Ylthari’s Guardians encapsulate the mercurial beauty of the Sylvaneth. Based on the Spite-Revenants and Tree-Revenants, these mystical guardians feature design elements from across the entire Sylvaneth range, making for a characterful group. But that’s not all they are…
Ylthari’s Guardians feature a distinct play style that takes everything you love about the Sylvaneth – durability, flexibility and magical power – and translates it perfectly into the intense, competitive scale offered by Warhammer Underworlds. If you’re looking to turn over a new leaf and fancy branching out into a new warband, this is the one for you!
Ylthari’s Guardians Predictions
The above snippet is from the Las Vegas Open reveal article which you can go read here. Readers seemed to enjoy the prediction article for Thundrik’s Profiteers and it generated some good discussion on Social Media so we’re back at it for Ylthari’s Guardians. My predictions for this warband are:
Inspire Condition: This model inspires when any number of wound tokens are removed from their card.
Playstyle: Passive Aggressive.
Stats: Mix of Dodge/Shield. Speed 3/4. Health 4. Leader will have a healing spell cast on channels.
Let me know your thoughts in the comments below or on facebook/twitter/discord.
Ylthari’s Guardians Inspiration & Playstyle
“The air sings with glorious life magic as the children of Alarielle surge into battle. The reborn goddess of war leads from the front as glorious Wyldwoods burst forth from the heaving ground, called into being by ancient spirits. Determined to protect the Realm of Life, mighty Wargroves advance, crushing enemies with the inexorable strength of nature. Outcasts and Free Spirits strike suddenly and without warning, slaughtering the foe mercilessly to cleanse the tainted land. The rebirth of the sylvaneth will be remembered as a harbinger of absolute vengeance”
Ylthari’s Guardians are our first warband representing the Realm of Life so it stands to reason that their Inspiration Condition will be thematically linked to their background. A unique Inspire condition would be the inverse of the Orruk inspire condition: This model inspires when any number of wound tokens are removed from their card. Unfortunately we’ve only seen seven neutral cards with their artwork so we’re unable to glean too much from them to discover their playstyle. However as they’re all we’ve got I’m going to do it anyway…
All the objective cards show Ylthari’s Guardians in some form of combat which makes me err on the side of aggression for their playstyle, and ties in nicely with their Lore. I like to believe that in ‘Finish Them’ it is the Guardian who is about to kill both Chainrasps in an epic display of swordaelfship. As for Gambits and Upgrades we have even less to work with!
Ylathri’s Guardians The Stats
Ephemeral Form makes me believe that Ylthari’s Guardians will be a Block warband OR potentially they will have more ‘Seeking’ style weapons where they negate Dodge like Cleave negates Block and take advantage of this card to make their opponent’s defence worse. Regal Vision might include a Guardian as the Inspire Mechanic I predicted could be hard to achieve so Ylthari’s Guardians warbands may need a bit of help Inspiring, and it’s always nice to have your fighters on the cards if you’re using them! Finally Challenge Seeker is a great card for low health, high impact models. In the artwork the Guardian is hitting Mollog so the card effect would apply here even if the warband were 4 health. I find it difficult to see a four model warband with less than 4 health i.e. Magores & Orruks.
As for the speed of this warband I think it is fair to make comparison to Magore’s Fiends in that they may be 3 initially and 4 when inspired OR I could be persuaded to see them at Move 4 at all times! When it comes to Attack profiles your guess is as good as mine. I’ll go out on a limb and say that the Bow hits on Fury, as do the Thorns, whilst the Sword and Axe hit on Smashes with damaging ranging from 1-3 (1 for the bow and 3 for the axe, thorns and sword on 2).
Let me know what YOU think about Ylthari’s Guardians and how they are going to shake up Warhammer Underworlds!
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!
Warhammer Fest 2019 is coming soon, and I cannot wait to get my teeth into a Grand Clash again! Get your tickets today! After January’s dismal efforts with a Thorns of the Briar Queen deck that I pulled off the internet and didn’t practice with, I don’t feel like I did myself any favours! Back in the project draw for you spooky ghosts!
Last year at Warhammer Fest 2018I was running my Aggressive Skaven and placed a modest 14th, but there were Katophrane Relics aplenty and I got stonewalled by them. It was the best of times. It was the blurst of times.
In case you weren’t following the competitive scene back then the final was between two Katophrane Relic Stallcast factions that both won a game, and drew a third – they were entirely matched on everything – wins, losses, glory diff…so they rolled off to decide who won the event. Congrats to Max Barton…
What to take to Warhammer Fest 2019?
But who is going to win this year? Well, there are plenty of people going and assuming that nothing changes before then i.e. no new warbands are released, it’s difficult to see how the meta lies.
Mollog’s Mob – a generally strong choice, and the faction does reasonably well given the Grand Clash format.
Farstriders – a great meta-call given the popularity of Gitz & Thorns BUT they seriously struggle into Mollog.
Cursebreakers – these seem like the best all-rounder and a clear head above the rest, so will probably be the choice I fall on.
Magore’s Fiends – or the ever present and competing Magore’s Fiends could sway me. I’ve not won Shadeglass with them yet…
I guess we’ll see what takes my fancy on the day! Hopefully I’ll see you there too! Let me know in the comments if you’re planning to attend!
Hey there readers, it’s Bryce back with a quick tournament report/deck list since I won glass this weekend and Giblin didn’t. I’ve been running Gobbos for a few weeks now, as anyone who’s been following our #Lunchspire reports knows, and doing alright with them. Consistently won against Godsworn Hunt, and generally lost against Garrek’s Reavers, largely since my rolls for board placement turned hard once Giblin switched over to Reavers and controlling board placement is pretty huge for the littlest boiz.
I’m gonna give my deck list first, then a quick tourney
report, then general thoughts on Gobbos.
Restricted Cards: Superior Tactician, Change of Tactics, Defensive Strike, Escalation, Ready for Action
Zarbag’s Gitz: Objectives
Change of Tactics,
What Armour, Martyred, Defensive Strike, Obliterated: Score immediately
cards are always super important. Martyred cause it’s a rare turn where a gobbo
doesn’t die, the rest cause they’re just easy to score. Obliterated cause Snirk
is both your most reliable damage dealer, and the most interesting model
mechanically in the entire game.
Escalation, Solid Gains, Master of War, Shining Example, Keep Them Guessing: Easy passives which you can score off your other score immediatelies, or in the case of Escalation, pretty much any time you like. Keep Them Guessing gets a special mention cause of the Scurry FAQ, so for some reason, it’s very possible to satisfy three conditions (Charge, Scurry, Move) in a single activation. Really weird ruling, but hey, I’ll take it.
Supremacy: You have so many gitz plus Scurry, this is a relatively easy card to score without taking more objective cards to double down. I don’t like doubling up in case you lose three objectives and you can only reliably get 3 models on them one turn, usually. Grots tend to die quite a lot.
Worst card in the game, garbage, useless piece of trash. I used to have Mad
Scurry, but for about 6 games drew it last on turn 2 or on 3 when too many boiz
were dead to score it. Then switched it out for Superior (switching out Fired
Up for Shining Example for the restricted slot) and over 9 games since that
change I drew Superior in my opening hand 7 times. One of the other times it
was the very last card in my deck and I never got to it. Objectively a good
card, in terms of my drawing patterns for the last two weeks, complete trash.
Zarbag’s Gitz: Gambits
-1 wound means more reliable Snirk killing, or really anyone, without risking
triggering My Turn or other damage effects. Brilliant card, auto include for
any warband with a Level 2 wizard from the off.
Transfixing Stare: *Puts on high pitched Snirk voice* NO MY CHILD. DO NOT FLEE FROM MY SCATTER BASED LOVE.
Ready For Action:
Best ploy in the game.
Quick Advance, Sidestep, Sneaky Step, Centre of Attention: Sneaky goblinz wants to sneak around. Good for setting up Scurries, pushing Snirk next to enemy models, pushing onto objectives if you get knocked off them, and pretty much anything.
Hidden Paths: Snirk
placement or moves to get someone onto an enemy objective.
Last Chance, Rebound: Goblins tend to die a lot. These cards mean that they die a little less. They’re also pretty massive negative play experiences for your opponent (particularly Rebound) but hey, they’re good and apparently no one else hates them as much as Giblin and I do, so….
Zarbag’s Gitz: Upgrades
Sometimes this stops a Goblin dying in one hit. Sometimes it doesn’t.
Tome of Offerings: *Puts on high pitched Snirk voice* GIVE ME YOUR SWEET GLORY MY CHILD. (Also definitely needs to be restricted, like when do you ever not take this? Compared to Hero’s Mantle or Formless Key this is so, so, ridiculously good.)
Helps score What Armour? Also occasionally lets an arrow boy kill a thing.
Bag of Tricks: Hunt
for whatever card you need to score an objective, just great.
Great Strength: Lets
Drizgit, a Squig, or Zarbag hit for 3. Sometimes that’s all you need, esp with
Faneway Crystal: Move
onto objectives that your opponent has the indecency to hide on the opposite side
of the board.
Dazzling Key, Shadowed Key, Fractured Key: What is this, early 2018? Keys
seem okay. Sometimes you get a tonne of glory, sometimes you get nowt. I didn’t
really have any other upgrades I desperately wanted, so eh, these seem to work
Goblins are the most mechanically interesting warband in the entire game. They have Snirk and Scurry, two mechanics which are enormously fun to play. However, flipside, they’re also fiddly as hell, and if you misposition, you get punished harder than if you misposition with Stormcast. I don’t believe I’ve ever taken an optimal activation while playing Goblins. I’ve had great activations, but the trick is there’s always a better activation if you think hard enough. They’re just…whew. And interesting as hell because of it.
I play this list generally to huddle in my board. Set up Snirk somewhere he’s not in danger turn 1, and where you can Scurry him forward and inspire. Archers go in places where they might die, Zarbag goes somewhere in the middle. Drizgit can flex around wherever he needs to go. If you lose play then take the Penitent’s Throne which has good spacing and options. If you win placement, the new board with three lethal hexes because it lets you force engagement and only give up one git early, which you can even run backwards if you really want. You end up providing your opponent with a lovely choice of attacking Snirk or running into some lethal hexes.
That said, I don’t think Goblins really have a great board for them if you lose. All of the options kiiiiinda suck against aggro cause oh boy they’re a coming for you tiny skulls. You kind of have to hope you draw Last Chance/Rebound early and use Scurry to pull back as much as you can. Flipside, it’s possible to build a much more aggro focused deck with Gloryseeker and maybe Shadeglass dagger if you have the restricted spot, and go for more kills over the more passive play in this deck.
I also realised, over the course of the event, that my deck is built for playing against aggro. It’s a downside of our Lunchspire games that, unconsciously, you tech and get used to playing against the thing we play 5 games a week against. Since Giblin’s been on Reavers, I’ve been expecting people to come in and fight me hard. Playing against a more passive Eyes deck was a bit of an eye-opener (haha).
In general, use your push cards to set up Scurries. Sit
yourself on your safe objectives on turn 1, get Snirk next to an activated
enemy model, start twirling, twirling, twirling towards freedom. Use your
Squigs as body blockers or supporting models for your actual Goblins, since
Squigs can’t hold objectives, so they’re actually kinda useless in regards of
getting Supremacy or keys at the end of the game. It’s okay if Squigs die,
basically. Yes, if someone kills Drizgit they turn into hyper accurate
murderballs, but they’re less important than your actual gobbos.
Remember to use Rebound where it’ll kill an enemy model (or
save someone on an objective at the end of a turn), and save Last Chance for a
model you actually care about like Snirk or Zarbag. Ideally on turn 2 you
should have at least one three model Scurry set up, and you can usually get
four if you position good.
Final point, get used to dying. Gobbos die. A lot. Ask not
for whom the bell tolls, the bell tolls for Dibz. Weep not over his tiny broken
form, but twirl Snirk merrily into his attacker.
Incidentally, Snirk is simultaneously the most fun and most frustrating model in the entirety of Shadespire. Sometimes he just rolls supports. Sometimes he rolls hammer crit sword and smashes someone from 3 HP in one activation. Be flexible and ideally give yourself a couple of activations to score Obliterated, he’s just not reliable enough to do it in one unless they’re on 1 HP. You got about an 80% chance of rolling at least one hammer on 4 dice though, so point hammers towards them, utter a brief prayer to the Bad Moon and RNJesus, and spin to win.
Went down to Goblin Gaming, a pretty new store in Norwich.
It’s a lovely place, only about a half hour drive from Manchester, and with
parking onsite, which I definitely appreciated. Unfortunately there only ended
up being 4 of us, an Eyes of the Nine player, a Cursebreaker player, and a
We all played each other, I won’t go too much into the game
against the Skaven player, since he was an extremely new player who’d only
really started the game very recently. Tried to give a few tips and stuff, so
those games were more learning experiences than actual competitive tournament
First round otherwise was against Eyes of the Nine!
I won board roll off and got 2 objectives, choosing to set
up with a pretty aggressive deployment, four hexes in two twos were up against
his board edge, while Zarbag and a couple of arrow boys sat back a bit. I drew
Defensive Strike, Escalation, and Superior Tactician on my opening hand. ‘Urgh’
I thought, but at least I’ll get Defensive Strike and then maybe Escalation
depending on if he puts an upgrade out. Well, no. He didn’t come in on anyone,
and by the time I realised I really needed to be pushing forward with Snirk,
Snirk chose the perfect moment to roll a whole bunch of supports and achieve
nothing. Ended turn 1 scoring no glory, which I don’t think I’ve done in
*purses lips, says tremulously* eighty
Whoops. To top it off, Uninspired K’charik rudely charged
Snirk and killed him at the top of two, which at the very least scored me
Martyred. Cold comfort, I know. I actually managed to turn my brain on at this
point, and killed the Horrors to score Defensive Strike, and like that, we were
cooking with charcoal. On the final turn, due to being garbage (and also the
Eyes player having Supremacy, Bind the City, and Our Only Way out and getting
three objectives), I was pretty heavily down on glory, but I had Keep Them
Guessing, Supremacy, and Solid Gains in hand, as well as the formless Key and
one other key. Prog Da Netter charged, knocked Narvia/Turosh off an objective,
then Ready for Actioned on the objective. Had to eat a charge from the newly
respawned Horror, but thankfully it whiffed entirely, so I scored 9 glory on
the last turn to take me to a 15-11 win. Why be good when you can be lucky?
The second game I actually managed to get it together. Won board again, but planned better and Snirk managed to roll some dice. Scored Obliterated this time, and managed to get inspired much earlier. Still got my keys out and got a bunch of glory for them, and ended up winning slightly more comfortably 16-9.
These set of two games really highlighted how much practice
against a single opponent can actually hamper your play, by setting
expectations based on how that person plays and how they tend to build their
decks. Lord help if you they play a hard skew list and you end up running into
something different that you really need to work around properly.
The next round was against Cursebreakers. Spellboiz. The
warband I won the last Grand Clash with (like to drop that one in occasionally
just to keep it fresh in people’s minds). I think Cursebreakers are still the
best warband in the game. They have such a variable, flexible playstyle, some
of the best in faction cards in the game, excellent attack profiles, and
Stormcast defensive stats, which is basically playing the game on easy mode.
They’re only gonna get better the more spells come out.
Anyway, up against them next. I lost the roll (3 objectives
yay) and he started Empowering and coming at me. Managed to lose a Goblin to
score Martyred early, and then Snirk stuck next to Stormsire like glue,
twirling majestically and smashing the old beardy guy’s head in to score
Defensive Strike. Sorry Stormdalf.
Saw a lot of my push cards come up aces in this game, since
without Stormsire his threat ranges were actually a bit limited, and so dodging
my boiz back out the way of vengeful retaliation was really good. Also I was
playing the board with three lethal hexes next to each other, so he had the
unenviable choice at one point of coming in on a goblin, but taking two damage
to do so, which I am A-Okay with. Managed to score almost all of my objective
deck (Superior Tactician was the bottom card, what a good choice I made
bringing it!) and control how and where he could attack me.
Won this one 17-12. He got some kills on gobbos (and scored
some passives, cause Cursebreakers eh) but my keys and objective play pulled me
Second game was much the same, (Superior Tactician in my
opening hand, yay) but he came in much more aggressively on turn 1 with
everyone. Ammis got pushed around a lot by my boiz, and Centre of Attention,
and I ended up getting a 5 glory kill on her with Tome of Offerings,
Obliterated, and Defensive Strike which was just wonderful.
Ended up winning this one 18-9, I think.
So I went undefeated over the three games, and won the
glass! I’m probably done with Goblins now, but I gotta admit, I’ve a lingering
appreciation for them. The most mechanically interesting and complex warband in
the game, punishing if you make mistakes, but putting the puzzle together is
enormously satisfying (and effective) if you get it right.
They’re my fifth warband to win glass, and this week I’m
trying out Steelheart’s Champions, which I haven’t played since the first time
I got the core set. Unfortunately, I’m already struggling with the lack of
mechanical complexity. Honestly Steelheart, your troops are good, but it’s not
exactly interesting to play. IDK. I’m certainly appreciating my Stormcast
privilege again, and also getting to dictate engagement, but gooooood I’m
already bored of every activation being draw card or charge, haha.
Alright, well, I’ve prolly rambled enough for someone who
won a wee local event with Goblins. Catch ye’s later, and remember: Snirk’s
acoming for you.
Hey Trophy Hunters! I’ve just finished recording with the Battle for Salvation Podcast! Give it a listen and let me know what your experiences with the Godsworn Hunt have been! I’m keen to hear of any Spellcasting builds or Objective builds!
Go give these chaps a listen, subscribe to their podcast, and follow them on Facebook! They’re knowledgeable and provide plenty of content for you to enjoy!
Hey Trophy Hunters! After winning Shadeglass with the Godsworn Hunt, I’ve moved on to Garrek’s Reavers! Why am I punishing myself you ask? Well, I want to try and get some Shadeglass with the “weaker” warbands whilst I have the time before the Kharadon Overlord and Sylvaneth warbands take over my life! I believe that warbands like: Mollog, Magore, Farstrider, Thorns etc are strong enough that they’ll still be relevant when the new cards are released but I’ve found a deck that works NOW for the Reavers and feel this is their moment!
If you’ve been following along on our #Lunchspire adventures on Facebook you’ll know that I’ve been playing Garrek’s Reavers a whole bunch (and not doing too poorly with them either!) In my quest to claim Shadeglass with all the available warbands, this particular bunch have been that high on my lists of priorities. After the original BAR List came out I was rather harsh on them, placing them in the bottom tier of warbands.
Since then, there have been multiple releases and BAR 2.0. Which I believe has brought them up into the middle of the pack! This rise through the ranks can be attributed to the restriction of Sudden Growth & Deathly Fortitude, therefore increasing their killing potential due to less 6 Health tanks roaming around!
Garrek’s Reavers’ Deck List
The deck I’ve used for Garrek’s Reavers is essentially a copy-cat of my Godsworn Hunt deck(I think I was the first player to win Shadeglass with that warband?). Essentially it boils down to consistently scoring around about 15-17 Glory whilst preventing your opponent from doing the same by putting a bloody big axe through their skull.
Cover Ground, Change of Tactics, Blood for the Blood God, Martyred: Score Immediately cards that do not rely on dice to succeed and require minimal interaction. My favourites.
Advancing Strike, No Remorse: Score Immediately cards that do rely on dice to succeed. Why No Remorse? Because Mollog has some squishy friends that I’d like to introduce to my axe, and there are plenty of two wound fighters out there!
Solid Gains, Master of War, Victory after Victory, Superior Tactician: Force multipliers that gel seamlessly with the score immediately build.
Escalation, It Begins: Easy to score and naturally happen throughout the course of a game.
Haymaker, Blood Offering, Fuelled by Fury: Give me crits of give me death! Accuracy boosts are always welcome in a faction that relies on relatively small dice pools.
Ready for Action, Hidden Paths, Spoils of Battle, Spectral Wings: The bones of any aggressive deck build. I love all of these, and they tend to help score Objectives too!
Last Chance, Forceful Denial, Lethal Strike: Tech pieces to help deal with Mollog and high tempo aggressive warbands.
Potion of Rage, Tome of Offerings, Light Armour, Shadeglass Darts, Great Strength, Gloryseeker, Challenge Seeker: Aggression is part of the gameplan and these tools enable to warband to effectively put out the pain.
Great Speed, Faneway Crystal: Gotta cover ground and reach the opposition if you wanna kill them!
Bag of Tricks: Enables some of the combo play or to find a Speed Boost if the opposition is cowering away from you.
Given the Gambits and Upgrades you’d be forgiven for mistaking this as an aggressive warband. Much like the Godsworn Hunt deck this is not an overly aggressive build as only two Objectives award killing. However, due to the in-faction cards this is definitely MORE aggressive than Godsworn Hunt.
There is a tool for every job, make sure you pick the right fighter to score whichever Objective you’re attempting to score. At times you may even be better off simply holding back, drawing a card, and waiting to increase your accuracy to ensure the Attack lands. Just like the Godsworn Hunt – your defence is essentially non-existent so don’t throw life away cheaply.
Ahh the ever growing collection of boards…which ones did I find most useful? Well, firstly five fighters gives you a lot to think about. For a general overview on getting better at board placement check out the Battlecast’s Board Placement 101 Video.
When you win the roll off (2 Objectives)
My favoured board against warbands I think I’ll be more aggressive than was The Ruptured Seal. Which board is that? I hear you think. Well it’s the one you probably never really see…
The lethal hexes get placed at the back of the board and allow you a great place to put your two objectives – right next to lethal hexes! It also gives five starting hexes nice and close to your opponent to ensure you can score Blood for the Blood God in Turn 1!
If I’m against a more aggressive warband than myself then I’ll probably want somewhere to hide out and score some reliable objectives whilst Arnulf & Targor get beaten up.
When you Lose the Roll Off (3 Objectives)
This is a bit trickier as you MAY get longboarded so you need a good all round board, enter please Arcane Nexus! Providing you with a place to hide from early aggression AND a good number of starting hexes near the short sides! This also works well if you think you may be against an aggressor as you can sit back and let Arnulf & Targor get butchered BUT the opponent will likely be near one of those lethal hexes for you to take advantage off!
How did the Deck Perform?
It was alright. It came second at a small local event (5 players) and over three rounds played Mollog’s Mob, Magore’s Fiends, and Eyes of the Nine. The deck worked perfectly against Mollog and the Eyes and was pipped out by Magore’s Fiends (though Richard was rolling crits for days with the Shadeglass Darts). I’ll be sticking with these loons and have made considerable changes to their deck in an attempt to lean into the blood for the blood god mentality.
Stay in the loop on Lunchspire as Bryce picks up a new warband, and I decide if my new deck is better than this one or not!
Waking up extra early my lovely girlfriend Emma, whom I love to bits and hope she somehow reads this to show my appreciation, drove me to get dropped off at a McDonalds where the Store Owner, Jonny, picked me up for the event. I’m learning to drive now so none of this has to keep happening!
There were eight players in total at the event with a nice variety of warbands on display; Mollog’s Mob, Magore’s Fiends, Zarbag’s Gitz (x2), Thorns of the Briar Queen, Steelheart’s Champions, Stormsire’s Cursebreakers, and my own Godsworn Hunt. Game one was drawn…
Round 1 – Godsworn Hunt vs Zarbag’s Gitz – Martin
GREAT! Gitz. Bryce just spent the week beating my with Gitz. I was 0-5 against this warband. The fanatic is just so damn effective at mopping up the Godsworn Hunt AND it subverts Rebound & Last Chance. Martin is a canny player and I was not expecting an easy match up, especially given my track record against the Gitz.
These games are a little fuzzy in my memory but essentially Martin was playing a Passive-Hold Objective style deck, with Tomes for flavour! This caught me a little off guard, as I was expecting heavy Keys. However Game 1 ended up being super close, and had I not remembered to reveal my Oath I would have lost. The score was 19-18 in favour of the Darkoath.
Game 2went terribly. I had to ditch Oath of Conquest, Escalation, and Victory after Victory from my opening hand. 7 Glory from my deck gone before the game had even begun. It was a whitewash, Rebound happened early on killing Thredda and it was just over. Despite my best efforts Martin won 8-15.
Serious time. This would be me out of the running if I lost here. Knowing that the tomes were in play I waited patiently scoring what I could until the first two tomes went out. Then I struck at Zarbag to remove those effective two glory points and let all hell break loose. The fanatic seemed to love this however, and ended up killing EVERY. SINGLE. MODEL. except Ollo. Ollo on his own scored me Oath of Conquest, Fired Up, What Armour?, and Victory after Victory. Martin hadn’t found his Tomes and the game ended 16-13 in favour of the Godsworn Hunt. We’d broke the curse of the bad moon and it felt great. What next?
Round 2 – Godsworn Hunt vs Mollog’s Mob – Adam
Great. I’d hoped to avoid the troll. I think I can out manoeuvre it but damn I didn’t feel confident! Adam was a lovely chap who’d travelled down with a bunch of friends from Stoke (I think it was Stoke) and was very honest that he’d been playing a defensive style Cursebreaker Deck and wanted a change of pace so brought the troll.
I got so damn lucky! I’m more than happy to admit it. I think you need a bit of fortune to beat the troll, especially when it’s in competent hands like Adam’s.
Turn 1 saw Grawl run over two lethal hexes to deny any early Objective card kills for Mollog and to score me Martyred whilst the rest hung back out of initial Charge range. This allowed me to equip Bag of Tricks to Shond, inspiring him and later digging for Spectral Wings to score Cover Ground with Jagathra as she ran past the Troll and threw her Javelin in it’s back.
The Troll then went on to miss every attack it made in Turn One. I’d feel bad but I’ve been there so many times with Skritch that I know it doesn’t happen often enough to worry about it. Going into Turn 2 I made Mollog go first as I had a cunning plan. He charged and killed Grundann who dodged it with Last Chance, but was struck down by a Ready for Action attack.
My retort was to equip Thredda with Great Strength and play Lethal Strike. I had no time to dig for accuracy buffs so just believed in the heart of the dice…and it paid off. Upon rolling two dice one was a glorious GLORIOUS critical success. Mollog rolled his defence dice. Shield. Down went the troll. Everyone runs in and murders the squigs. The game ended 15-6 in favour of the Godsworn Hunt.
It’s a bit of a blur, but Adam definitely drew Inspiration Strikes again, and Mollog did not miss (as much) this time, AND got to deploy the board in the hallway formation. I remember scoring Change of Tactics with Jagathra in turn one and bagging a kill with the Javelin against the Bat Squig, drawing into Cover Ground and applying Great Speed to Grundann who scored it whilst Charging into Mollog. Mollog killed them both to my memory. Before the turn was up I blew Hidden Paths early to throw Thredda into the back line and surprisingly killed Stalagsquig. The plan here was to split my force so Adam would have to choose between pushing on into my fighters or return to try and score Victorious Duel.
Turn Two saw Mollog run back and kill Thredda. I played Spectral Wings and upgraded Ollo to charge & score What Armour? Mollog pushed forward popping Potion of Grace to keep his Charge action available, whilst I threw an Inspired Grawl to the troll as bait to lead him away from being in Charge range of Shond in Turn 3, as I had plans to score Oath of Conquest with Faneway Crystal. Mollog missed the little pupper thanks to the double dodge charactersistic!! The bait paid off. Oh and somwehere along the way the Spiteshroom died – I can’t remember who claimed that one…it MIGHT have been Ollo before Mollog whomped him.
The final turn! I allowed Mollog to go first as I wanted to score Martyerd early and have the final activation to ensure that Shenanigans happened and that Mollog would not be able to influence my final position. Mollog swung and killed Grawl, I scored Martyred but Shond was well out of harms way so I drew a card. I had three cards left and I knew faneway was in there so I had time to find it and Move into Mollog’s territory. Did you spot my mistake? I forgot to reveal Oath of Conquest at the start of my first Activation!! FFFFUUUUUU this was a super tight game and that 1 glory could make or break it!! ARREGH!!! I felt like such an idiot especially after doing it the game before and thinking in the second end phase “Jamie! Do NOT forget to reveal that card!”. Don’t be like me. Reveal your Oaths!
Anyway, Adam had my plan pretty much figured out so moved to threaten as many Objective Hexes in his half as possible! Fortunately I’d been super aggressive with my objective hex placement knowing how important these Faneway moves are and had placed four hexes in his territory – meaning that Mollog could not cover ALL the Faneway Hexes. I drew Faneway Crystal on my next activation. Adam ditched an objective. I ditched No Remorse and drew Victory after Victory (boom!). Adam ditched another objective. I played Faneway Crystal and moved onto a safe objective hex.
The final end phase saw Adam score some passive glory putting him on a mighty 12 Glory! Whilst I scored Fired Up, Oath of Conquest and Victory after Victory, taking me to a grand total of 12 Glory. BUT I was on an objective whilst Mollog was not! So won it on tiebreakers. Had I not been a bad player and forgot to reveal Oath of Conquest I would have won 13-12 and not been in such predicament!
Round 3 – Godsworn Hunt vs Stormsire’s Cursebreakers – Steve
Well, well, well. Looky here. Yet another top tier warband for the Godsworn Hunt to overcome. Joyous. No easy Path to Glory here. As I learnt from the Godsworn Hunt’s previous outing Stormcast are difficult to deal with, and with the options for 2 and 3DMG attacks easily accessible these Spellcast can score Measured Strike very easily.
Turn 1 saw Steve Empower Rastus who was promptly hit was a Javelin from Jagathra for 2DMG and pushback onto an edge hex to keep him out of range to attack, scoring me Change of Tactics. However, this resulted in a Shardgale and Hidden Paths to get adjacent to Jagthra and Thredda. Rastus then attacked Jagthra killing her and scoring What Armour? Then Rastus upgraded with Tome of Offerings and used Ready for Action to hit Thredda scoring 2 Glory and Measured Strike, then Rastus was equipped with Sudden Growth. WHAT. A. STARTING. HAND!! 5 Glory scored! I fortunately scored Martyred to put me on 2 glory.
I then drew a card in an attempt to find an accuracy buff for Grundann to go and finish off Rastus but failed to find one. Steve drew a card. I equipped Grawl with a freshly drawn Bag of Tricks and searched my deck for Potion of Rage ready for next turn and equipped it to Grundann. Steve then cast Empower with Ammis but failed then cast Sphere of Ghur with Stormsire to Inspire him. At the end of turn one Steve scored just Magical Supremacy in the end phase putting him on 6 Glory whilst I scored Escalation, Fired Up and Victory after Victory to put me on 7 Glory. BOOM! The look on Steve’s face was priceless seeing the snowball of events. I equipped Shond with Tome of Offerings in the end phase having a plan in mind to deal with Ammis.
Turn 2 & 3
Turn 2 I went first charging in with Shond and dealing two damage to Ammis and scoring What Armour? Then equipping him with Path to Glory and using Ready for Action to finish her off scoring Advancing Strike. MMM 4 Glory. Steve upgraded Rastus with Shadeglass Darts and Lightening Whip. And killed poor Grawl. Grundann then charged in and killed Rastus whilst Stormsire returned the favour to Shond.
Going in to Turn 3 I had Grundann and Ollo left to get into Cursebreaker Terriroty – this time I remembered to reveal my oath! Stormsire was away from the action but went first and moved forward to threaten as much of his own board with fulmination as possible. We drew cards at each other until my final turn when I used Hidden Paths to put Ollo in and decided to put him on an objective incase of a draw….where he was promptly killed by Lethal Ward scoring Strong Start. During my turn I ran Grundann into Steve’s Territory and safely scored Oath of Conquest. The game ended 17-13 to me. Just one more win to go until Shadeglass was claimed.
I’ll be entirely honest. I do not remember the blow by blow of this match as I was pretty fried by this point. I do remember however that I got extremely lucky (again) as in the final turn I revealed my oath and only had Grundann again but Stormsire missed a 3 Smash Attack Action to kill him before I ran into Steve’s Territory to score Oath of Conquest. The game eneded 16-9 in my favour and the Godsworn Hunt claimed the Shadeglass!