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===Harrowdeep Block=== [[File:Harrowdeep.jpg|center|700px|Harrowdeep Block]] The Fifth Block of Underworlds takes place in Ulgu, and at the bottom of the sea. This saw the introduction of Grand Alliance specific cards, so you get more cards that are not universal, but are usable on a wide choice of warbands. Where Beastgrave and Direchasm favoured very aggressive warbands and limited the power of defensive warbands, Harrowdeep seeks to reinvigorate defensive play. This was done by removing the lethal hex placement rule which allowed a player to set up combos and create chokepoints to gloom hex placement, which is a new type of hex that gives a fighter successes on a roll of a double support on their defense die, regardless of if they have no supporting fighters next to them. Control warbands, AKA the warbands that want to hold objectives, were put in a limbo state. Objectives start the game as flipped hexes and are only revealed and considered objectives when a fighter without a charge token Delves. Delve is a new term that occurs in the power stop where you can forgo play a card to flip a feature token into an Objective and vice-versa. On the one hand, this means you can play a warband like Zarbag's Gitz with their card Infestation and score the card at the end of the first round if you hold the only objective that's open for five glory. On the other hand, it also means that warbands like Khagra's Ravagers and Chosen Axes will struggle to inspire because the time it takes to hold an objective or desecrate one is much londer. Speaking of inspiration, the Underworlds rules team gave inspiration its own step rather than let it automatically proc when you fulfill the condition. When you have fulfilled the condition, regardless of if it is altered after the power step, you will inspire your fighters during the Inspiration Step. This is done after the power step that takes place after an activation. So, if you are playing Chosen Axes and held an objective, even if your opponent played a card that would move you off it during the power step, you would still inspire because you fulfilled the conditions. The [[skub|polite conversation and discussion]] about the Inspire step stems from the actual wording. The inspire step itself only occurs after an activation during after said activation's power step. This meant that if you are playing Elathain's Soulraid or Morgwaeth's Blade Coven, who automatically inspire when it's the second and third round respectively, [[derp|have to wait an entire activation in the round they are supposed to be inspired in uninspired before they are ''actually inspired.'']] Thankfully, this was all fixed and is noted in the Errata section of this article. Further [[rage|kind understanding from the community]] comes from GW's announcement that the amount of warbands per block would seemingly be limited to four warbands. Many hoped this was a misunderstanding, because it also would've meant that there are far fewer cards and cards rotate out a lot faster, and it will almost definitely turn off new players from Underworlds when their cards become obsolete in a very constrictive amount of time. This ALSO was later found out to not be the case, as noted in the Nethermaze section of this article. ====Da Kunnin' Krew==== [[File:DaKunninKrew.jpg|thumb|right]] Revealed alongside Xandire's Truthseekers at GenCon, this [[Orruk Warclans|Kruleboyz]] warband features two [[Mork]]-y orruks, a nasty looking hobgrot, and two grots. These guys have a relatively easy Inspire condition based on their portfolios: Either three enemy fighters must be out of action, or they support or are supported by a friendly fighter during an attack action. Your leader, Mannok, can have a friendly fighter make a move action as a reaction to another friendly fighter completing a move action. Your other orruk, Tuffskull, can support friendly fighters from 2 hexes during an attack action away rather than being adjacent to the target. The Grots Gikkit and Shank automatically count as two supporting fighters on their own rather than a single supporting fighter. Krookgrin the Hobgrot spends a glory to give a friendly fighter with the new ''Minion'' keyword an attack action with an extra die, which in this case are Gikkit and Shank, which upgrades to TWO friendly fighters make an attack action with an extra die when he inspires. The fighters themselves favour a lot of movement, and in many ways do Elathain's Soulraid's job of creating supports better with arguably better defense dice on average; however, the drawback is that your fighters aren't doing nearly as much damage and your minions are probably going to get one shot with their low wounds. The faction deck is interesting, but you have to have a wide range of universals to make this warband really work its magic. The abundance of the new ''Grievous'' keyword helps a lot (which adds +1 damage to an attack on a crit) but is not necessarily reliable. ====Xandire's Truthseekers==== [[File:XandiresTruthseekers.jpg|thumb|left]] The other warband teased a week after Da Kunnin' Krew was Xandire's Truthseekers, and they were officially revealed alongside Da Kunnin' Krew at GenCon. So it's officially the sixth Stormcast Eternals warband, and the fourth with unique models. The Truthseekers are weird because they are strictly average in terms of strength when uninspired compared to other Stormcasts, and not much better when inspired. Meanwhile, your inspire condition is that any of your own fighters are out of action except for Taros the bird (while Taros inspires if Stormrider the Vigilor is inspired). Since you ideally want to keep your leader and maximize inspiration potential, you probably want Dhoraz Giant-Fell to be your sacrificial lamb if you have to make that decision. This is because you won't lose your leader and you will inspire your ranged fighter alongside her companion fighter. Each fighter except Taros has a special ability when they are dealt damage that will take them out of action, and they are all unique. Xandire herself will heal 2 wounds to a friendly fighter, Dhoraz will push a friendly fighter within 2 hexes 2 hexes, and Stormrider makes a 3+ range attack action. These are all very situational, and they're kind of pity points for losing one of your fighters in a Stormcast warband. Taros's unique ability is being able to be pushed 3 hexes after a friendly fighter's move action if they finish that push within 2 hexes of the fighter that had moved, and he counts as supporting from 2 hexes away. Neat. Luxa, depending on your build, is arguably the most useful because of her connection to Taros and because of her attack block. Her bow, when inspired, is 4 range attack action with cleave and ensnare, 3 dice hitting on smash, but only dealing 1 damage. If she takes an enemy fighter out of action with her bow, she can make another attack action. Though the warband specific cards favor balance and melee heavily, as well as insane amounts of healing that would make Ylthari fanboys [[rage]], you could potentially build your warband to a point where Luxa is a sniper without equal, but the cards that buff ranged damage are few and far between. Try to add Grievous to your bow if at all possible to maximize potential. ====Blackpowder's Buccaneers==== [[File:BlackpowdersBuccaneers.jpg|thumb|right]] Teased during Warhammer day, we got a [[awesome|fucking ogor pirate with a monkey and parrot]]. The warband itself is another Big Boy warband, where the leader has 6+ wounds and the other fighters are a lot weaker and serve a support role. The inspiration mechanic for Blackpowder himself, as well as his big gun attack, revolves around discarding swag tokens. Discard two swag tokens, and Blackpowder inspires! But how do you get swag? Well, your gnoblars, parrot, and monkey all have Light-Fingered, which means that when they attack an adjacent fighter with an upgrade and succeed, then they break an upgrade that that fighter is holding. After breaking an upgrade, gain a swag counter! Now this is... hard. Your fighters all have a decent chance of scoring a hit, but not an amazing chance. This means that you are not only banking on your very weak fighters to get yourself ammunition and for your big boy to inspire, but also that your opponent has upgrades on their fighters in the first place. Unless your opponent was using Illusion Upgrades, your opponent needs to have gained glory to get themself some upgrades in the first place. Probably meaning that you are behind. There are also only two cards in the entire deck that can give you a swag counter, which means you'll be digging through cards for the chance of getting a swag token. Your little dudes aren't the worst, though their damage profile puts them on par with the weakest fighters from seasons 1 & 2. What you need to know is that Peggz the Gnoblar (take a guess which one this is) is by far your weakest fighter, with a melee attack and the fewest useful keywords. His attack is a range 1 attack that only gets an extra die when inspired. Kagey the Gnoblar is far more useful because he can Fly, has a range 3+ attack action, and is pretty good for controlling objectives. Shreek the Parrot is better than Kagey, because he is far more mobile, has more dice, can move alongside Blackpowder, and gets supports from a distance from Blackpowder; further, his attack has Grievous (+1 damage on crits) and gets Stagger (remove guard tokens) when inspired. Finally, Mange is your go getter. Though many expected Mange to be a Beast like Shreek and thus being unable to get attack action upgrades or hold objectives, Mange is strictly a companion. Whenever a minion (so, the Gnoblars) move, he can push himself 3 hexes as long as he is within 2 hexes of the moving minion. He also has Grievous and gains Ensnare when Inspired on his attack action, meaning he has a pretty great chance of hitting and dealing okay damage when in the thick of things. It's a shame that ALL the little dudes have only 2 wounds and do poor damage. Kainan could annihilate these guys blow for blow. But they're fucking awesome anyways. They have yet to receive a warscroll for AoS, but a "leaked" version has Blackpowder breaking artifacts when wounding in the combat phase. Yo-ho motherfucker. ====The Exiled Dead==== [[File:ExiledDead.png.webp|thumb|right]] A completely original faction revealed with Adepticon 2022. The leader of this force is Deintalos, a necromancer who was somehow exiled from the realm of Shyish because his methods were too extreme for even Nagash. His crimes? He decided to perform mad science a la Doctor Frankenstein and resurrected a bunch of zombies using electricity and machines instead of good-old magic. While your many minions are quite flimsy, they all start out Inspired, which is a pretty sizeable boost for an early charge. While he also has his own understudy who more closely adheres to traditional necromancy, this understudy only has one zombie he can control separate from Deintalos' electric cavalcade. Your big boon here is that you can activate 5 out of your 7 fighters in one activation, every activation (and you can double tap in one activation if you run a very hard to cast spell card). Deintalos and all the Conductive zombies (Bault, Vlash, Coyl, and Ione) can all make a move action or all make an attack action (charge tokens still lock you down, though). THEN you can return one of your Conductive zombies back to life within two hexes of Deintalos and not adjacent to an enemy fighter, albeit uninspired. With all of your minions inspired at the start, you will be moving up the board really fast, smacking out just about any fighter you want. Marcov (the crouched gremlin looking fella) gets the same exact trick with his armoured zombie, Regulus. And unlike Deintalos, this action with Marcov allows for charges if there are no charge tokens on the fighter you use. Essentially, if Deintalos dies you are dead in the water unless it happened in the very late game. It's a good idea to keep Marcov in the way back as a pocket support if Deintalos does die early so you can still utilize the combo between Marcov and Regulus. Mirror matches are a glory filled slaughterhouse. Expect your game to be down to the wire based on how often your zombies keep killing each other and getting back up again.
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