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.
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! 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!
Hey Trophy Hunters! The Godsworn Hunt have claimed their piece of Shadeglass! It was an unexpected victory at Rebel Base Gaming coming up against some fantastic players, and extremely strong warbands! We’ll get to the blow by blow in a later article but now we celebrate!
Calling the Hunt! Oaths to be Met!
The first thing you need to understand when playing the Godsworn Hunt is that until you Inspire and get some juicy upgrades they are just a bit pants. I’ll give a quick summary of how important or relevant the fighters are:
Theddra: In this build she is not important. There are no ‘Leader’ cards and as such she can be used as the first wave of fighters to go in with her reasonably accurate two Smash and two damage. Later on she makes a good assassin when she gets an upgrade or two to fly in and take out a key piece.
Grawl: It scores Martyred. Sometimes finds shiny things on the ground (Bag of Tricks).
Grundann: As Tom Bond from Steel City Underworlds quite aptly put it “It’s Saek but for the Godsworn Hunt” – I mirror these feelings but also found Grundann to be a perfect target to score Cover Ground with Great Speed.
Shond: My man. Shond always got work done for me. As soon as he gets an accuracy Upgrade or Gambit played he can go to town on anyone. Cleave gives him good accuracy for taking on the armoured tanks of Nightvault.
Jagthra: Bae. The Javelin is the perfect way to open proceedings and score Change of Tactics. As soon as the Javelin is gone she can just stand there until she has to get into the opponent’s territory for Oath of Conquest.
Ollo: My favourite fighter. Ollo would consistently be my sole remaining warrior and with his Inspired card giving him Cleave and 1DMG he was perfect for scoring my objectives early in the turn whilst keeping Martyred relevant. Change of Tactics & What Armour? are his for scoring! With double dodge when Inspired he becomes a bit of a nuisance to shift.
The Riddle of Steel! (Godsworn Hunt – The Deck)
Building the Godsworn Hunt deck was no easy task. It went through numerous iterations and then BAR 2.0 hit and threw most of that tinkering to the wind. When the warband finally hit the table it was against Bryce’s Gitz in our games of #Lunchspire – the results were 5 losses over the week. The Gitz are a tough match up as they hit double dodge very quickly, and every Darkoath is in one shot range of Snirk. The deck I settled on is:
There are a tonne of Score Immediately cards that facilitate scoring Victory after Victory or Escalation in Turn One. The only ‘end phase’ objective that I struggle to score is Ploymaster as four of the Gambits are specific reactions, but I’m honestly not sure what I’d drop for it. Answers on a postcard please. EDIT: Opening Gambit is what I’d take.
The Gambits are about increasing accuracy, not dying, and allowing objectives to be scored. As they should be. Lethal Strike is present due to the high number of dice being rolled giving you the best chance to get a crit – combo it with Gloryseeker or Great Strength and even Mollog is in danger of being taken out in a single attack!
Finally the upgrades all go towards increasing the dice pools, and scoring objectives as I described in an earlier deck. With Sudden Growth/Deathly Fortitude on the restricted list I dropped ALL of my health upgrades, yes Path to Glory has a wound but I care more about the extra dice! The Tome of Offerings was a last minute choice as I felt that so long as it scored me at least one glory the upgrade was worthwhile. I originally had the Shadeglass Dagger and no Fired Up. I’m glad I made the change.
Crush Your Enemies (Godsworn Hunt – The Tech)
The deck looks super aggro right? Well..not really. Only two objectives hinge on killing a model – Advancing Strike and No Remorse. The rest of the Score Immediately cards just require you to meet a certain condition and facilitate Victory after Victory, Master of War, Fired Up, and Escalation.
I focused heavily on accuracy upgrades and cards, this gives the deck the look and feel of an aggro deck however this isn’t the case…generally. Once you’ve committed someone you need to assume they’re done for. They’ll only get that one chance to score you the objective, so ensuring that you maximise your chance of success is crucial! But once you get those objectives scored the game gets easier as you can start loading your upgrades onto the next missile to fly in and score you glory.
If I were looking to improve the deck then I’d find a replacement for Ploymaster. It was a constant outlier and didn’t gel with my overall plan as it wasn’t effected by upgrades or objective cards being scored. I’m not sure what I’d change it for but maybe something like Plant a Standard would work. I dunno. I’m not sure. EDIT: Opening Gambit is what I’d take.
Finally, Oath of Conquest was an excellent end game card in lieu of Superior Tactician, jumping two fighters into the opponent’s territory on the final activation of turn three via Hidden Paths & Faneway Crystal almost guarantees you’ll score this…just don’t forget to reveal it like I did. Twice. Against Mollog.
See Them Driven Before You (Godsworn Hunt – The Boards)
Board choice for this warband is extremely difficult to talk about succinctly, but I’ll give it a go. There is no single board that is good for this warband. If you win or lose the roll you need to be aware of:
Your Opponent’s overall gameplan and how you’ll disrupt it.
How you’ll keep Shond and Ollo away from harm but still relevant until you’ve scored What Armour?
Where you’ll deploy Jagathra to go on Guard and Charge in Turn One if you draw Change of Tactics.
How will you get the fighters at the rear into your opponent’s territory for Oath of Conquest? You’ll need to deploy someone on an edge hex, and aggressively place Objective Hexes in your opponent’s territory to open up Faneway options.
How will you prevent someone from simply rolling into your and destroying your fragile fighters? Blocked hexes work for delaying and lethal hexes are a deterrent that you can use.
These were my main considerations when choosing a board and orientating. This could honestly be an article unto itself, which I have neither the time nor inclination to provide. You’ll need to simply get reps in with the warband and figure this one out for yourself.
Hear the Lamentation of the Women (Godsworn Hunt – Top 5 Tips)
Identify which Score Immediately card is easiest for you to score and go for it. You need to get that Glory early to start Inspiring your Fighters. Run Grawl into lethal hexes to score Martyred if you have to!
Choose which Fighter to Inspire first carefully! In this deck their are no fighter specific upgrades, but if you need something dead then upgrade Grundann or Thredda, need to score What Armour? Shond or Ollo are your top picks.
Make sure the Upgrade is relevant. Giving Grundann Great Speed allows him to score Cover Ground. Giving Ollo Challenge Seekers gives the best chance of the effect proc. Do you increase your chance of scoring an objective by equipping this upgrade?
Treat everything like they don’t have defence dice and you cannot stop an attack. Only let loose your warriors when they’re geared for it, this will take some time and a knowledge of their capabilities but once you’ve charged assume they’re dead and you won’t be disappointed.
Keep Hidden Paths and Faneway until the end, if possible, as you’ll need them to get your stragglers into your opponent’s territory.