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===Beastgrave Block=== [[File:Beastgrave.png|center|800px|Beastgrave Block]] [[File:Grashrak's ravagers.webp|right|250px|Grashrak's Ravagers]] ====Grashrak's Despoilers==== Beastmen warband, consisting of a Bestigor and four Ungors lead by a Bray Shaman. They have come to revel in the unending carnage that Beastgrave grants. One of the starter warbands for round 3, this warband has a pretty decent mixing of objective, killing, and territory based objectives with a few odds and ends, so you could play them a lot of different ways. The Shaman starts off with a one-use token that lets any fighter reroll one dice in an attack action. He can get more tokens for every enemy fighter that dies, and hoarding them can ensure a victory when things come down to the wire and spending them every attack can keep you in the game if you're worried about falling behind. This factors into their inspire mechanics, as the entire warband inspires when two enemy fighters are out of action. This can be rather difficult if your up against any warband with less than four fighters, especially any of the stormcast, with a person who knows what they are doing. If you don't know what warband you will be fighting, it might be better to build more on objectives than killing fighters. You shine brightest in Rivals and Rivals+, where your warband objectives and a handful of your gambits are some of the strongest in the game on their own. Rejoice! You can dominate a format! ====Skaeth's Wild Hunt==== [[File:WHUWSkaethFocus-Sep18-Models3fd.jpg|left|250px|Skaeth's Wild Hunt]] A warband consisting of Kurnothi, a new race that's essentially a combination of Wood Elves and Non-Chaos fauns & centaurs unrelated to Ungors and Centigors. Skaeth's warband has come in hopes of finding the Beastgrave's heart so it can be killed once and for all. The other starting warband for round 3, and like the first they have a nice mix of options for objective cards, making a lot of possible play styles. And this is one of the fastest warbands, with every fighter having at least 4 at the start, 2 having 5, and the rest go up to 5 after inspiring. They gain that at the end phase if they have a charge token, they do not inspire right after charging. Each fighter can gain something different from inspiring, so don't just go charging whilly nilly and make it easy to pick your fighters off since they're not all that tough until they inspire. As a nice bonus they have a wizard who is NOT their warband leader which forces a new kind of tension on the opponent - shall I kill the leader, or the spellcaster? [[File:Grymwatch.jpg|right|250px|The Grymwatc]] ====The Grymwatch==== Flesh-Eater Courts warband. Includes the first female Ghoul, in case anybody wanted some mental scarring. Fluffwise they are knight souls trapped in <s>ghoul</s> sexy bodies. Crusading in their minds, <s>eating dead meat in reality</s> feasting in Valhalla. Each phase if your leader is on board you may return one of the <s>shitty ghouls</s> young knights back in the game in a semi-random fashion using the scatter token. The biggest focus of this warband is keeping control of your territory and keeping the enemy where you want them too be. Several objective cards deal in having control of the objectives in the enemies territory or not having anyone but you in your territory, which is also how you inspire. Using ploy cards to move around and using the leaders reviving mechanic to grab objectives in the enemies territory can make moving around a lot faster and help to grab the objectives you want. Aggro warbands are a pain to deal with though, and using board set up to make the neutral zone as small as possible can make holding your own territory a bit easier. ====Ironsoul’s Condemnors==== [[File:Ironsoul’s_Condemnors.jpg|left|250px|Ironsoul’s Condemnors]] One of the warbands for the "Dreadfane" starter set. Now released outside USA in the Champions of Dreadfane box set. Mirroring their liberator companions, Ironsoul's Condemnors are a 3 model warband with "the Leader", "the shield", and "the heavy". Ironsoul's condemnors' twist from steelheart's champions is that they have knockback EVERYWHERE. Things are gonna go flying. Their inspire condition requiring a critical hit seems doable, but not having any control on the inspiration timing is pretty spooky, and the inspiration gives some pretty nice perks. With some strong unique warband cards, only melee attacks, and no magic, they are pretty straightforward. Bring in lethal hexes and you will probably be able to send your opponents flying into deathtraps from across the board! Also one of its fighters, when inspired, gets an area attack with cleave and 2 damage rolling 2 dice on hammers, what a beast! ====Lady Harrow’s Mournflight==== [[File:LadyHarrow’sMournflight.jpg|right|250px|Lady Harrow’s Mournflight]] One of the warbands for the "Dreadfane" starter set. Now released outside USA in the Champions of Dreadfane box set. Lady Harrow's Mournflight is a 4 model warband, but they are the exact same as the easy to build banshees set. Each model has a variety of statlines and inspiration bonuses, but all the models look pretty similar, so good luck memorizing who gets what. They did get the same ability as their smaller less choppy counterparts, and their inspiration mechanic is moving through an enemy. With solid stat lines across the board and a very reliable inspire mechanic, these girls lend themselves to being reliable and deadly. With decent wound counts, high movement, and powerful unique warband cards, these girls probably got the better end of the stick in the dreadfane box set. Even though Lady Harrow's team can hit hard, they also got some strong objective-focused cards as well. Oh and have fun remembering about the inspired Anguished One's special ability. Seriously, print out all special abilities of your members with a big font and hold them in front of your eyes when playing this band. [[File:Underworlds rippas.jpg|left|250px|Rippa's Snarlfang]] ====Rippa's Snarlfangs==== Despite the Gitmob being squatted, we still got a trio of new wolf rider models! Rippa Narkbad is an exiled Grot from a tribe of wolf riding Grots who is convinced that one of Gorkamorka’s legendary axes is hidden within Beastgrave. He’s accompanied by his two closest mates and they all ride on venomous wolves called Snarlfangs. Their warband is very fast and with the extra attacks of the wolves, can chew pretty quickly through every kind of enemy, specially horde warbands as the wolf doesn't have to target the same enemy that the gobbo. It must be noted that the wolves attacks are very random, so you'll be having tons of ''FUN'' all match. It plays as one of the most aggressive warbands, having incredible mobility (5 when inspired) and a high number of attacks that let you do tons of damage. Raw firepower of this warband is deadly to every opposing force. A solid counter is to stack a lot of 'after an attack action' reactions. After you get hit by a rider any such reaction can be used to block the agressor from following the first attack with his wolf's jaws. ====Hrothgorn's Mantrappers==== [[File:Hrogthgorn.jpg|right|250px|Hrothgorn]] A big and hungry ogor, but don’t let this fool you; it's actually a 5 man warband plus a trap. Hrothgorn is called Mollog 2.0 yet that is an incorrect statement. Mollog's Mob is a one member warband with a couple of liabilities standing back in your field, just waiting to die while Hrothgorn's Mantrappers is an actual 5 member warband in which everyone has a specific role to handle and they are all capable of actually achieving something before getting killed. Watch out for 3 and 4 player games. Hrothgorn has a tendency to be seen as a mighty threat and everyone tends to team up to kill him first giving you a hard time having a fun, balanced and friendly game with your buddies. In reality Hrothgorn is not a god. He's powerful on offensive, yet has no movement shenanigans forcing you to think before acting and giving you a hard time if the opponent decides to stay back. Don't get lured into the trap yourself! The good thing about Hrothgorn's threating presence on the battlefield is that when he's the target of attacks you can actually use your gnoblars much more freely than you would assume. You can setup traps and position them for when the real hunt begins. Bushwacka, Quiv, and Luggit & Thwak are Hrothgorn's friends. They all serve a specific mechanical purpose, and all synergize to make Hrothgorn as effective as possible. Meanwhile, Thrafnir the Frost Sabre is a strong fighter, but is mainly there to backup Hrothgorn's damage output. Hrothgorn has the Hunter keyword, and all enemy fighters have the Quarry keyword as long as he is alive. Use this to your advantage when you are building a deck, and keep an eye out for cards that promote upgrading Hunters and killing Quarry. ====The Wurmspat==== [[File:Wurmspat.jpg|left|250px|Wusrmpat]] A Nurgle sorceress called Fecula Flyblown (yay for the first female Nurglesque model in the modern era) accompanied by two Putrid Blightkings and a Retchling. [[Anal circumference|One of the Blightkings has his anus hanging out]]. Their main gist is that they are tough, as in really tough, if they receive damage, they are capable of reducing it 1 point for every shield rolled up to a minimum of 1 damage, and then they have cards to discard that last damage point or heal, so you can keep laughing at your opponent trying to kill your guys. They are also the first band to include "cycle" cards. These are like longstanding effects to the field that buff your warband, from extra movement to less attack dice for adjacent enemies that last until you play a different cycle card. Wurmspat fall into a Cycle themselves in the meta. They shine their brightest at the end of a season when all the cards are out and you have time to deck build, but struggle in the early season. This is because a 3 fighter warband just doesn't last that well like they did in Shadespire and Nightvault (Mogrok being the exception). Having fighters that are survivable is a good gimmick, but not a strong one without cards that can aid in their damage output AND defenses. ====Morgok's Krushas==== [[File:Morgoks_krushas.jpg|right|250px|morgok]] Orruks come in for a second round, this time they aren't bad like their first iteration, where Hakka and Basha were as dangerous as a fucking gobbo. Now they all have five wounds and can annihilate an attacking fighter with a strong defense characteristic. As you can expect, it's a full aggro faction that hits hard and has direct objectives with little cunnin', but lotts of brutal. It's main mechanic are the Waaagh! tokens, wich are earned after an action in which a boy has made an attack action. If a boy has 2 Waaagh! counters it can inspire. The tokens can also be used to get some buffs like extra attack dice or pushing fighters around. ====Morgwaeth's Blade-Coven==== [[File:Daughter-of-Khaine.jpg|left|250px|daughters]] Revealed at GAMA, this 5 grrrrrrls band stars Morgwaeth, the titular Hag Queen and leader, a Melusai Blood Stalker, a Sister of Slaughter and two Witch Aelves. An aggressive warband with low health, that's pretty difficult to pilot. Not recommended for new players, even though they have some of the best minis of Underworlds. They all automatically inspire during the third and final round, but can inspire earlier so long as Morgwaeth is alive and an enemy fighter has been taken out of action. This is a different take on Thundrik's Profiteers form of inspiring, where you don't have to focus on objectives after killing, but may struggle to get the kills in the first place. Since all the fighters are fairly weak, they struggle to get over the early game hurdle. Generally, you may want to focus on inspiring either Khamyss or Kyrae first, followed by Lethyr, Morgwaeth herself, and then Kyrssa. You can build your whole warband around that order, but you can also take a different direction and try to inspire Lethyr earlier. Lethyr is special because when she is inspired, she can ''possibly'' commit to the deal damage step twice after an attack. If you stack her with enough upgrades, you can make her into a little monster destroyer... Provided she doesn't immediately die. It's usually safer to stack upgrades on Khamyss who will just use two different attacks in a single activation or Kyrae if you need to be really defensive. Kyrssa is just Arnulf from Garrek's Reavers (the dude who wears a [[promotions|bellend]] helmet) but has an extra dodge when inspired, so that should tell you how useful she is. Not a lot.
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