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! 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!
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.
Hey Trophy Hunters! I’ve recently become enamoured with the Godsworn Hunt! Their playstyle and inspiration mechanic is quite unique and OH MY GOD I love the Oaths! They’re a very cool bit of design space and I just want more of them in my life!! In my games of #Lunchspire I’ve been testing these barbarians, against fellow Grand Clash Winner Bryce, and their results have been…fine. They’re not setting the world on fire like Mollog but I’m enjoying the challenge of getting these guys and gals working!
Slaves to Darkness!
Much like way back when this blog started and I was determined to win with Skaven, I think I’m going to be ‘maining’ the Godsworn Hunt for a while (unless Kharadon Overlords or Sylvaneth are just too tempting). So I’ll be writing up my journey, my decks, my Win:Loss ratio and just generally how I feel about them!
For a while I’ve felt a bit lost in Warhammer Underworlds, as I’ve been flittering from warband to warband in search of something that makes me WANT to play the game. I had that in leaps and bounds with Skaven but after winning multiple glass trophies and a Grand Clash there didn’t seem anything left to do with them, so I tried Sepulchral Guard and have a pretty good deck with them ready to roll out at a moment’s notice, but I wasn’t exactly enjoying myself. However, now I’m chomping at the bit to play every single day!
Godsworn Hunt | The Deck
This is the current iteration of the deck. So far, I’ve found it wanting. Six Score Immediately objectives feel like too many, especially when they revolve so heavily around killing models in a certain way!
No Remorse, A Worthy Deed, Advancing Strike: These are my ‘kill’ cards and help get the Upgrades out required to Inspire the hunters!
Change of Tactics and Martyred: Change of Tactics is the perfect objective for this warband. Long range attacks let you make the charge from safety and gets some Glory to begin inspiring! Martyred is a headache; the warband is made of paper, but wants to be aggressive HOWEVER this does allow an upgrade to go out if it comes off in Turn One!
What Armour?: Once Ollo or Shond are Inspired they get Cleave printed on their Character Card and can score this Objective pretty handily. Without Spoils of Battle, Change of Tactics, or Martyred in Turn One, this can be a bit of a dead draw. But seriously boosts Glory later on!
Victory after Victory, Master of War: Force multipliers that theoretically are easy to score considering the number of Score Immediately cards.
Ploymaster, Keep Chopping: Easy to score cards that cannot easily be interrupted by the opponent. Keep Chopping works nicely with the Godsworn Hunt thanks to their two ranged attacks and generally fast speed!!
Oath of Conquest: The grand daddy of end game glory! Now that Superior Tactician has hit the Restricted list the Godsworn Hunt have a nice replacement in Oath of Conquest. It’s easy to score and as long as you remember to reveal it you’ll score three glory just for walking into the opponent’s territory!
Hidden Paths, Distraction: Controlling the board state is important, and with Extreme Flank suffering from a severe case of BANHAMMER! Where I would previously have had Sidestep, Distraction takes it’s place to disrupt the opponent and stop them scoring Glory.
Fuelled by Fury, Haymaker, Lethal Strike, Ready for Action: The more dice you roll the more likely your attacks are to hit! All these gambits provide an accuracy or damage buff! Lethal Strike is a bit of a nice piece but can combo with Fuelled by Fury beautifully for Jagathra to make a charge and skewer a Stormcast Eternal on the end of her Javelin.
Last Chance, Rebound, Forceful Denial:urgh, I think I stepped in something….ewww dice roll gambits. I don’t like that these cards are becoming regular occurrences in my decks but with the effective loss of:
I NEED to keep my fighters alive! Last Chance does that perfectly, Rebound…well I hate this card with a fiery passion but it can just win you a game by rolling a 5+ so why not? And Forceful Denial can be used to stop important gambits like Ready for Action, Rebound, Last Chance, Spoils of Battle etc.
Spoils of Battle: AKA Inspiration Strikes for Godsworn Hunt! The value of this card in turn one is just immense, as has been stated before. But for the Darkoath it’s a force multiplier that unlocks the opportunity for multiple objectives to be scored!
Awakened Weapon, Potion of Rage, Challenge Seeker,Path to Glory: Accuracy buffs. This faction adores them!
Great Fortitude, Path to Glory: Health buffs. This faction needs them to keep key fighters alive.
Great Strength, Gloryseeker, Nullstone Spear: Damage Buffs! Guess what…everyone needs them! I would probably look to swap out the Nullstone Spear for the Shadeglass Spear in future as the bearer of these weapons tends to die soon after their charge!
Faneway Crystal, Bag of Tricks: Bag of Tricks lets Grawl inspire early and be useful rather than a liability! Faneway Crystal is amazing for ensuring that Oath of Conquest is scored and for some janky Javelin charges!
Godsworn Hunt at an Event
So, I’ve played four games at a tournament with these glamrock wannabees. Sadly it was a best of one format so their performance wasn’t great, and my notes from the day show just how skewed their deck draw was.
Game 1 vs Defensive Steelhearts: Lost 4 – 14. Drew 5 Upgrades in the opening hand. Mulligan. A successful Rebound from Severin prevented Thredda scoring No Remorse (1) and A Worthy Deed (1), which would have drawn into Alone in the Darkness (2) and Escalation (2) and scored Victory after Victory (2) plus the glory from the kill (1) for a total of 8 glory, instead Thredda died for an effective -9 Glory swing.
Game 2 vs Mid-range Cursebreakers: Won 7-5. Drew 4 Upgrades and Last Chance. Mulligan. No notes on this game except that it was against the sculptor of the Godsworn Hunt, and that he could not roll spell dice successfully! We played again and I was promptly beaten 21-4 as Sergi’s dice GOT HOT!
Game 3 vs Zarbag’s Gitz: Lost 12-13. Drew 4 Upgrades. Mulliganed into 5 Upgrades – wanted to cry that my deck was forcing me to play with all my Inspire cards and no realistic way to equip them. Snirk was a homing fanatic and just could not do anything wrong, I think he took out three models in total before spinning off into a position to deny Alone in the Darkness. A turn one rebound prevented No Remorse and killed Jagathra. It was a sad sad day.
Game 4 vs Aggressive Steelhearts: Lost 12-13. Drew 3 Upgrades. Kept it because there were probably 5 Upgrades waiting to be drawn. After being bulwarked of my turn one aggression and the stormcast killing everything they turned their hand too I had written the game off. Thanks to spectacular luck Shond went on a rampage and killed Obryn whilst Grundann obliterated Severin. Sadly Brightshield glared at Grundann in the final turn, transfixing him to the spot and preventing Oath of Conquest! Curses!!
I’ll be running these Glamrock Gods at the Event this weekend at Rebel Base Gaming! I’ll keep you up to date with how the event goes and what changes have been made on our Facebook Page!
Hey Folks! It’s been a quiet month on the blog, but I thought I’d take this quiet time to discuss something that is particularly close to my heart; Community Building.
A question that crops up every now and again is “How do I get more players for this game?” and it’s not just restricted to Warhammer Underworlds, though that is what I’ll focus on…for obvious reasons.
In my time in the ‘hobby’ I’ve helped to reinvigorate the Middle-Earth Startegy Battle Game Community; keeping the game on life support during the dark days of Games Workshop by regularly running large events & hosting a successful YouTube Channel despite zero or minimal releases. I still help run these events as the game system hold a special place in my heart, though I no longer play the game itself.
Here are the best tips I can give to help grow a gaming community at your local store or club.
Show up to game night!
This can be a tough one, but consistency is key! Speak to your local gaming store that stocks Warhammer Underworld. You can see what stores are near you through Games Workshop’s Store Finder. Once you have found a store nearby that you want to spend time in then visit it and speak to the Store Manager.
Find a mutual day that works 1) for you (as you’ll be doing the leg work) and 2) isn’t dominated by another game system. For example; Friday Night is for Magic. There is no shifting that play space as it tends to be a game store’s bread & butter. Pick a day where you’ll be able to show up consistently, and honestly expect to be alone for the first few weeks so take something else to do; catch up on painting your miniatures or take a book!
Present yourself well & be social!
It should go without saying BUT we are in the gaming community, wear deoderant, eat a mint, and when you stand up to shake someone’s hand gently wipe the palms of your hands on your trouser leg as you stand up; it takes away any moistness and gives a good first impression!
Introduce yourself to players in the store – it’s likely they’ll ask questions such as “what is that game” or “what’s that game like?” A good answer is to have an elevator pitch that you can quickly rattle off, I’d recommend something along the lines of “it’s kind of like a gang fight where you get points for killing models and controlling areas of the battlefield” if they seem interested then offer a demo game.
You’ll likely need to provide all the materials to get people playing their first demo game. Ensure you have the boards set up, the decks prepared, models already laid out and be ready to get rolling dice as soon as possible. In my four years as a community manager the single most important aspect of a demo game is to get the player rolling dice. Rolling dice is fun!
Present the game in it’s best light!
Bring along two balanced deck lists that show off the core mechanics of Warhammer Underworlds. You’re not prepping someone for a Grand Clash, you’re giving them a taster of what the game offers!
The starter decks in the Shadespire Boxset exemplify this and I would highly suggest using Steelheart’s Champions versus Garrek’s Reavers and offer the Champions to the new player. You can find those decks here.
Take your foot of the gas, make suboptimal plays to allow your prospective player to get some kills and score some glory. It’s kind of an unwritten rule but…let them win, it gives them a good impression of the game and will make them want to come back for more. As everyone knows; the first one’s free 😉
How should I give a demo game?
Before you begin ensure that the warbands are deployed in charge range of each other. Everyone loves to kill things.
Then make sure the starting hands include 3 ploys and 2 upgrades. Ideally give the new player Sidestep, Peal of Thunder, Healing Potion, Great Fortitude and Great Speed in their Power Deck, and Hold Objective X, Slayer of Tyrants and Awe Inspiring in the Objective Hand.
Your starting hand should have Sidestep, Blood Offering, Khorne Calls, Great Strength, and Great Speed. With your objectives being Hold Objective X, It Begins, and Blood for the Blood God.
Explain that Warhammer Underworlds is a game of three turns each with 4 activations. The winner is whoever has the most Glory (Victory Points) after the third turn. You can score glory by killing models or scoring objectives – show them one of your objective cards and how it is scored.
Let them know that they can Move, Attack and Charge. You can introduce Guard actions later if the opportunity presents itself.
Give yourself the opening turn and make a charge action with Targor into Brightshield to explain the Move, Attack and Defend mechanics. It also allows them the chance to Inspire, introducing another mechanic of the game. Whether you damage them or not DO NOT PUSH THEM AWAY!
Instruct them to make an attack action versus targor with Brightshield – they’re likely to hit and you’re likely to fail the defence roll. If you need to, just change the dice face to ensure that Targor dies. Give them a Glory Point.
Now you can introduce Upgrades to the opponent. They are likely to give one of their guys the extra wound but it doesn’t really matter!
You can then use Sidestep to push someone onto an Objective, they hopefully use Peal of Thunder to push them off. This introduces the power step and gives some tactical back & forth.
Then use Blood Offering and have Saek make a BIG Charge Action to whack a Stormcast down to low health (hopefully).
Continue to play through the rest of turn one.
At the end of turn one go through the scoring step, scoring your own first and offer to end your demo game there. If the player is interested then they may ask to play on, but if they’re not enjoying themselves then this gives them an opportunity to politely leave and lets you focus on demoing to someone else.
There are lots of ways to demo a game but this is a relatively quick back and forth that can set you up to teach the core mechanics of Warhammer Underworlds, and is easily learnable and repeatable.
Reach out to players on social media
Like it or lump it we live in a digital world and connecting with like-minded individuals with similar interests is easier than ever. If your local store doesn’t already have a gaming group on Facebook then consider creating one and inviting anyone who’s show an interest in the game. Let your store know this exists and ask them to share it via their store Facebook Page.
Post regularly in the group to let people know you’re attending the store on certain nights, arrange meet ups, and eventually run events through there too and on that note…
Ensure your Local Gaming Store has stock in-store!
There is nothing worse than having a potential new player but having nothing to bait your hook with! Those of us attracted to wargaming are habitual impulse buyers (we’re also generally White, male, aged 25-34 and reading this on mobile – Google Analytics is a scary tool!!) not having stock on the shelf to enable that impulse purchase means that the $40-$50 that would be dropped on a starter set is instead being spent on another game. It will take some convincing for the LGS owner to lay out their cash but ensuring stock is on the shelves makes the transition from prospective player to regular opponent easier.
Secondly, get your store to sign up to receive Games Workshops’ organised play packs. You have no idea the difference that a Glass Trophy and some exclusive goodies can do for attendance figures. Offer to run those events and train the stores staff how to run them. Heck – here is an excel document I use to run our local events.
(It orders players by Tournament Points > Glory Difference > Glory Scored – I don’t track losses for such small events).
Finally, travel to events and ‘network’ with other groups
The only way to grow a scene on a regional/state/national level is to travel to events and make a good impression on their players. Invite them to your facebook group and stay in touch after the events – you have a mutual interest discuss deck builds with them or how you think the latest BAR List is or how they plan to beat Cursebreakers or Mollogs ENGAGE WITH THEM!!
Eventually you’ll just become friends and you’ll use these gaming weekends or days to just meet up and roll dice, and the competitive nature comes second. I can’t begin to even think of the amount of friends for life I’ve made through the hobby.
Hopefully this helps those of you who want to become a champion of your community and give you a platform for introducing the game to new players and building your own community.
Nothing too surprising there. I expected to see Transfixing Stare in the restricted list, and maybe in time we’ll see that too! The loss of Extreme Flank is definitely going to hurt the ‘Horde’ warbands ability to score high consistently, more than lower model warbands. Which is always an issue we’re going to have in this game!
This is a straight up BUFF! for Mollog. He can now Charge – Attack – Attack – Charge when Inspired. Which is pretty nuts considering how strong the ability was anyway! I’d expect this is to help clear up the rules for newer players. Speaking of which… who hasn’t seen the question about Mollog & Second Wind on the various groups? Well, it’s been cleared up:
Essentially it allows Mollog to Charge again if he’s uninspired, and hasn’t already made a Move action. It’s a clean way of fixing a confusing rule. Nicely done, but is still another buff for Mollog.
There are some rules clean ups in there for the Warden and his actions. Which is nice as I raised these in the group recently and had a mix of opinion.
This is a mammoth document that is covered in magenta, but the key take aways are listed below. Many of the other questions are simply clean ups and do not effect the majority of interactions in the game. The ones I’ve listed however do:
What do you think of our latest Banned & Restricted List, Errata and Designer’s Commentary?