Posted in Card/Board Reviews, Warhammer Underworlds, Ylthari's Guardians

Painting Ylthari’s Guardians with Contrast Paints

Hey Folks! Thought I’d take a stab at this ‘Painting Revolution’ of Contrast paints and give them a go. Now, I’ll preface this by saying that I’m not the best painter. I can do tabletop standard fine and go through the Base – Shade – Layer – Highlight steps but that is where my enthusiasm for painting ends.

Typically I’ll spend around an hour or two per model. For example my Dreadfane Warband, Ironsoul’s Sequitors, has taken probably seven hours so far as I’ve been putting more care into them and using the ‘standard’ way of painting.

I’ve been watching these Contrast Paints from the sidelines and have been keen to try them out. So I popped down to my Local Gaming Store and grabbed a can of Wraithbone, Gryph-Charger Grey and Cygor Brown with the intent of getting Ylthari’s Guardians painted in as short a time as possible. I’d like to have got some Wyldwood but they were sold out!

Step One: Wraithbone Basecoat (2mins)

So I prepared Ylthari’s Guardians and took them out to be blasted with the rattlecan, and I was pleasantly surprised at how easy it was to cover the models with the new paint! I’ll be using Gallaghan as my test subject in this little experiment.

Step Two: Cygor Brown Layer (17mins)

The paint went on easily and I was able to get good coverage in a short space of time. I took the picture a little too prematurely as when left for longer to dry the brown DID begin to look more highlighted. I was a little nervous for the next paint as it was a new colour and I wanted to use Aethermatic Blue but it was out of stock! They hype for this paint is real!!

Step Three: Gryph-Charger Grey (7mins)

Wow. This stuff went on quickly and easily. I am massively impressed by these lighter colours. When they have dried full they look absolutely stunning and Contrast paints for doing these ethereal style models will become common place at tournaments!

Step 4: The Base (15mins)

For the final step to make this miniature ‘Battle Ready’ I painted the base in the traditional way. Base – Shade – Drybrush. I’ll go back in and ensure the base gets the TLC it deserves as it looks unfinished to my eyes. But all in all I’m pretty chuffed with the time taken on this.

Total Time: 41~ minutes

Have you pre-ordered the Contrast colours? Let me know in the comments which project you’ll be using Contrast in.

Posted in Warhammer Underworlds

UK Games Expo – Grand Clash Review

Welcome Back Trophy Hunters! The UK Games Expo happened a lifetime ago and I was able to attend the Grand Clash with Thundrik’s Profiteers as my chosen warband. I came 30th overall out of just over a hundred (I think) with two wins, a draw, and a loss. Overall I’d like to have performed better but I had four very difficult games against high calibre players and can keep my chin up with the result. I won’t go into the blow by blow of each game but will give a rundown of the results and my feeling of how the game went.

Oh and before we begin we used Best Coast Pairings again, which is an app I detest and wish that there was literally any other tournament organising platform in use. I spent the first half an hour of registration going down the registration line explaining how to use the app to players to speed up registration. Also, I’m SO glad that I brought my power bank as my phone would not have lasted the tournament having to constantly check the app. For me it just drains power like nothing else.

Round 1 vs Nathan (Zarbag’s Gitz)

In round one I was drawn against Nathan, he seemed like a younger player but in my years of competing in various systems it’s never worth underestimating a player due to their age. Nathan explained that he is on the Underworlds Discord as ‘A Git’ which was a pleasant surprise as we’d actually chatted a little bit on there.

Nathan was running Gitz and I was cursing having dropped Tome of Offerings immediately. Game One I was able to nuke Snirk, the fanatic, very early and Nathan held his cards close to his chest about what his gameplan was. I took game one 22-8.

Game Two saw all the Relics get piled onto Snirk so I focused fire on bringing him down. Having played relics myself I knew how important denying their scoring was, and I was able to control Snirk in the early game thanks to all the movement shenanigans the Profiteers have. It was close but I was able to take the second game 18-15 as the relics never got going.

Game 2 vs Derek (Ylthari’s Guardians)

I knew Derek was a good player from the Facebook Groups and whenever you recognise a name it’s usually never a good sign. Fortunately Bryce and I had been playing this match up a LOT. I threw everything at killing Ylthari and ignoring Gallaghan, and it paid off in both games as I was able to win 19-13 and 15-6. No losses and a +32 Glory Difference had me in good stead for the event.

Game 3 vs John (Thundrik’s Profiteers)

If you want a blow by blow of the game you can check John’s Blog here. For the most part it is accurate though there are a few mis-remembered details, for example:

His Drakkskewer charged mine but missed although did score Calculated Risk. 

I never used Drakkskewer to score Calculated Risk all tournament, because he literally can’t score it. We had a really tight set of games, John took the first 11-16, I took the second 21-18 and in the third my objective deck bricked me but the most frustrating moment of the game for me was when John rolled a defensive crit with Ironhail against my turn one Drakkskwer charge.

I had Ready for Action, Potion of Rage & Trap in hand with the intention of killing Ironhail (stopping Get Thee Hence! and making Headshot more difficult) with the plan being attack Dead Eye Lund with 4 dice and Trap to kill him (slowing down What Armour? and a good damage threat). I rolled double smash with Drakkskewer on the charge but John critted out of it and the game went downhill from there. Sometimes it’s just not your day. I lost the third game 11-18.

Game 4 vs Josh (Thundrik’s Profiteers)

Great another Profiteer mirror match. They really aren’t very fun to play. Josh was a good opponent and I enjoyed his company and shared in his frustration at how the games went.

In Game One we played the game well and ended with an 18-18 draw as nobody had any tiebreakers – that was a relief but also a bit lacklustre. Game Two saw Josh’s deck and dice desert him and I rolled in for a 21-6 win. Game Three the reverse happened and Josh won 8-21.

We had assumed I’d won the round as my Glory Scored & Glory Diff over the games was higher but at a Grand Clash this doesn’t matter as they are additional victory conditions if there must be a winner so it was recorded as a draw as we had both won a game. A bit of a damp ending for both of us I think there.

Final Thoughts

For the event I ended on 2 wins, 1 draw, and 1 loss. With 6 individual games won, 1 drawn game, and 3 games lost. Coming 30th after that performance stung. Though had my round draw been a win it would only have moved me to 21st as I lost 3 individual games.

I have since made multiple changes to the deck to make it more consistent and stop bricking my opening hand as much. The Thundrik’s mirror match, of which I experienced two, is one of the most miserable experiences I’ve had the displeasure of playing. I learnt a lot about how to handle those games and feel confident going into them now, but the Mexican stand off is a bit boring. Oh and once again I passed my swag onto other players as I really don’t need another set of Alternate Art Keys.

Posted in Warhammer Underworlds

Wargaming Apps

Hey Trophy Hunters! Just a quick list style article today whilst I’m working on my UKGE Grand Clash review in the background. Check out my build up article here. These are some of the apps and resources I heartily recommend adding to your bookmarks and downloading to your mobile.

1. Podcast Addict

Podcast Addict is my preferred ‘PodManager’ App. It allows you to search for podcasts in the app and subscribe via the app too. It’s completely free via Google Play and I’m currently subscribed to every single Warhammer Underworlds Podcast that I can find. Sadly it’s not available on IoS.

Google Play

2. Warband Odds

Warband Odds is a valuable tool in the competitive players arsenal. Make use of it to learn the basic win percentages of the most common attacks. It’ll improve your decision making in game as you’ll begin to understand why your petitioner isn’t hurting Gallaghan. Though don’t crutch on the odds too much, as variance will screw you and sometimes you end up just having to hope your 30% attack is successful.

Google Play
App Store

3. Underworlds DB

Underworlds DB is by far my favourite Deck Builder for Warhammer Underworlds and is simple to use, especially at a desktop. Whilst it’s not technically an App I still love it. Though you’ll need an internet connection as it has to be used in-browser. The perfect workplace toilet break pass time.

Website Link

4. Discord

I didn’t like Discord originally but it’s grown on me. I prefer Slack but Discord is far more accessible for the majority of people. It’s nice to lurk and read what other players are saying or thinking. Occasionally I’ll pitch in and discuss but for the most part it’s a nice option if I feel the need to discuss something or I’m unsure how a rule interacts.

Discord Link

5. Best Coast Pairing

I’ve begrudgingly included Best Coast Pairings simply because nothing else exists for Warhammer Underworlds that is able to collate tournament information. If there was a Google Sheet out there that somebody managed I’d put that above BCP.

The user interface is clunky. Registering for events is difficult. At UKGE I spent about 30mins going down the registration line teaching people how to register.

Google Play
App Store

Posted in Thundrik’s Profiteers, Warhammer Underworlds

In the Dojo: UK Games EXPO

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:

Link to Deck

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.

Link to Deck

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.

Link to Deck

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.

Posted in Warhammer Underworlds

Are Ranged Attacks too Common?

Before I begin, this is just a thought i had whilst on the train home from work. I’d love to hear your opinion about it. Drop a comment on here or the Facebook page and I’ll happily discuss it.

Did you play in Season One? Do you remember what it used to be like to have to get up close and personal with an opponent? To see the whites of their eyes before eternally closing them?…well until they’re brought back to life by Nagash.

Since the last wave of releases for Nightvault I’ve noticed that fighting at range is becoming more and more common. I’m rarely closing in with my opponent as it just seems like a disadvantage. Positioning is so important and choosing where to fight is so much easier with range!!

+1 defence when adjacent to nobody
This is becoming more and more appealing…

Every single Nightvault warband has at least one range 2 attack and for all except goblins it’s on their main damage dealer. For the cherry on top when Inspired 5 of these fighters have range 3 damage 2 before upgrades. Which is really quite spectacular! In total there are 20 of 43 fighters who have ranged attacks.

Shadespire had just 7; Farstriders, Skritch, Karsus and the Warden. Guess which warbands were considered top of their class at the end of Shadespire? The poor bony bois have their own inherent problems.

Now with even more Gambit Spells available we’re flinging damage from 4 or 5 hexes away. Who is punished most by this? Slow warbands. I’m looking at Steelheart, Skeletons, Chosen Axes, Orruks, and even Magore’s are beginning to tail off though they benefit from being a bit faster than those previously mentioned.

How can we counter this?

Well the upgrade above is a pretty good reason to get close to someone, but we can also dig back through our binders to some season one cards…

Darkness Descends can spoil an end of turn charge from Stormsire or Mollog as they have likely played to their max range.

Mmm reactions that happen mid doing something! This ruins spell attacks as they have 1 dice and need to crit, and greatly negates the effectiveness of Thundrik’s Profiteers accurate attacks.

A left field choice from Nightvault:

Spin towards your opponent with this and you might just close that gap to be adjacent to attack them in your activation. Relying on your opponent missing shouldn’t be given too much weight. But it’s also a reaction that can stop Tireless Assault or Lightning Strikes. Probably.

Currently there aren’t a great deal of all rounder cards to negate being whittled down at range. My advice is to fight fire with fire and stock up on ranged attacks yourself.

Posted in Event Review, Warhammer Underworlds

Warhammer Fest Grand Clash Event Review

Following on from my In the Dojo article I was feeling a bit nervy heading into the Grand Clash. My Cursebreakers had spent the week being beaten by everything Bryce and I threw at it. Time has since passed since the event and details have become blurry. There are some definite stand out moments – specifically in my game versus Rafa in the final round.

Anyway, I travelled to the Richo Arena on my lonesome and leaving the house at 5.30AM after a night of drinking prior. Fortunately I was able to travel via montage, and was able to get there easily. I.e. It was a long boring journey with many changeovers that drained my will to live.

By the time I’d finally arrived there was only 30mins or so to prepare. I’d packed my bags the night before with a shot at the Grandest Glass in mind this includes:

  • 3x 500ml bottles of water
  • Nurofen Express (fast acting headache tablets)
  • 2x Banana
  • Hand Sanitiser
  • Deodorant

4 Rounds in a single day can take it’s toll on you mentally and physically. Staying hydrated should be a huge party of your daily routine anyway but at a convention it’s very easy to succumb to beer, soft drinks, energy drinks etc these make you groggy and can cause sugar spikes and crashes.

I was already nursing a hangover, so the Nurofen was keeping me ticking but I was being sparing with them as I’d likely need them going into the final round. The bananas are a great source of energy and helps stave off the desire to stuff your face with chocolate/crisps/vendor trash.

Nerds aren’t the cleanest of people. It’s a sad fact. I took the deodorant because I’m a decent human – conventions can be sweaty smelly places and keeping yourself fresh is a common courtesy to other attendees. Finally, I’ve been to enough cons in my time to know that I’ll end up shaking many hands or handling doors that might not be the cleanest. The number of attendees who don’t wash their hands after using the rest room is disgustingly high. The hand sanitiser is to keep the con crud at bay as best I can try!

If you’re going to a large convention or gaming event be considerate of your personal hygiene, and if you’re trying to win stick to water over beer. Anyway onto the games

Game 1 vs Ian (Magores)

I managed to win this set of games 2-0. Having played Aggro warbands for an extremely long time, and using Magores myself recently I knew how vital Magore tends to be as he can score What Armour & Show of Strength, and tends to have some Character Locked Upgrades too. Assassinating him tends to leave the deck in an awkward situation where you can draw into dead objective and power cards.

The cards and dice allowed me to do this in both my games…in Turn One. Through a combination of Attack Actions, Shardgale, Sphere of Aqshy, Cry of Thunder, and Abasoth’s Withering I was able to kill Magore before he got going. The games ended 15-3 and 18-2 respectively.

I honestly couldn’t have asked for a better start. No losses and +28 Glory Difference would put me near the top of the table and away from the sharks as previous Grand Clahses had ranked top of bracket with bottom of bracket. We’re not quite sure it was ran that way this time as in round 4 Aman (solely undefeated) was playing on Table 3 whilst both myself and Rafa on Table 2 had dropped a game :shrug:

Game 2 vs Miles (Eyes of the Nine)

Game 2 saw me against Miles. You may remember Miles from a previous blog where he piloted his Eyes of the Nine amazingly versus Michael Carlin. Well, seeing him over the table from me was a bit terrifying as I was hoping for a nice easy win. This would not be one.

Game 1 went about as well as I could have hoped and managed to take it quite comfortably. Game 2 was not. Vortemis got jacked up on upgrades and spells and was an absolute nightmare to deal with. I thought Stormsire had finally got him when I rolled a Crit and a Hit for Fulmination to finish off the Tzeetchian pest, but then Miles rolled Crit, Crit, Dodge to give Cursebreaker the middle finger and then proceeded to kill Rastus with an Unfocused Blast and take down Stormsire with a charge!

Our final game was an incredibly tight affair. I held a hand of upgrades and distraction as I had Alone in the Darkness and wanted to grab as much passive glory as possible before committing. I probably should have ditched them as I ended up bricking my hand a little but the game ended 15-15 after a flurry of action, and Rastus was sat on an objective to give me the win.

Game 3 vs Will (Mollog)

After dropping a game in the previous round I knew I’d need a big Glory Difference to put me back in the running for the final. I was already on +39 so was feeling decent and I was aiming to grab maybe +15 this round to push me to +54 before the final round which was likely to be against tougher opponents with less chance to get big wins. So when my opponent put Mollog down on the table I cried internally.

To give a brief rundown of the games they both went like this:

  1. Mollog kills Ammis and Rastus
  2. Stormsire uses Hidden Paths to reach Critters
  3. Stormsire kills Critters
  4. Mollog arrives to kill Stormsire
  5. Stormsire uses Illusory Fighter to disappear
  6. Mollog stomps his feet in anger

I managed to take the round 2-0 and with a whopping +16 Glory Difference! I’d managed to exceed my goal for the round and put myself in the best position possible to make the top tables and maybe the final!

Game 4 vs Rafa (Cursebreakers)

Much time has passed since this game. I’m currently writing this over a week from the event and some details may be a bit mixed – work and life have gotten in the way of the hobby.

So, as I sat down to wait for my final opponent of the day I was positioned on table two. To my left the top table was Mollog vs Thorns of the Briar queen, piloted by a Canadian and a Filipino, whilst to my right on table three was Magore vs Thundrik, piloted by an American and a Brit. In front of me sat down Rafa, a Spaniard. I consider it a huge success of Warhammer Fest and Warhammer Underworlds to draw in so many nationalities and to have them all compete at the highest calibre was fantastic.

Rafa pulled out his Cursebreakers, and I wasn’t feeling overly confident. In Bryce and my practice matches of Lunchspire the mirror match was very coin flippy and basically whoever assassinated Stormsire first was likely to win.

Game One

Game One saw Rafa win the board roll and I placed down the Arcane Nexus as it allows me to deploy deeply and force Rafa to run through Lethal Hexes, whilst Rafa did the same. An unfortunate Turn One bid to assassinate my Stormsire with Ammis left Rafa vulnerable to my Stormsire to go and kill his leader. Which happened. I was able to win this game 18-12, which is truly a testament to how good Cursebreakers are at scoring glory even without Stormsire!

Game Two – This one is reasonably clear in my head!

This time round I won board roll. Rafa chose the Arcane Nexus attempting to mimic the set up previously, whilst I chose the Amber Forbidden Chambers Board and at the maximum diagonal. Turn One saw us jockey for position with Rafa exclaiming that he cannot do anything as the Blocked Hex was making it difficult for Stormsire to target anyone without over committing and standing next to the Lethal Hexes was not an inviting offer.

In Turn One I was able to use Spoils of Battle to equip Stormsire with Tempest Might and Inspire thanks to Abasoth’s Unmaking. I also had Sphere of Aqshy and Illusory Fighter in hand. This was a god hand and I felt very confident that I’d be able to assassinate Rafa’s Stormsire before he Inspired. At the end of Turn One I charged with my Stormsire and failed to cast Fulmination. Damn. I cast Sphere of Aqshy on Stormsire to set up the kill next turn and used Illusory Fighter to return to my safe spot away from Rafa’s fighters.

Turn Two. I won initiative and passed priority to Rafa as I wanted the final activation as he would have to be the aggressor in this instance, as he knew I had more passive glory capability. I had drawn another God Hand. I had Ready for Action, Potion of Rage, Well of Power, Abasoth’s Withering and Great Fortitude. I had no unspent glory so would need a kill to trigger Ready for Action.

The cards and how Rafa’s Ammis & Cursbreaker resulted on three wounds a piece may have been different but this is simple enough to explain by just using cards I had at my disposal.

Rafa knew he had to make a decision and charged with Ammis dealing three damage to my Ammis, but leaving his fighter in range of my Stormsire’s Fulmination. I cast Abasoth’s Withering. I attacked with Fulmination, and didn’t roll a hit. Rafa used Hidden Paths to put Rastus next to my Ammis and killed her. I rolled for Fulmination, and didn’t roll a hit. Rafa drew a card. I rolled for Fulmination, and Rafa blocked it. Rafa’s Stormsire moved up attack my Rastus and succeeded and Inspired. I charged Rafa’s Ammis with my Fulmination in range of his Stormsire for a kill, Ready for Action & Potion of Rage attack versus his Stormsire to try and kill two in one activation. I rolled my Fulmination, can you guess what happened?

Turn Three saw Rafa’s Ammis get upgraded with Great Strength and charge into my Stormsire – killing him. From there on out it was a case of his Stormsire mopping up. The game ended 3-15 to Rafa and kudos to him for making the best of a bad situation. Were I to play this game again with the same cards in hand I would do everything exactly the same again. I was frustrated that I had done everything correctly, forced Rafa to make difficult decisions whilst maintaining control over the game and still ended up losing.

Game 3

This was the one for all the marbles. The top table were only on their second game and wouldn’t find time for a third and were getting heated as it was EXTREMELY close on Glory scored and Glory Diff.

I lost board rolls and decided to go a bit left field as Rafa now knew about the Amber Forbidden Board set up. I elected to go for the Penitent’s Throne whilst Rafa played what he knew and went with the Arcane Nexus again. I made some basic errors in this game and pretty much cost myself the win by standing Stormsire next to Ammis at the end of turn one stopping myself scoring Alone in the Darkness and delaying my glory generation. The game ended up 10-12 to Rafa, and had I not made that mistake the ‘butterfly effect’ of my card draw would have been so much smoother and inline with how I was playing. Que sera.

A frustrating end to the event, being undone by dice and then by my own mistake. Fortunately Rafa went on to win the final (sorry Aman) so I get to smugly say “I only lost to the winner of the event”. I finished in the top 8 and grabbed some more acrylic glory tokens, and I think I was 8th but there is honestly no public display of results…which kinda sucks.

The remaining swag I passed out amongst attendees who I saw collecting their stuff last or not at all. As I don’t need any more paraphernalia that isn’t acrylic and it’s nice to share the wealth. Speaking of wealth…Profiteers are looking promising eh? There is another Grand Clash on 31st May – so I’ll probably be back in the dojo and then out for another shot at glass.

Posted in Warhammer Underworlds

In the Dojo: Warhammer Fest Grand Clash

Hey Trophy Hunters! With the UK Grand Clash Season well and truly upon us, previous 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 (07.05.19) that the Cursebreakers are the most competitive faction in the game. So that’s what we’re preparing to use.

In this article I’ll be running through the tweaks I’ve made from the initial start point of my Cursebreaker Deck and how the games of #Lunchspire progressed. The initial deck list was:

This gave me versatility in my objective scoring via passive/magic play and aggression. The Gambits allow me to take enemy fighters out of action from long range with the use of Gambit Spells and Shardgale. Against the ever popular Zarbag’s Gitz it is possible to take out any Grot with Gambits alone! When focussed onto a single model it is possible to do an effective 4DMG killing an unupgraded fighter bar Mollog, Gurzag, Inspired Grimnir or Inspired Thundrik.

The list also performs well in the Grand Clash ranking system as it scores consistently, and doesn’t concede much glory via kills so can take advantage of the Glory Difference third tiebreaker.

Week 1 – The Mirror Match

Week 1 saw Bryce and I go head to head with our Cursebreaker Decks looking to see if we could glean any information that could give us the edge in the Mirror Match. As our decks were almost exactly the same we found that a) Warding Scroll was not worth the Upgrade Slot and b) Great Strength was unessecary as damage came mostly through Gambits and a fighter would generally be in one shot range for Ammis or Cursebreaker. We only managed to get three games in of the Mirror Match before the Warhammer Fest Grand Clash. I took two of the three games, and ultimately we found that the warband was heavily reliant on Stormsire to do almost all of the heavy lifting – the big takeaway here was that we needed more wounds on Stormsire and some redundancy if he went down!

At the end of the week this is how my deck looked:

In the Objectives I changed:

  • Superior Tactician (Out) – Victory After Victory (In)
  • Shining Example (Out) – Solid Gains (In)

The Objectives changed to allow me some redundancy if Stormsire dies, and I found that I was scoring three objectives pretty handily so Victory after Victory become a mid-game boost of glory rather than an end game boost, and frees up a vital Restricted slot.

In the Gambits I changed nothing as I felt these were working as intended. There’s plenty of damage output there, and enough tech pieces to keep my fighters moving around the board.

In the Upgrades I changed:

  • Tome of Vitality (Out) – Deathly Fortitude (In)
  • Great Strength (Out) – Blessing of Vytrix (In)

The change from Tome of Vitality to Deathly Fortitude was facilitated by the removal of Superior Tactician. I chose to remove the Tome over Great Fortitude as their is a Score Immediately card for killing a fighter upgraded with a Tome. Though this is a minimal benefit it makes sense to reduce risk wherever possible. I also removed Great Strength as I found that Ammis and Rastus hit hard enough already and were mainly used as Empower buttons to help score my Magic oriented Objectives, therefore it made sense to include and Innate Channel to assist in casting spells, it also provided another layer of redundancy incase Stormsire went down as I did not lose access to Cry of Thunder.

Conclusion: The Mirror Match was pretty coin flippy, and largely came down to deck draw and we couldn’t find anything that would give us the edge. The Warding Scroll was one use only and never truly presented itself as a game winner. I also considered Loathe Stone as a potential disruptor for an opponent’s Stormsire if Ammis went in to punch face but it never felt like it was worth spending the effort to do it and was completely useless versus Shadespire warbands, Mollog and Thundrik.

Week 2 – Mollog Brings the Pain

Day One! In the narrative of this article the previous week has been written from memory and I’m now writing immediately after the games. I won’t go into a blow-by-blow but will instead give a run down of the deck we used for Mollog, and an overview of how the game went highlighting any stand out moments!

This was the, fairly standard, Mollog deck we used. I’ve fallen back in love with Illusory Fighter and find it highly amusing when your opponent smugly teleports to your backlines to hit the Critters just for Mollog to appear next to them. I also swapped out Bag of Tricks for Quick Learner a few minutes before our game. Thanks to a May Day Bank Holiday (National Holiday) we only had four games this week – hence starting on Tuesday:

Tuesday: Mollog (Jamie) vs Stormsire (Bryce)

Mollog won in a close 9-9 score however had Bryce been thinking he could have moved Stormsire onto an Objective to make it a true tie. Turn One saw both players score a meagre single Glory. In Turn Two Ammis & Rastus died to drive backs into Lethal Hexes, however neither player scored in the End Phase (3-1 to Mollog). Turn 3 ended with Stormsire killing the Stalagsquig and Spiteshroom netting 4 Glory during the turn and ending with 4 Glory in the End Phase. Mollog managed to net 5 Glory in the end phase but was stood on an objective due to how close the game was looking.

Both of us struggled to get the ball rolling as Mollog didn’t get Inspired until Turn 3 and Bryce’s deck came out in a squiffy order. We’ll be playing this match up reversed on Wednesday to see how it plays out again.  

Wednesday: Mollog (Bryce) vs Stormsire (Jamie)

Mollog won again. This time in a blowout 16-3 victory. I was playing as Stormsire and missed a crucial turn one play. I’d utilised Hidden Paths to teleport an Inspired Stormsire into the Critters. My objective hand was Sorcerous Scouring, Measured Strike and Strong Start. If my attack went off then I’d score 4 Glory off of a single kill and draw three new objectives. I targeted an uninspired Spiteshroom…and rolled blanks. Mollog made a Move back towards Stormsire so I pulled him back out with Illusory Fighter accepting that I was unlikely to secure the kill next turn. Mollog went on to whack his way through my fighters. Whilst I got stalled out of my kills.

Our post-game breakdown was largely that the Cursbreakers had an unlucky turn one that Bryce/Mollog was able to capitalise on. As for the deck itself we’re finding Measured Strike is actually proving a little bit difficult to score versus Mollog & Cursebreakers. So, I’m making some changes to my deck ahead of my rematch versus Mollog on Friday!

The changes made this time were in aid of more consistent scoring, though the total glory has decreased overall which is something I’m not a huge fan of, but winning 2-0 is more important so consistency is key!

In the Objectives I changed:

  • Magical Storm (Out) – Shining Example (Back In)
  • Measured Strike (Out) – Change of Tactics (In)

I had to take the Restricted slot back out of the Upgrades for Change of Tactics, but the simplicity of scoring that card with Stromsire makes for an easy Glory scored and objective cycled. Magical Storm was good on turn one but I found I was struggling to score it consistently, especially if Stormsire dies or there wasn’t a target rich environment. It’s a very good objective and if I were going all-in on Magic I’d certainly take it!

In the Gambits I changed:

  • Spoils of Battle (Out) – Spectral Wings (In)

I felt that the deck was lacking mobility. There are no push cards, there are no speed boosts, and this change will help keep Ammis relevant towards the end game where she can longbomb in to hit someone for three damage, or ensure that Stormsire can get where he needs to be! In the times I drew Spoils of Battle I wish I had something else, which is usually a good indicator of something needing to change!

In the Upgrades I changed:

  • Deathly Fortitude (Out) – Tome of Vitality (Back In)
  • Duellist’s Speed (Out) – Bag of Tricks (In)

I needed the restricted slot back for Change of Tactics, and Tome of Vitality is the back up card! I dropped Duellist’s Speed as I found that I wasn’t making enough Attack Actions to warrant the cards inclusion. It was very much a ‘nice to have’ not a ‘need to have’ and Bag of Tricks lets Rastus find those ‘Need it Now!’ cards!

Thursday: Mollog (Bryce) vs Stormsire (Jamie)

The deck performed MUCH better against Mollog this time around. I felt like I had more versatility. Stormsire ended up taking out all the Critters and scoring 15 Glory. Sadly, Mollog also managed to take out Ammis, Rastus, and Stormsire before the end of the game and utilise Ready for Action to move onto an objective. The game ended 15-15 but Mollog took it again on tiebreaks!! After that game I dropped Sphere of Ghur for Distraction as I found the Gambit spells weren’t in high demand anymore and the Sphere didn’t work into my gameplan whereas Distraction has a multitude of good uses.

Friday: Ylthari (Bryce) vs Stormsire (Jamie)
Bryce wanted to use test Ylthari as he has an event on Sunday with her, I was more then happy to oblige as more practice against more warbands is better all round. I’ll keep it short as it was a largely I didn’t manage to cast a single spell all game and ended up losing by a handful of glory.

Final Thoughts

So I lost every game that week with Stormsire. Good. I feel pretty confident in everything except the mirror match. I just need to hope that lady luck favours me on the day! I’ll have an event review up on the Clash at some point during the week. I’ve got a lot on in personal and work life next week, so I wont be able to put a time on it. Enjoy it when it arrives.
Posted in Card/Board Reviews, Warhammer Underworlds

5 Cards I Think Will Get Restricted

Hey Trophy Hunters! Now that we’ve seen all the cards Season Two has to offer here are the Top 5 Cards I think will get Restricted.

5. Tome of Offerings

This needs little explanation. It’s a win-more card, but as it’s an upgrade you’re pretty stoked to apply. In the current Grand Clash ranking system seeing this card can make or break your tournament. Getting a large positive Glory Differential will see you rise above all the other undefeated players to secure a spot in the final. For factions that don’t focus on killing this is purely a negative experience as they won’t benefit the gain, but will suffer the losses.

4. Well of Power

The inspiration requirement is nice, it keeps Vortemis & Ylthari grounded with this Upgrade. Stormsire, however, abuses this Upgrade to high Hell! If I told you that you could upgrade your leader to have a Range 3, 3 Smash, 2DMG attack you’d play it. Inspiring him is easy with the number of good Gambit Spells in the pool, and this only makes them easier to cast once inspired! It also functions as an accuracy boost and the restricted list hasn’t looked too kindly on them in the past!

3. Sphere of Aqshy

Trap, Pit Trap and Twist the Knife are all Restricted for a reason. They are unavoidable damage cards. Sphere of Aqshy fits that bill if you ask me. Especially since it is cast on a single Channel, if this were a single Focus I’d be less aggrieved but as it is any level 2 wizard can cast this and expect it to go off around 90% of the time, deal 1 dmg from 4 hexes away and it Inspires Stormsire. OH this also counts for Sorcerous Scouring and Death From Afar if you can take a fighter out of action with it. Can they use any defensive tech? Can they heck, this is a Gambit Spell not some common Ploy or Attack Action…

  • Last Chance,
  • Rebound,
  • Soul Trap,
  • Tethered Spirit,
  • Grimnir’s Blessing,
  • Unkillable,
  • On Your Feet,
  • Dark Destiny,
  • Rebirth in Blood.

Your life saving efforts are no match for a hungry fireball.

2. Inspiration Strikes

Inspire Conditions are fun and push a warband to play in a certain way. Orruks want to get into a fight, Cursebreakers want to cast spells, Mollog needs to get angry. However, when you can subvert the designer’s requirements to Inspire and gain access to your upgraded abilities without a negative or ignoring a playstyle then the game can suddenly spiral out of control. Regal Vision still exists as a replacement but requires an objective hex which adds a much needed restriction to the freedom this card gives.

1. Calculated Risk

Just read it. Move actions are part of Charge Actions; you’ll score this immediately after the Move Action part wich allows you to draw a new objective before making your Attack Action. So you could draw into Strong Start, What Armour? or any of the score immediately objectives triggered off of an attack.

This is basically an unrestricted substitute for Change of Tactics that scores in an advantageous timing step. Hyper reliable and no interaction with the opponent is needed. Every deck except Thorns of the Briar Queen should run this objective.