means I would take this card in decks of a certain play-style.

2 - A rating of two means that I might use this card in some very specific decks.

1 - A rating of one means that I cannot think of a deck I would play this card in.


It's not perfect, and it's likely that you could bump a given card up or down a rating based on your preference, but it's how I think about things.


When I think about objective cards, I am typically looking for cards that fulfill some or all of the following:

  1. They are easy for me to score

  2. They reward me a lot of glory

  3. I can score them while I do other things I want to do anyway (kill stuff, control the board, score other cards, and so on).

Some cards will have a bit of trade off when it comes to these concepts, but there is always an acceptable balance. The more glory a card is worth, it can be acceptable for it to be harder it can be to achieve (supremacy, for example). However, if a card is nearly impossible to score, it doesn't matter how much glory it gives you (such as Total Annihilation). For more in-depth resources on deck building, I recommend searching the Web Content Library for more that topic.


A lot of my opinions are based on my experience with the tabletop game, so if you think I’ve missed anything, let me know!


Objectives:

I've separated the cards by my rankings, but within ranking they are in alphabetical order.

Ratings of 4:

  • Advancing Strike - 1 Glory - "Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action." - A great card for all but the most defensive builds. It was restricted (one of a number of cards you can only have a limited number of) in the tabletop version.

  • Change of Tactics - 1 Glory - "Score this immediately if a friendly fighter on Guard makes a Charge action." - A great card because of its reliability. It costs an action to go on guard unless you can do it with a card (Spiteclaw's Swarm have Musk of Fear and Bodyguard for a Price, for example), but it does not rely on dice to score as long as you have an opponent in charge range. Was restricted on the tabletop, will likely be again.

  • Precise Use of Force - 1 Glory - “Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action.” - A great card for most warbands, and importantly you can score it at the same time as other surges like Change of Tactics and Advancing Strike. Just keep in mind that you have it in your deck when you are making attacks and applying damage upgrades. Also be aware that Twist the Knife can help you score this card, but Trap does not.


Ratings of 3:

  • Chosen Champion - 1 Glory - "Score this in an end phase if a surviving friendly fighter has three or more upgrades." - A reliable end phase card for the smaller warbands, though it can be hard to score in the first round.

  • Conquest - 2 Glory - "Score this in the third end phase if all of your surviving fighters are in your opponent's territory." - A reliable card for the smaller aggressive warbands, and can be a much needed end of game boost.

  • Crushing Force - 1 Glory - "Score this immediately if a friendly fighter makes a successful attack that deals at least twice as much damage as is needed to take their target out of action." - A good card for warbands with high damage like Magore's and Steelheart's, or if you tend to kill things in multiple hits like Sepulchral Guard sometimes do.

  • Denial - 3 Glory - "Score this in the third end phase if there are no enemy fighters in your territory." - A big end of the game boost that the other player has to assume you have, but can be easily stopped via an end of the game Hidden Paths or move action. I like it in aggressive decks where I know I will be in the enemy's territory, and they might forget to move someone into mine. It can combo well with Conquest, though you may not want to take that many end phase cards in one deck. If ranked was best of three, I would like this card a lot less, since once they know for sure you have it, it gets a lot harder to score.

  • Massive Assault - 1 Glory - “Score this immediately if your fighters deal 7 or more damage in an action phase (damage in excess of a fighter's Wounds characteristic is included).” - A solid card for the aggressive warbands that make a lot of high damage attacks.

  • Ploymaster - 1 Glory - “Score this in an end phase if you played three or more ploys in the preceding action phase.” - A reliable card since you will have 3 ploys in your half half the time, and can be made easier by drawing more power cards.

  • Supremacy - 3 Glory - “Score this in an end phase if you hold three or more objectives.” - A great card for “Hold Objective” warbands like Sepulchral Guard or possibly Skaven and a very powerful glory swing at any point in the game.

  • Swift Advance - 1 Glory - "Score this in an end phase if all of your surviving fighters are in enemy territory." - A solid end phase card for the smaller aggressive warbands like Magore's.

  • Tactical Supremacy 1-2 - 2 Glory - "Score this in an end phase if you hold objectives 1 and 2." - A good end phase objective card for objective warbands, though you do have to sometimes plan ahead a bit to make sure you can reach the right objectives.

  • Tactical Supremacy 3-4 - 2 Glory - "Score this in an end phase if you hold objectives 1 and 2." - A good end phase objective card for objective warbands, though you do have to sometimes plan ahead a bit to make sure you can reach the right objectives.

  • Victorious Duel - 2 Glory - “Score this immediately if your leader takes an enemy leader out of action.” - A good card for warbands with powerful leaders. It can be hard to pull off sometimes, but has a great payoff.


Ratings of 2:

  • Bloodless - 1 Glory - "Score this in an end phase if no fighter suffered any damage in the preceding action phase." - A viable card for the very defensive builds, but very hard to score as the game progresses.

  • Complete Victory - 3 Glory - "Score this in the third end phase if none of your fighters are out of action." - A hard to score card unless you plan your whole deck around it. Probably only viable for the most defensive of Steelheart decks.

  • Flawless Strategy - 1 Glory - "Score this in an end phase if you scored two or more other objective cards in this phase." - A viable end phase card that gets better the more reliable your end phase cards are. It is worth noting that "in this phase" refers to the end phase, meaning you have two other end phase cards in your hand with this one, and score them both to score this one.

  • Killing Ground - 3 Glory - “Score this in an end phase if at least one fighter was taken out of action in the preceding action phase in enemy territory, in your territory and in no one's territory.” - Viable for the larger warbands that tend to give up fighters, this card can be hard to score, but is a big swing if you can pull it off.

  • Multiple Fronts - 1 Glory - “Score this in an end phase if your warband dealt damage to three or more enemy fighters in the preceding action phase.” - A solid card for the aggressive warbands that make a lot of attacks, but can be matchup dependent. Will become much better if/when Shardgale is added to the game.

  • No more Tricks - 1 Glory - “Score this in an end phase if you have no power cards in your hand.” - This card is fairly reliable in the second or third rounds, but can be hard to score in the first round if you don’t get enough glory to equip all of your upgrades.

  • Plant a Standard - 1 Glory - "Score this in an end phase if your leader is holding an objective in enemy territory." - A viable end phase card for aggressive warbands like Magore's, but there are likely better options.


Ratings of 1:

  • Accept Inevitability - 1 Glory - "Score this in the third end phase if all of your fighters are out of action" - This isn't reliable, or something you want to plan for, and 1 glory is very unlikely to win you a game that you got wiped out in.

  • Annihilation - 5 glory - "Score this in an end phase if all enemy fighters have been taken out of action." - A generally unreliable card, as it is actually quite hard to do most of the time, and if you do wipe the other player out, you probably won the game anyway.

  • Divide and Conquer - 1 Glory - "Score this in an end phase if each player has at least one fighter in their own territory and at least one fighter in enemy territory." - A hard to score card in some match-ups (very aggressive or very defensive) and relies on your opponent a bit, so I would pass on this one.

  • Geared for War - 1 Glory - “Score this in an end phase if each of your surviving fighters (at least three) has at least one upgrade.” - The “(at least three)” part of this card makes it hard to score for most warbands, though it may be viable for the 4 man warbands in the first or second round. There are just better cards.

  • Heroes All - 1 Glory - “Score this in an end phase if all of your surviving fighters (at least three) are Inspired.” - Similar to Geared for War, the “(at least three)” part of this card makes it hard to score for most warbands.

  • Hold Objective 1 - 1 Glory - “Score this in an end phase if you are holding objective 1.” - These cards do not reward enough and are too hard to score if the required objective isn’t right next to you.

  • Hold Objective 2 - 1 Glory - “Score this in an end phase if you are holding objective 2.” - These cards do not reward enough and are too hard to score if the required objective isn’t right next to you.

  • Hold Objective 3 - 1 Glory - “Score this in an end phase if you are holding objective 3.” - These cards do not reward enough and are too hard to score if the required objective isn’t right next to you.

  • Hold Objective 4 - 1 Glory - “Score this in an end phase if you are holding objective 4.” - These cards do not reward enough and are too hard to score if the required objective isn’t right next to you.

  • Hold Objective 5 - 1 Glory - “Score this in an end phase if you are holding objective 5.” - These cards do not reward enough and are too hard to score if the required objective isn’t right next to you.

  • Honest Opponent - 1 Glory - “Score this in an end phase if you played no ploy cards during the preceding action phase.” - You will usually want to play cards more than you want to score 1 glory.

  • Ready for a Challenge - 1 Glory - “Score this in an end phase if all remaining enemy fighters (at least three) have an upgrade.” - This card is not reliable in many match-ups.

  • Stymied - 1 Glory - "Score this in an end phase if your opponent played no power cards in the preceding action phase." - Not reliable at all, since most people will play cards every round.

  • Total Annihilation - 7 Glory - “Score this in the first or second end phase if all enemy fighters have been taken out of action.” - It is pretty much impossible to do this without winning the game anyway, and very hard to do in the first place.

  • Twilight Conqueror - 1 Glory - “Score this in an end phase if all of your surviving fighters (at least three) are neither in your territory nor enemy territory.” - Very hard to pull off with any warband.


That’s it for the objectives! If you liked this article, great! If you think I missed anything, or made any errors, let me know in the comments.


Want more? You can read my reviews of the Universal Gambits and Upgrades here:


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