After my poor showing at the Grand Clash I was determined to improve my game with Thundrik’s Profiteers and hone the deck some more. I’ve made changes to the deck I trained In the Dojo with and I’m very happy with how it’s performing. So, I packed my bags and headed to Rebel Base Gaming!
Round 1 vs Jason (Ylthari’s Guardians)
Game one: Well there isn’t much to say on it everything went to plan and I won the game 21-6 as Jason’s plan completely fell apart!
Game Two: A win here secures the round. Ylthari started explosively killing Garrod and Ironhail whilst scoring 8 glory. Alas, the Guardians blew so many powerful cards in Turn One that they were vulnerable in Turn Two and Three. The game ended 22-14, putting me at +23 Glory Difference after Round 1, and 44 Glory Scored (Glory Scored was the first tiebreak).
Round 2 vs Bryce (Mollog)
Great. A Grand Clash winner and Mollog stood between me and the Shadeglass trophy.
Game 1: Opening move of the game; Dead Eye Lund charges Mollog to score What Armour? and misses. At this point I thought I’d lost the game, in activation one of Turn One. Bryce is a great player and I fully expected him to take advantage of the situation. Fortunately, for me, dice are malicious cubes of hate and they hated Bryce that day. I ended up winning 21-12.
Game 2: After a dicey victory in game 1. I knew Bryce would rally and give me an incredibly tough game. He started strong and Mollog pulled ahead extremely quickly. By the end of turn two the score was 16-8 to Bryce and he’d used illusory fighter to retreat mollog denying me the opportunity to score my objectives. Fortunately the Profiteers can score glory like nothing else I’ve encountered and due to a misplay from Bryce I was able to score 8 glory through a mix of kills, upgrades and objectives to bring it to a 16-16 draw in the final turn and good old Thundrik was sat on an objective to take me through to the final.
Round 3 vs Mike (Sepulchral Guard)
Oh great! After beating a Grand Clash Winner I now had to take on a Grand Clash finalist! I swear the Northern tournament circuit is one of the hardest places to win a sodding Glass Trophy.
Game One: Everything went to plan for me, and Mike’s deck never got started. He drew 9 Upgrades as his opening power cards. An 18-6 win for me. One more and the Shadeglass would be mine!
Game Two: So Mike was playing Tomes! This was a super tight game with barely any objectives being scored on both sides. Going into the end of Turn Three I was sat on 11 Glory and Mike was on 10. With the Warden dead and Restless Dead used I had a final attempt to kill the Librarian (the skeleton holding all the Tomes). I equipped Thundrik with Tome of Offerings and Potion of Rage and made a charge to kill the Champion. I missed entirely with all 4 dice! In the end Phase Mike scored 8 Glory thanks to a whopping 5 from Acolyte of the Katophranes and Superior Tactician putting the scores at 11-18. Had the attack killed the Champion the game would have been a draw!
Game Three: This one was for all the marbles! And my dice did not want to play anymore. In the opening turn I missed three attacks in a row from Dead Eye Lund to score What Armour?, and in the final crucial activation of the game Drakkskewer’s Tome of Offering kill was stopped by Last Chance, and then his Ready for Action attack completely missed!! The game ended 17-18 to Mike thanks to his Libraian scoring 6? Glory and my Khazagann failing to make his attacks count! Congratulations Mike!
Well, I got lucky versus Bryce and luck was not a lady for me in the game against Mike. To quote Love Island #ItIsWhatItIs the Profiteers are performing very well for me with this newly tweaked deck. I came 2nd overall at the event with a whopping 125 Glory Scored and Glory Difference of 36. There’s always next time…
Hey Trophy Hunters! With the UK Grand Clash Season well and truly upon us, UK Grand Clash Winner, Bryce and I have been hammering out games ‘in the dojo’ in preparation for competing for the Grandest Glass available. We both believe that with the current BAR List in action (as of 28.05.19) that the Cursebreakers are the most competitive faction in the game.
Last time at the Warhammer Fest Grand Clash I used the Cursebreakers to great effect, losing only to the Champion (and tumbling down the rankings) resulting in a (presumed) 8th place finish out of around 92. We never got the final standings for this event – which sucks – but I got swag for Top 8 so I’m assuming 8th!
This time around I fancy something different and have been enjoying Thundrik’s Profiteers in our games of Lunchspire! Now, this time I’ve not been posting as frequently on the Facebook page as a few competitors at Warhammer Fest had pretty much figured out my playstyle through the mini reports, and I wanted an edge this time. As of May 20th my deck list was:
This gave me a good amount of Glory – 18 and the majority of it could be scored with minimal interaction with the opponent. Which is great for consistency. I’d be relying on a multi-tap to kill a four health fighter outright unless I was able to utilise Trap and Toxic Gasses (and lethal hexes). I was pretty happy with it for a first pass at the deck.
Week 1 – The Trees…They Move…
For reference it is 28th May whilst I writing this: I spent last week playing against Ylthari’s Guardians – due to a combination of days off, working from home and just being generally too busy Bryce and I only managed to get a few games in. The takeaway I got however was that Drakskewer was a great assassin once inspired and I should be using him more; with an effective threat range of 6 hexes and ignoring everything in his way allows him to hunt leaders and vulnerable fighters. This was my deck during that week.
My Objective deck felt quite confused as I kind of wanted to play keep back, but also wanted to commit. I was Passive Aggressive. But the aggressive objectives felt hard to accomplish. I decided to make some pretty important Objective changes:
Headshot (Out) – Cover Ground (In)
Death from Afar (Out) – Martyred (In)
Solid Gains (Out) – Combination Strike (In)
These changes increased my total glory to 18 and took my Objective deck more into my own control and away from dice, and I didn’t need to kill a single enemy fighter to score every single Objective. So long as Thundrik or Dead Eye Lund could score me What Armour? I’d be set. The change from Solid Gains to Combination Strike is on that I ummed and aaahhed on for a while but as more of the Score Immediately cards were now in my control (god bless lethal hexes) I felt confident in being able to score it, and with 6 score Immediately cards there is a good chance they’d come off!
The Gambits were pretty set. I am on the fence about Trap. It’s nice to have but I could get Illusory Fighter for more positional play and to play keep away from Mollog.
The Upgrades saw the most changes, as the deck became far more passive in it’s build:
Tome of Offerings (Out) – Potion of Grace (In)
Potion of Constitution (Out) – Warding Scroll (In)
Duellist’s Speed (Out) – Bag of Tricks (In)
Fighter’s Ferocity (Out) – Hero’s Mantle (In)
As I wasn’t killing fighters too frequently I swapped out Tome of Offerings as it was not helping me score my Objectives. I put in Potion of Grace as it can combo with Ready for Action and Seek the Sky Vessel to aid scoring Longstrider. Potion of Constitution wasn’t helping versus the magical chip damage that Ylthari or Curesbreakers hand out so I elected to go with Warding Scroll in an attempt to scupper their plans. As I wasn’t making Attack Actions frequently Duellist’s Speed wasn’t doing anything useful, the swap to Bag of Tricks gives Ironhail the ability to search for Ploys to score Objectives. Finally, with my lack of aggression I dropped Fighter’s Ferocity and included Hero’s Mantle as an end game glory boost. The new deck looked like this and I’m hoping to start playing it tomorrow.
25th May– Okay! Ready for two more games of Lunchspire before the Clash. After sleeping on the heavy changes I decided to drop Trap and include Illusory Fighter. I didn’t see the value in keeping Trap as I wasn’t trying to kill anyone and it was just a nice to have whilst Illusory Fighter will help score more objectives and deny take outs to my opponent.
Today I played versus Mollog & it was a super tight 19-19 draw!! Illusory Fighter felt better than Trap as I was able to keep Bjorgen somewhat safe. Mollog still turned him into jelly with the last swing of the game but the troggoth spent a lot of time lumping around the board to do it.
26 May & 27th May – I’ve been struck down by illness and have avoided playing anything as I just need to get better for the clash. Oh dear. I’m not expecting great things as my head is terribly foggy and I’m not sleeping great – I guess you’ll already know how I did assuming the results are published. Hopefully I’ll do myself proud and finish in a respectable place.
The Thundrik’s Profiteers Expansion was provided for review by Games Workshop Ltd. I’d like to take a moment to thank the entire team for affording us the opportunity to review these Duardin!
Thundrik’s Profiteers Backstory
Bjorgen Thundrik and his crew of skyfarers were not the first among the Kharadron Overlords to search for Shadespire. The whispered rumours of the Katophranes’ Treasure had reached many sky-ports, but those expeditions that were sent either returned empty-handed or did not return at all. With a hardy crew and a magnificent sky vessel at his command, Thundrik set out to achieve what all others had failed to do. By following the faint scent of aether-gold that wafted across the Desert of Bones, he eventually found the dead city – but his expedition too was ultimately doomed. He, along with his crew and even his ship, were drawn in by the deathly magic of that cursed place, and found themselves trapped in the Mirrored City. Thundril now leads his bold crew of profiteers in search of their lost skyvessel – for without its capacious hold they have no way of escaping with all the treasures they acquired.
Thundrik’s Profiteers Miniatures
Thundrik’s Profiteers contain five fighters joining Garrek’s Reavers and Spiteclaw’s Swarm as a middling size warband. Five fighters provides you with flexibility in your activation choice, as not all the Profiteers will be able to activate without Power Cards, this affords you some redundancy in case one should be taken out of action
Assembling the miniatures was simple and the ‘brown’ metallic colour is easily identifiable from the Skaven, rather more in keeping with the brass steampunk look of the Kharadron Overlords. My favourite miniature of the bunch has to be Khazagan Drakkskewer with his Skyrigger Balloon. These Duardin certainly feel regimented and a cohesive force – I’ll be having mine painted as the box art suggests. Though I cannot wait to see what the community produces with the various Skyport colour schemes available.
Thundrik’s Profiteers The Fighters
Bjorgen Thundrik is an extremely fun name to say, and an extremely fun model to use in your games of Warhammer Underworlds! With an accurate ranged attack, which only gets MORE accurate & damaging once inspired, Thundrik is able to threaten anyone within five hexes of him despite his stunty legs.
Promotion is an interesting new ‘inspire’ mechanic that I TOTALLY CALLED CORRECTLY in my predictions of this warband. Having easily scored objectives in turn one is extremely important for this warband, and getting Thundrik inspired as soon as possible is a must as he is required on the table to Inspire the rest of the warband!
His on card reaction provides an exciting prospect for area denial! When activated near a group of lethal hexes Bjorgen can force the opponent to take damage if they want to get near his profiteers!
Dead-eye Lund scores you What Armour? early as soon as possible! With his Duardin profiling you’ll want to get this profiteer promoted after Khazgan and Thundrik.
Garodd Alensen is the warband’s Danglebro. He will likely score you Martyred or Calculated Risk to ensure that Thundrik or Khazgan can get their promotion. All in a days work for Garrod, and don’t worry he’ll be brought back to life for another fight another day…he is in the Mirrored City after all!!
Enrik Ironhail scores you Get Thee Hence! and probably Martyred. Inspiring him is nice but not overly necessary unless you’re truly GUNNING for Headshot! Range three with Knockback provides a lot of utility to dictate who can engage the Profiteers, especially when you consider Seek the Skyvessel.
Khazgan Drakkskewer is your second promotion and close combat fighter! A range 2 attack for 2/3 damage is nothing to turn your nose up at. Bonus points for playing Spectral Wings, Charging in with Khazgan, scoring Cover Ground, Promote him, hit for more damage and then disappear with Illusory Fighter or Seek the Skyvessel
Thundrik’s Profiteers Faction Cards
The bit we’ve all been waiting for, and what you’ve probably skipped back to after checking out the Universal cards!
Giblin’s Top Pick
Headshot – All the attacks you’re going to make (bar Khazgan & Garrod) are range three, and you’re pretty likely to score a Crit Hit with the amount of dice you’re rolling. Challenge Seeker just seems to be the ultimate upgrade at the moment to get these low health fighter an extra dice!
Remaning Faction Objectives
Search the City – A duplicate of Our Only Way Out I foresee some objective play for this warband but I’m not sure it’s how I’ll be running them!
Stake a Claim – Essentially this is Denial in any turn. I don’t think this card will see much play honestly, with the Profiteers excelling at range the opponent has to come to you to score any combat oriented objectives.
Live by the Code – An extremely easy to score objective turn one if you’re confident you don’t need to go digging for objectives. It DOES lock you down from discarding unscored objectives – be careful with this as you may brick your hand for the sake of one glory and a Promotion.
Sound Finances – This is a brilliant turn two or three card – having five unspent glory is easy to come by when you build for it. I think this may see play as a two glory objective is always good to have!
It’s Ours Now – Score this if two or more friendly fighters are in nobody’s territory. At best you need to occupy two of seven hexes and at worst you need to occupy two of three hexes, all the while leaving your fighters vulnerable to those who wish to do them harm. This isn’t for my playstyle.
Collect Bounty – It’s the same as Assasinate, and I’ve not seen that card since the original Shadespire core box!
Giblin’s Top Pick
Seek the Skyvessel – Oh my yes! This card is golden! Every playstyle will love this card! Ploys that let you Move are so good! Remember regardless of whether you have a Move or Charge Token you can still make this move as it’s a ploy that is telling you to do it. Great for scoring Longstrider.
Toxic Gasses – aka my bathroom after I’ve been on the boozer. I like that this allows you opponent to pick their demise. For anyone near lethal hexes this is just a point of Damage but if you can set it up correctly then you can put the screws to your opponent as they try to figure out your cunning plans.
Quiet Contemplation – There are better cards for either effect. If you want to draw Power then take Improvisation, if you want to draw Objective Cards take Rethink Strategy. This card gives you that flexibility to switch up what you want.
Remaning Faction Gambits
Unyielding – Not being driven back isn’t really a big deal – with the low health pools being hit will likely result in death. Not being driven back due to a tied result probably doesn’t do all that much.
Atmospheric Isolation – If you’ve got Thundrik alive this has the same effect as No Time but if he’s dead. Then this is a blank card.
Ambitious Attack – +1 Damage to range 1 or 2 Attacks – only relevant to Khazgan really. As most attacks will come from Range 3 I think this is a pass.
Prepared Position – The Guard Card! I love it. Great for scoring Change of Tactics and getting someone promoted efficiently.
Aetheric Augmentation – The designers loved alliteration for these cards… this card provides +1 dice. As I’ve said many times this is a nice to have but with the existence of Fulled by Fury and Haymaker available this will be left at the wayside for those with complete collections.
Timed Charge – Leave a bomb behind when Khazgan flys away from a fighter. On the roll of a Smash or Crit then all adjacent fighters suffer 1 damage. This is a nice thematic card but not one I’ll be running!
Protect the Boss – Choose a friendly fighter and push them two hexes towards Thundrik. It’s got some uses but I’ll be taking Seek the Skyvessel for my shenanigans!
Giblin’s Top Pick
Ancestral Fortitude– More wound = more promotions!
Ancestral Might – Given to Drakkskewer for big attacks, and in-faction artwork is a nice change to Great Strength.
Augmented Buoyancy – Move 6, ignoring blocked and lethal hexes, and Range 2 attacks make even Skritch jealous, and a good alternate to Faneway Crystal to score Cover Ground.
Remaning Faction Upgrades
Rapid Reload – Double tap that minigun! As a rule I’m not a huge fan of named Upgrades unless they are particularly powerful. With Ironhail only having three health when promoted I’m not overly confident with him surviving long enough to make full use of this.
Swashbuckler – Bonus dice are great, but see above for the exact same point about named upgrades.
Empowered Aethershot – Cleave on Ironhail is amazing. But see above.
Magmalt Draught – A reprint of Potion of Constitution I like it to keep Thundrik ticking!
Paymaster – Impress the boss! If you’re planning to group up this is a solid upgrade to allow re-rolls!
Punishing Retort – I like the effect but loathe the attack. Attacking your foe when they fail an attack is great, but when it HAS to be a two fury one damage attack I’m less enthused. After using Magore’s Fiends recently I’ve learnt how pants the Gorefist is.
Breath of Grungi – Knockback 1 Darts. Good for another option to score Get Thee Hence! but I think Ironhail will have that covered.
Thundrik’s Profiteers Universal Cards
Giblin’s Top Pick
Tactical Supremacy 2-5 – It’s nice to see more of these cards for the Hold Objective Warbands!
Calculated Risk – PHWOAR!!!! Just Move through a lethal hex and score a glory. F**K YES!
Death from Afar – Score Immediately for killing while at least three hexes away. Magic & Ranged Attack fighters got a buff here! I think Farstriders needed it. I don’t think Cursebreakers needed it.
Remaining Universal Objectives
Biding Your Time – Score this if you took no attack actions and have at least one fighter on the battlefield. Brilliant for hyper-defensive warbands!
Branching Fate – Score Immediately if you roll three or more Attack/Defence dice and they all show a different result. If you have the capability to reach that many dice then it’s not terrible.
Building Momentum – Score at least two other objectives in this phase for one glory. Essentially this is a reprint of Flawless Strategy.
Every Trick in the Book – Another reprint, this time of No More Tricks.
Versatile Fighter – Score in the end Phase if you made a Range 1 or 2 attack AND a Range 3 or more attack in the proceeding action phase. Brilliant for Sanson and the bird.
Tireless Slayer – Score if a single fighter takes three fighters out of combat in the proceeding action phase. Mollog might consider this but I doubt it’ll be overly popular outside the Mob.
Patient Commander – Third End Phase. Score if you took 2nd activation in all turns. I’ll be leaving this in the binder.
Master of Mayhem – Score immediately if you have used three or more actions/card that utilise a Scatter (hello all-in Snirk players!).
Giblin’s Top Pick
Aetherflux – Make you hard to cast spells easier! The applications of this are wide reaching and opens up a lot of opportunity for those big double focus spells!
Amnesiac Backlash – Cast on a crit and as a reaction BUT if it comes off the opposing S̶t̶o̶r̶m̶s̶i̶r̶e̶ wizard cannot cast spells any more!!
Sphere of Aqshy – We’ve reached tipping point. Wizards now have the tools to do a lot of damage at range. This is functionally the same as Raptor Strike, and we know how good that is!!
Remaining Universal Gambits
Stand and Shoot – Shoot the guy who is about to charge you in the face! You can’t drive them back but you could kill them :shrug:
Piling On – Stab them in the Knee for everyone!
Black Powder Sphere – A nice way of getting some AoE damage out there but the application is so random. There is a Scatter to see where the bomb lands and then a 50/50 roll to see if any damage is done.
Shifting Reflection – I quite like this – you can switch the position of two fighters that are holding objectives. Maybe a bit too niche but I love the idea of it!
Trading Up – Ditch the upgrade you have to equip one from your hand!
Magical Dearth – Only crits matter for spells in the power step. If this rolled into the next activation too I think it might see a little more play but as it is simply playing Silence is better.
Empathic Exchange – Big two health healing spell that Ylthari’s Guardians might consider packing into their deck!
Giblin’s Top Pick
Tome of Healing – Gotta push that Tome play!
Blessing of Hydragos – Keep on stabbing people! Great for bouncing away from a Charge!
Earthing Stone – Shut down Objective play by removing the ability to score them!
Remaining Universal Upgrades
Crown of Avarice – Okay, this is the real winner of the upgrades in my opinion. Throw this on a vital fighter or a danglebro and then you can essentialy steal the Glory they just earned for killing them!
Hammer of Scorn – 2 Smash, 2 Damage, Knockback 2. Just a solid attack that will send folks flying! My Turn this!!
Voidsceptre – remove those horrible Persist spells. Time will tell if this becomes worth it – my gut says Warding Scroll is better value.
Reinforced Armour – Attacks that do a single point of damage don’t do damage. Is the attack successful still? Probably not.
Paradox Armour – This might be useful if you roll multiple dodge dice, but those crits can save your ass!
Nullstone Mace – Mact to Face! It’s a solid attack…but Hammer of Scorn is there.
Hunter’s Tenacity – Drive your opponent back and follow them up – it’s nice but there are better post-attack reactions, and I’m not 100% sure how this helps you win games.
Thundrik’s Profiteers Decklist
Untested list but the main aim is similar to my Godswon Hunt Deck & Tech. Everyone is a tool for a job and aim to make the most of their abilities printed on to the cards e.g. Cleave/Knockback
None of the score immediately cards are linked with kills so there is no need to engage more than required.
Thundrik’s Profiteers have been revealed at Adepticon 2019 and oh boy do they tickle me in all the right places. Good guys ✔️ Armour ✔️ Dwarves ✔️ Guns ✔️ Balloons ✔️
My predictions for this warband are:
Inspire Condition: When you Score an Objective you may choose a Profiteer to Inspire.
Playstyle: Hold Objective/Defensive
Stats: Defend on Block, Speed 2/3. Harpoon applies a Move token if it does damage, usable once per action phase.
Let me know if you agree in the comments, or better yet, let me know what you think about these flying tanks!
Thundrik’s Profiteers Inspiration & Playstyle
If you’ve not been part of Age of Sigmar and have come from the World that Was (Auld World 4 lyf) then you would be mistaken for believing that the Kharadron Overlords were just armoured Thunderers. Thundrik’s Profiteers seem to represent the major Guilds from the Lore. If you want to read more on the Kharadron Overlords then click here.
In Warhammer Underworlds we’ve already seen many neutral cards with these duardin adorning the artwork. These may give us a hint as to what their intended playstyle might be! Thematically the Kharadron Overlords are concerned with profit so some sort of Inspire condition linked to Glory acquisition would be my guess i.e. Inspiring when they score an objective thematically this links with them completing a contract and it’s another unique Inspire condition.
The Warhammer Community Article states:
These guys turn Warhammer Underworlds on its head with the ability to pepper their foes at range, allowing them to hold objectives while still slaying enemies.
Taking a look at the Neutral cards with their art it would confirm the Hold Obejctive/Defensive style of play Most notably Gloryseeker rocked our worlds by being a +1DMG without a range restriction would certainly be useful for a faction based on ranged attacks! Whilst gambits like Baffling Illusion and Revoke would make it difficult for aggressors to reach Thundrik’s Profiteers.
But why defensive not aggressive if they’re killing things? Well astute reader, many of the Neutral Cards with their artwork are objectives..and I’ll let you have a read and see if you can spot the theme…
These are all VERY Defensive or Hold Objective minded cards that require you to focus on generating Glory. Drawing four cards from digging deep and Extreme Flank (with 5 models) would have been a dream come true for Defensive warbands in the days gone by.
If my prediction on their Inspiration Mechanic is correct then it ties in wonderfully with the idea of gathering Glory and holding onto it and the Envoy’s Prerogative upgrade is thematically fitting as you are essentially searching for your next contract to get another Profiteer inspired.
Thundrik’s Profiteers The Stats
So, stat wise I’m kind of stabbing in the dark here but taking educated guesses at what to expect! Given their plate armour it would make absolute sense that these Duardin also defend on Block symbols, I wouldn’t expect this to go up to Double Block on everybody when Inspired a gunline with good defensive stats is NOT a great play experience for the opponent.
As for their speed, assuming a racial bias is in the game as seen from the Stormcast profiles then it’s likely that Thundrik’s Profiteers have a base move of two, that will increase to three when Inspired – just like the Chosen Axes. Garodd Alensen MIGHT start with three movement and defend on dodges due to his lack of armour and only visible melee weapon and the Balloon Boy may also have a bit of extra speed thanks to that contraption.
As for their attack profiles we really can’t make any sort of call the weapons are extremely varied; shotgun, pistol, harpoon, Gatling and flamethrower. Your guess is as good as mine, though I wouldn’t expect them to be too powerful at range as a faction that can truly kill from long range is a fearsome foe – though that may be what the game needs to shake it up from slumber.
Regardless of what their cards say I’ll be taking these guys to a few events when they’re finally released as I love everything about them so far! Roll on the next set of reveals from Games Workshop!