Posted in Sanson's Farstriders, Warhammer Underworlds

The Farstriders Review

Welcome Trophy Hunters, we’ve reached the final review article for the post-BAR List shakedown. It’s Sanson’s Farstriders. I’ll preface this article with a forewarning that having played with the Farstriders since the BAR List they are no where near as bad as I had expected. However, their power level is far more balanced and in line with other warbands compared to their vast power gap previously so it definitely feels like they are worse, but in actual fact are probably on the same tier as Ironskull’s Boyz or Garrek’s Reavers.

The Farstriders’ Weaknesses

The Farstriders, much like the Orruks, have a bit of an identity crisis. Their faction objective deck doesn’t know what it wants to be. It contains Hold Objective cards, Aggressive cards, and defensive cards. Now, Jamie, this means they’re obviously a Hybrid or Flex faction. I would agree with you, however they don’t play the Hold Objective game well (having only three models) and Defensive/Aggressive with the BAR List doesn’t really work that well anymore.

Bold raiders and expert scouts, the Vanguard-Hunters are tireless in their quest to slay the followers of Chaos, always striking from the perfect angle and leaving their quarry reeling in confusion.

Their Inspiration mechanic compounds the identity crisis. If they should play defensive or objective then they likely won’t Inspire as they need to be in their opponent’s territory to get their juicy stats. However, this is counter to both of the aforementioned playstyles. So agrro seems the likely choice? Well…yes & no. Yes because they have some of the best defensive stats in the game cleave falling out of the wazzo to combat other aggro warbands. But at the same time no, because until they’re inspired they’re a little bit pants.

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The Farstriders & the BAR List

The Farstriders despise the BAR List. They were hurt the least by Great Concussion & Quick Thinker, and benefited the most from the majority of the restricted cards – especially Trap, Pit Trap, Helpful Whispers, & Advancing Strike for aggressive play, and Soultrap, Tethered Spirit, & Destiny/Slumbering for defensive play.

Restricted Objectives They Love

  • Advancing Strike
  • Change of Tactics
  • Defensive Strike
  • Escalation
  • Extreme Flank
  • Fired Up
  • Precise Use of Force

Restricted Gambits They Love

  • My Turn
  • Pit Trap
  • Trap
  • Ready For Action

Restricted Upgrades They Love

  • A Destiny to Meet
  • Awakened Weapon
  • Helpful Whispers
  • Incredible Strength
  • Slumbering Key
  • Soultrap
  • Tethered Spirit

Which Five Cards Would I Choose?

Well, since what feels like their entire pre-BAR Deck is now on the restricted list it’s difficult to choose. In my Farstrider deck that I was running and tweaking (as shown to those signed up to the newsletter) I took:

  • Advancing Strike
  • Extreme Flank
  • Ready for Action
  • Trap
  • Pit Trap

This allowed me to still maintain the ‘plink’ damage playstyle, especially when combined with Raptor Strike, Encroaching Shadow & Shardgale. The Gambit slots were largely focused around damage and movement. The warband was deadly versus the swarm warbands with many low health fighters as eventually Shardgale would wipe out many models. Whilst, against high health models it effectively worked like a nuke to take out their big piece early (Fjul, Magore, Stormsire etc).

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The Farstriders: Faction Cards

Faction Objectives: I actually like ANY of the faction objectives. They are all a bit too hard to score, too specific, or too slow scoring. It’s far easier to build an objective deck made of generic cards than it is to start including their own faction cards.

Faction Gambits: The leaders pack broke this faction pre-BAR List.

  • Raptor Strike: A stupid ploy for stupid people. One unavoidable damage is amazing & should be included in every 👏 single 👏 list 👏
  • Rangers Advance: Pushing two models is good! It’s a less restricted Quick Advance, however becomes useless if two models are removed as it HAS to choose two.
  • Warning Cry: The Guard card. Love it for scoring Change of Tactics if you choose to run it, and generally just good for buffing defence stats.

Faction Upgrades: What the faction lacks in objectives it has in upgrades (that’s not a profitable trade!) I’d be looking to pick three or four of these to suit your intended playstyle.

  • Covering Fire: Providing support whilst moving in a pack is tasty!
  • Flashing Handaxe: Just a good offensive upgrade for the main man himself. Cleave & 3DMG.
  • Furious Blow: Make attacking this fighter scary because if you miss he’ll whack you one, or get stuck into a loop versus inspired Brightshield or a gorefist.
  • Lone Warrior: Helpful Whispers for your defence dice. Makes the double Block dice even better!!
  • Sharp Eyes: Give all Eagle-Eye’s attacks cleave. Including the gun!!
  • Swift Stride: +2 Move is so valuable, especially with the reliance of Sudden Growth & Deathly Fortitude to keep our fighters alive now.

The Farstriders: Board Choice

Regardless of set up there is a very good board for the Farstriders that I would recommend playing around with. Being comfortable with one board makes tournament games far easier, and that board is the Soul Refractor.

Regardless of orientation you’ll always be able to get at least two models into your opponent’s territory, and if you need to sit back then you can confusticate your opponent with the trio of blocked hexes to deny charges & block line of sight.

Final Thoughts

I’ve really enjoyed this series of looking into the various warbands. We’re at a great stage in the game where any warband can win an event, and with Mollog’s Mob & Godsworn Hunt on the horizon it’s a very exciting time – what cards will they bring to shake up the meta again?

As for the Farstriders they are not in the bottom most tier as I initially knee-jerked to put them in. They are no where near as bad as Eyes of the Nine, but they aren’t the superstars they once were. If you’re a high model – low health warband then you should fear the Farstriders!

Posted in Sanson's Farstriders, Warhammer Underworlds

On the Painting Table: Sanson’s Farstriders

Hey Trophy Hunters!

I’ve not got any tournaments planned for this weekend or the next! So, I thought I’d take the time to get some paint on the next warbands I want to win with. Now I’m not a great painter. I’ve never claimed to be, and I probably never will be. It’s not something I want to put my free time into. More time rolling dice is more important to me.

After my Tier Breakdown I put the Farstriders into the bottom tier as I felt they were hit incredibly hard by the Banned & Restricted List (Nov 18) losing easy access to their Trap & Pit Trap damage cards, as well as their easy-to-score objectives meant I dropped them hard. I knew this was hyperbolic and would get people a little angry at their fall from grace, therefore I want to test them at a competitive setting and see if it’s truly as bad as my hot-take was. 

On the painting table for the next tournament

In my most recent newsletter I published my WIP deck list for the Farstriders. I’m pretty happy with how it’s performed in Lunchspire. However, my games have been against Zarbag’s Gitz. So, it’s been a bit of a one-sided fight. I’m hoping to get a few more games under their belt and face off against the higher health warbands.

Join the Newsletter and get the Farstrider Deck List

Finally, I wanted to say thanks to What The Hex? for the shout out in Episode 2! Their audio quality has improved leaps and bounds and have definitely slipped into my listen list!

Posted in Sanson's Farstriders, Thorns of the Briar Queen, Warhammer Underworlds

Briar Queen vs The Farstriders

Hey Reader! Last night I managed to put the Thorns of the Briar Queen on the tabletop versus the Farstriders. I was keen to test the Thorns against, what I deem to be, their hardest match up. Oh boy, was I right…

Oh dear sweet Chainrasps, I hardly knew ye…


I tried a hybrid deck for the Thorns; passive scoring cards from Shadespire (Alone in the Darkness, Supremacy, Change of Tactics) with the Score Immediately cards from the Thorns faction cards.

The Farstriders were running a similar deck; passive & aggro. The tale of the story is to be careful of Shardgale. That card turns the game on it’s head – giving the Farstriders access to some of the easiest kills from glory I have ever witnessed. Falcon Strike was a guaranteed glory after that, Trap was usable to kill the bigger targets, Shattering Terrain locked down the warband for a turn, bolt shots killed for fun versus single dice. It was miserable!

Game 1

Round 1. I was able to score three glory by making use of the easy Score Immediately cards; ‘Treacherous Foe’ and ‘Change of Tactics’. This was a really sweet combo that allowed me to score a Glory from ‘Change of Tactics’ equip Great Strength, and play Ready for Action to make another attack – grab a kill and score the ‘Treacherous Foe’. Three Glory from a single activation – nice. However, the Farstriders responded in kind, shooting twice to score ‘The Bigger They Are’ and ‘Precise Use of Force’ – also three glory from a single activation…oh. And to rub salt into the wound they were able to set up a wonderful Round 2 by plinking some wounds off my Chainrasps with another shot & Falcon Strike…AND then a Great Concussion to prevent my own Supremacy and Our Only Way Out. Whilst they were able to score Chosen Champion and Master of War. 3-5

Round 2.  The Farstriders started the turn by dropping a Shardgale, killing the two Chainrasps set up from the previous turn AND then used My Turn to take another shot and then Trap to kill off the Ever-Hanged…poor chap, whilst scoring Masterstroke. Knowing that Great Concussion was out of the way I held on to Supremacy and Our Only Way Out but an Inspired Farstrider was able to get into position to threaten all three of my objectives. This was all terribly compounded by the 5 Upgrades I drew into meaning I was purely at the mercy of the dice. The turn went about as well as I could have hoped. I scored Alone in the Darkness as did the Farstriders, but they also scored Shining Example. 5-12

Round 3. I was ready to throw in the towel. I ditched Supremacy and Our Only Way Out and drew into Swarming Spirits and As Nagash Commands. The Farstriders had drawn Skirting Danger and so moved as far away from my Thorns as possible, whilst Farstrider himself ran onto an objective to score The Formless Key, A Destiny to Meet, and Heroes Mantle denying me As Nashash Commands. 5-16

It was a miserable first outing for the Thorns, but it was nice to see that there is not a blatant power creep in Nightvault.

Game 2 – More of the same. It went just as bad.


Inspiring the ghosts is actually FAR harder than I expected! With the easy access to push cards in the game it became increasingly difficult to get into position to Inspire as it’s just as easy to disrupt as it is to get into position. It often felt like I was hanging the ghosts out to be killed in the vain hope of getting the named ones Inspired. In future decks I’ll 100% be including Inspiration Strikes to get the Briar Queen or Varclav ready for combat.

Whilst the Briar Queens attacks at range 2 are strong, they make you not want to move into range 1, but that prevents you from Inspiring. I also found the decision to Push models after an attack a difficult decision – you leave yourself open for attacks from multiple sources (My Turn, Ready for Action, Time Trap) but Inspire on your next activation.

Whilst the faction cards are very strong, like really strong, the Thorns still fall foul to the same problem as the Sepulchral Guard. They have a lot of 2 health 1 dodge models that are easy pickings and can really let your opponent get their engine running.