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===Nightvault Block=== [[File:Nightvault.png|center|700px|Nightvault Block]] ====Thorns of the Briar Queen==== [[File:ThornsOfTheBriarQueen.jpg|right|300px|Ten thousand YEAAAARS will give you such a crick in the neck!]] A once-great death mage, the Briar Queen was condemned to an eternity of imprisonment in the depths of the Nightvault when she failed to conquer Shadespire for herself. Nagash, being the asshole that he is, found it most amusing to unleash a former enemy of the Mirrored City against the interlopers trying to claim its secrets. According to the Nighthaunt codex, Nagash actually lets her out of the city on missions, and she mainly stays in Shadespire despite being able to leave due to her grudge against the city. Like their fellow undead, this [[Nighthaunt]] warband consists of 7 spooky ghosts. All of them have the <Strike>unique</Strike> ability to treat lethal hexes as normal hexes and can move right through blocked or occupied hexes as well. The Briar Queen herself is a level 2 wizard, and with four wounds and 2 dodge she can take a beating. Varclav the Chained comes with the ability to push all the generic Chainrasps (plus the other guy who's basically a slightly stronger Chainrasp) up to two spaces, and conveniently enough they get inspired any time they're next to an enemy. They favor an aggressive playstyle blending both objective play and eliminating enemies thanks to their mobility boosts and method of inspiration, and while the individual Chainrasps are somewhat weak they're good at dogpiling enemy fighters since they can slip right past anything in their way- the whole premise of the Bouncer Orcs deck falls apart against them even before their ploys, spells, and upgrades come into play. Using Varclav's ability is a must- he should be close enough to the front lines to push the little ghosts forward while smacking any targets of opportunity, but not so close that he becomes a prime target himself. Any cards with a pushing effect (e.g. Earthquake or your own Howling Vortex spell) will also help you close in on the foe for an easy inspiration. As for ploys, you've got a mix of debuffs like Maddening Cackle (which de-inspires fighters and keeps them from becoming inspired again), buffs like Spectral Chains and Endless Malice, and a few other pushing effects. [[File:StormsiresCursebreakers.jpg|left|250px|Break all the curses!]] ====Stormsire's Cursebreakers==== Knight-Incantor Averon Stormsire was chosen personally by Sigmar to investigate the curse of Shadespire in the hopes of breaking it, for the irascible mageβs knowledge of unbinding and banishment is extraordinarily comprehensive. Stormsire has long studied the negative effects of the reforging process, and his grim demeanour has only grown more intense as the troubling implications become clearer. Another trio of Stormcasts, this time from the Sacrosanct Chamber and consequently full of magic. They become inspired by successfully casting spells, which is a good thing because they have a ''lot'' of spells. Stormsire himself comes with a ranged magic attack by default, while the other two come with a self-buff spell that allows them to re-roll failed attacks. Their deck is primarily offensive, and focuses on both upgrade that increase the power of the Cursebreakers and spells for shitting out lightning everywhere. With only three models, Empathic Conduction's healing will be a game-saver, and if you want to zap enemies left and right Cry of Thunder and Chain Lightning are both solid multi-target attack spells. ====Eyes of the Nine==== [[File:EyesOfTheNine.jpg|right|250px|Just as planned!]]A goodie-bag of Tzeentch: a leading Magister, two Kairic Acolytes, a Blue Horror, and a Tzaangor. They get inspired by successfully performing ranged attacks (with the exception of Tzaangor K'Charik, who is inspired when someone next to him casts a spell, and the Horrors, who don't get inspired at all.) This Inspire condition is harder than it sounds, as the ranged attacks are terribly difficult to actually pull off. The Kairic Acolytes Inspired aren't that much stronger than they are uninspired, so it's good to use them to bait your opponent rather than rely on them. The Magister Vortemis the All-Seeing is rather squishy with only 4 wounds and 1 dodge, but his ranged attack power is high and he can summon a Blue Horror on any starting hex that splits into a Brimstone Horror pair when it dies. (Yes, this includes the enemy's starting hexes too.) As an added bonus, the Horror can be re-summoned any time it's been slain with all of its upgrades intact, making it a constant threat as long as Vortemis is around to bring it back. The Tzaangor is a pretty standard beatstick, and one of the Acolytes has Cleave to deal with tougher targets. The Eyes of the Nine's deck is strongly control-oriented to take advantage of their good speed and summonable Horror, with plenty of cards that shift the positions of fighters around. And what kind of Tzeentch-themed army would they be if they didn't supplement that with hard-hitting spells? There are some very interesting warband specific upgrades for your fighters, yet your guys are so brittle that there's no logic in upgrading them. Your band should keep a Mollog's Mob proportions of upgrades - all of them on the leader or the horror. [[File:ZarbagsGits.jpg|left|250px|Nine gits! NINE!]] ====Zarbag's Gitz==== The largest warband yet, with NINE FIGS! Seven grots and two squigs! While they're about as resilient as you would expect a grot to be (read: not very), all of them but the Squigs have a special rule that lets them move as a reaction if an ally started a move next to them. With the right positioning and a bit of forethought, the entire warband can be moved with only one activation! Most of Zarbag's Gitz become inspired after they score at least 3 Glory Points, with the exceptions being the Squigs and Snirk Sourtongue. Zarbag is squishy for a leader, but he's still a Wizard and hits fairly hard when Inspired. Snirk Sourtongue is a bit of an oddball compared to most fighters- he becomes inspired after any activation(foe or friend alike). When inspired, Snirk gives up the ability to perform ''all'' normal actions, but can zoom across the board while pushing and damaging anyone in between him and his target location. The Squig Herder is tankier than the rest of the Grots, and since the Squigs are inspired as soon as he dies your opponent can be forced into a position where killing him can actually be more troublesome than letting him live. The rest of them...well,they're Grots. One has a net and can debuff enemies, but apart from that they're unimpressive. Zarbag's deck needs to get glory points quickly in order to build up their momentum, but their sheer numbers work in their favor when the Inspiration kicks in and the support bonuses are almost a certainty. Their Ploys help shore up the low offensive power of their individual fighters. ====Mollog's Mob==== [[File:MollogsMob.jpg|right|300px|]]A Bat Squig, a Spiteshroom, a Stalagsquig (think a Squig crossed with a stalagmite), and Mollog himself make up this warband. All Mollog the Dankhold Troggoth wanted was to nap in peace, but the other warbands keep waking him up. Needless to say, he's really cranky now and if they won't keep it down he'll ''make'' them keep it down. Obviously Mollog himself is the centerpiece of the warband; he's a 7-wound monster that can charge with a move token, hits like a truck, and hits every fighter next to him at once. And when he's inspired by taking at least 3 wounds, he can charge if he has a charge token too (but not both a move and a charge token at the same time or if he has two of one token type). While the Squigs can't be given attack upgrades or even hold objectives, they still play a role in distracting and harassing anyone who might try to whittle down Mollog's health. The Bat Squig can move through occupied hexes and treats lethal ones as normal hexes, the Stalagsquig can't move but isn't set up until the first activation of the first round and can be placed on ''any'' empty hex including objectives, and the Spiteshroom hits all adjacent fighters at once like Mollog and inflicts damage to everyone near it when it dies. If you haven't figured it out yet, this warband's success hinges almost entirely on Mollog's survival, so it's a good thing its deck has a fair number of ploys that mitigate his vulnerability to being outranged or outnumbered. The squigs also get some good benefits out of ploys as well, such as being able to respawn a Stalagsquig after it's been beaten or allowing said Stalagsquig to hold objectives. Some decks were absolutely ridiculous for this warband throughout Direchasm, as you could fill your deck with extra wounds and damage boosts. The card Ferocious Resistance made it so that no matter how many wounds Mollog had taken, he could potentially heal [[derp|all of them]], effectively making Mollog so powerful that he could [[Rip and tear|absolutely beat the fuck out of any warband on his own because he can just attack over and over and over again]]. Thankfully, Mollog was recently nerfed in a rules change, where he can no longer attack over and over again in the same round. ====Godsworn Hunt==== [[File:GodswornHunt.jpg|left|300px|]] Chaos is really working overtime, this time with Darkoath barbarians. The Godsworn Hunt acts somewhat like a combination of the earlier Chaos warbands- they've got a wizard and ranged attacks like the Eyes of the Nine, the strength in numbers of Garrek's Reavers, and the offensive clout of Magore's Fiends. While not quite as durable or hard-hitting as the Khornate warbands and lacking in the magical potential of the Eyes, their versatility lets them adopt a variety of strategies. Godsworn Hunt fighters become Inspired after receiving an upgrade, which makes them tricky to use early on but allows them to snowball rapidly once the glory points start coming in. The leader Theddra Skull-Scryer is a level 1 wizard best suited for casting spells from a distance, while heavy hitter Grundann Blood-Eye is somewhat frail but fast enough to keep his distance before going in for the kill. Shond Head-Claimer also acts as a brawler, and he gains Cleave when Inspired. Jagathra carries a javelin, which she can only use once per game but deals a lot of damage when she does so, and archer Ollo has good movement to extend his threat range. Finally, Grawl the hunting dog is quick and good at supporting allies and blocking enemies. The Godsworn Hunt has a special mechanic in their objectives called Oaths- they work like normal objectives, but award one extra glory point by revealing them to the opponent in the previous action phase. They can help get you enough points to gain an upgrade (and get someone Inspired by doing so), but on the other hand the opponent will now know how to block you from scoring as well. Due to their role in the deck, Godsworn Hunt players will want to have a lot of upgrades available and spread them around to everyone. Fortunately, their Ploys help in acquiring upgrades and make the upgrades themselves more effective. ====Chaos Gargant==== Not technically an official warband, a Chaos gargant was added via a free card that came in the white dwarf. Driven mad by the city's shifting shenanigans, the gargant rampages through Shadespire. He is meant to be taken down by both players, and the amount of health he has depends on the number of players he faces. When he loses enough wounds, he gets inspired. ====Ylthari's Guardians==== [[File:Ylthari's_Guardians.png|right|250px|Ylthari's Guardians]] The Necroquake woke up this warband of [[Sylvaneth]], and like Mollog they aren't too thrilled about being interrupted from their magic slumber. They become Inspired by any effect that would heal them, regardless of whether it actually removes wound tokens. Another all-around warband with a solid blend of melee and ranged options. Ylthari is a flexible mage that can sometimes heal herself after casting spells (and conveniently Inspiring her, boosting her movement to 5). Anhslaine the archer comes with a reaction that allows a bonus attack after defeating an enemy, making her useful for thinning hordes like Zarbag's Gitz. Gallanghann is a melee tank with 4 wounds and 2 block, and Skhathael hits hard and gets Cleave when Inspired. As you'd expect from their Inspiration condition, their deck comes with a ton of options to restore your warband's health; even some of their objectives trigger only after healing a certain amount. Of course, being healed usually means you have to take damage first and it's still possible to get hurt more than you can heal from. Ylthari's Guardians were extremely good and at their best when they were released, but weakened considerably when Beastgrave was released because the way the "heal" keyword worked in the game was changed, thus weakening this warband's potential. It's still a fun warband to play, but keep in mind that the rules are slightly levied against you unless the keyword changes again. ====Thundrik's Profiteers==== [[File:Thundrik's_Profiteers.png|left|250px|Thundrik's Profiteers]] The Katophranes left behind many valuable artifacts, and the [[Kharadron Overlords]] are here to find them. The lynchpin of the Warband is Thundrik himself. He's a reliable ranged fighter, and he can put some distance between him and his foes by temporarily converting hexes next to him into lethal hexes. More importantly, he can Inspire a fighter of your choice each time you score an objective, which makes keeping him alive a high priority. Dead-eye Lund is a strong ranged fighter with Cleave, and the knockback on Enrik Ironhail's gun can make sure that anyone not killed by his 3 attacks can't trap him in melee. Khazgan is a flying melee fighter with a backup ranged attack, and Garodd is...just average, pretty much. Their decks are best served by "score this immediately" objectives to ensure quick inspiring, and have a bunch of ploys and upgrades that focus on damage output.
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