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===Shadespire Block=== [[File:Shadspire.png|center|700px|Shadespire Block]] ====Steelheart's Champions==== [[File:60010799005 ShadespireENG03.jpg|right|250px|Steelheart's Champions]] The first Stormcast Eternal Warband and tied for the smallest group currently in the game with the other Stormcast Warbands. Liberator-Prime Steelheart and his two roadtrip buds went to Shadespire to find a cure to the increasing hollowness that plagues Stormcasts when they get reforged, and they're not even gonna try to get out of the city before they have it! The melee-oriented Stormcast Warband is among the tougher and slower Warbands, and all their attacks hits fairly easily and hits like a bullet train. Their Inspire comes into play when they successfully roll a Shield or Critical on defense, which causes them to gain [[Nurgle]]-like toughness and additional attacks... But you'll need to strike a precarious balance because before that, even your four Wound won't save you from attacks; and with only three models, each casualty will severely hurt your board presence and ability to gain Glory Points. Another issue is that Steelheart McLanternjaw, the leader of the Warband, ironically is the least useful model, with no specific role to fill in. The SC cards are pretty simple - Not bad, just simple. Your opponent will often know what your decks are about the moment you place just one set of gold-plated buttcheeks on the board, but that might necessarily be that much of an issue. It just means that the Champions are a very steady Warband that can take a beating and still work towards their goals. They are tough, but slow, and warbands like the <s>Orruks</s>, <s>Orcs</s>, <s>Orkz</s>, DA BOYZ with access to a lot of cleave can cause a lot of trouble. [[File:60010799005 ShadespireENG05.jpg|right|250px|Garrek's Reavers]] ====Garrek's Reavers==== No Stormcasts without the cannibals in red! They don’t even say why they’re there; maybe [[Warhammer:_Age_of_Sigmar#Khorne_Bloodbound|Bloodbound]] just appear spontanously where Stormbois go, like a really sick sort of intestinal disease that usually follows a McDonalds menu? The Reavers is widely considered one of, if not the most difficult Warband to pilot currently in the game... But when they get rolling, they get fucking *rolling*! The Reavers have five models, varying from pretty okay to absolutely awful. They’re all pretty fast and get faster yet when Inspired, and has a model for every situation - the issue is, they fall like flies to even the slightest attack, with two of the Reavers literally having [[Fail|2 Wounds and 1 Dodge]] (which is the worst defense in the game), and the others are only marginally better. However, this is also the Reavers’ trump card, because when '''any''' three models in the game are taken Out of Action, *all* Reavers become Inspired, which turns them into some of the most dangerous models in the game! Saek and Garrek himself gets particularly nasty, with very powerful attacks and high movement. When this is combined with the frankly fantastic Reaver Upgrades and Ploys, this Warband goes from weedy to scary in no time. There's a mixed bag included Axe-Chain-Man with the power of axes on a chain allowing ranged melee attacks and Stabbins McGee who can make lots of attacks. By having 5 Speedy Khornezales grabbing objectives is easy, but they drop like flies. When playing, don't under-estimate Arnulf or Targor just because they are your weakest guys. Inspired and with a few standard upgrades, Arnulf or Targor can become killing machines capable of one-shotting most fighters with a little luck. The beauty of Garrek's Reavers is that playing clever can make even the most daunting matchup winnable, and a single deck build can give you thousands of possibilities. =====Reaver Decks===== *'''Aggro Reavers:''' How a warband of Khorne-worshipping mortals who come back to life should play - Fast and hard! Aggro Reavers aims to start the game by attempting to kill as many enemy models as possible before Arnulf and Targor eventually dies by a stiff breeze, which should allow you to become Inspired. Then you pile on the upgrades on Saek, Garrek and Karsus and go to town. These builds are meant to burn like crazy, with loads of easy-to-use reactionary Ploys and great Upgrades that allow your golden boys to reave havoc; most games you'll end with an empty Power Deck! This is not an easy deck to run however, as it requires you to weigh the sacrifices you are going to have to make to be Inspired - if you're not careful, you'll just bloody yourself, like punching yourself in the nose. **'''Karsus Unleashed:''' A variant of the Aggro Reavers that puts most of their Upgrades on Karsus. He's got a Range 2 attack as well as an "attack-everything-within-Range-1" attack, both which benefit massively by Upgrades like Great Strength (+1 Damage to all attacks). Place him somewhere were he gets support from the other models and let him go to town from a safe distance. *'''Objective Reavers:''' Believe it or not, Khorne cultists play a fairly strong Objective game. The Reavers are fast and have quite a few models with allows you to cover most of the board quickly. With the addition of the Move buff from Inspired and Ploys like Sidestep (Move a friendly model one Hex) or Sprint (Next Move is doubled), the Khorne guys are among the fastest Warbands in the game. Only issue is that they aren't very tough compared to other Objective decks, so more bashy Warbands can ruin your day by throwing your bare-torsoed-ass around. ====Ironskull's Boyz==== [[File:60120709001 IronskullsBoyzENG02.jpg|right|250px|Ironskull's Boyz]] WAAAAAAAAAAAAAGGGGGGHHHH!!!! The 'Ardboyz representing green power. These guys have been stuck in the city for a while(decades) after a looting spree gone wrong. At first the leader, Gurzag Ironskull, did not like it one bit but after the years has grown rather fond of the place. [[Tuska Daemon-Killa|What with an endless cycle of battle and bloodshed, this place is actually rather nice for an Orruk]]. These guys are one of the simpler teams to play and is great for beginners. They are tough as hell, have alright movement and hard hitting power from 2 of the 4 members. They inspire simply by taking damage which is rather easy as only a few combos can one-shot these monsters of melee (EDIT: Obviously this was before the COMPLETELY UNEXPECTED power creep in the last expansion block. Now they can die on turn 1. Not that they really care.). Most of their unique Ploys are made to essentially break the game; making extra moves and attacks, making moves after attacking or attacking after moves and so on and so forth. Combining these Ploys in one Activation can cause you to play an entire Turn in a single Activation, clutching a win from defeat at lightning speed! Almost all their objectives focus on them hitting enemies, so don't include all of them in one deck. The orcs aren't suited for Objective play either; they just don't have the movement to claim a lot of Objectives in time. Their main weakness is Hakka and Basha, whose damage sucks up to several colors of chode, even after they're Inspired. However, with some clever use of Upgrades they can get alright. They are also very predictable to play against, predictable in their unpredictability in a sense. While their Ploys can mess up the game, that's what they have to play with mostly. This isn't that bad though; you've still got 17 Wounds with good Defense, so whatever the enemy can throw at you, you can probably take it in stride. Ironskull's Boyz used to be a tournament winning warband, and were able to stomp down any other warband in its heyday. Now Ironskull's Boyz is consistently considered one of the worst warbands in the entire game in Championship Format (the standard card rotation system that GW's rule writers have implemented). This mainly comes from their inspire condition being a little outdated (taking damage to inspire is easy, but automatically puts you on the backfoot), their faction specific cards being extremely basic, and from Hakka and Basha being absolute shit. Gurzag can still do well on his own, and he is genuinely a good fighter compared to a slew of others; however, his own strengths are not enough to make up for the weakness of the rest of his deck. =====Orruk Decks===== *'''Grind-Out Orruks:''' With four tough-as-nails boyz that actually like to take damage, you've got no reason not to throw them into the fire and let them roast. The main difference between you and most Warbands is that ''you'' can take it; they usually can't! This deck-type needs a keen eye for opportunities and openings to exploit, as well as a tactican's mind to utilize your Ploys and Upgrades well. For example, don't burn Power Cards on a dude who's probably gonna die soon, and never think that even Basha or Hakka can't do their share; even a single Wound of Damage can make a great difference. This deck uses Brutal but Kunnin' (Make a Move after an Attack), Kunnin' but Brutal (Take a guess), 'Avin' A Good Time (50/50 chance of making an extra attack) to squeeze the most value out of each dude, as well as upgrades like Daemonic Weapon (Dude gets a nasty-ass attack) and 'Ard Head (Hakka or Basha takes a permanent -1 Damage) to boost Basha and Hakka to true killyness. *'''"You On Da List?":''' Also called Board Orcs or Bouncer Orcs, this is a deck based on three Objective Cards that can give fucking '''8''' Glory Points by the end of the game, with the same requirements basically! These three are Denial (Enemy models didn't end on your board), Contained (Enemy models ended in their Board entirely) and Conquerors (All your models ended in the enemy board), which, as you can imagine, can win you almost any game immediately. Here's the issue - Almost all players who've lost to this before will do ''everything'' they can to stop you, Sprinting to the end of your board side to ruin your life. This is why you'll want to make like Blood Bowl and wall the fuck up at the No-Mans Land between the boards, hopefully stopping any intruders. Your deck should also be filled up by defensive and supportive Ploys and Upgrades like Great Toughness (+1 Wound), Unkillable (When Gurzag is killed, 50/50 chance he lives), Healing Potion (Heal 1 or 2 Wounds) and 'Ard Head (Hakka or Basha takes -1 Wounds) to increase your staying power. Note that most of the Nightvault Warbands have a hard counter for this: the Thorns of the Briar Queen can pass right through you, the Eyes of the Nine can summon their Horror into your starting hexes, and Zarbag's Gitz can make mass moves on top of the fact there's twice as many of them as there are of you. [[File:Shadespire-WarbandsSkeletons.jpg|right|250px|Sepulchral Guard]] ====Sepulchral Guard==== The remains of several of Shadespire's unfortunate inhabitants, now turned to the service of Nagash in the hopes that he will forgive their insolence (and put them out of their misery). Their boss was once the last Lord Marshal of Shadespire. Skellington Skwad weighs in with 7 dead guys; there's Spear McGiblets the leader who, despite the cool models armor and spear, needs to hide like a <s>bitch</s> boss at the back because only he can resurrect your dead undead. Did we mention that re-animating two skellymans makes him Inspired? Put simply if you play this band you will activate Boss Skellington most of the 12 actions, and striking the right balance between moving your squishy guys forward to let them get krumped, bringing them back in their more powerful form and actually activating them to have them do shit will win or lose you the game. There's 2 hero guys, basically skeleton warriors - a mace dude (The Prince) and the sword dude (The Champion) - these guys can actually get shit done and benefit from the better upgrades. They can be resurrected by Spear McGiblets which as is normal (for animated necromantic skeletons) Inspires them. Then there's the remains of Farmer Maggot with his kick ass scythe. This can hit all adjacent foes giving you some area of attack. Finally there's 3 petitioners which at the moment are the worst models in the game - move 2, piss poor attacks. In fact most of your dudes attacks and defence are rubbish, however the upgrades let you take extra attacks or let you get support on actions even if you don't have the models in the right place. Arena Mortis: Beastgrave was strange for many players, as Sepulchral Guard and the rest of the Shadespire warbands were no longer in print due to GW's season system. This sidegame, which gave mostly non-competitive cards that were made for Arena Mortis that you could include in your regular warbands, were chock full of cards which had keywords that directly benefitted the Sepulchral Guard warband. Not only that, but it gave a buffed/changed version of McGiblets. If you want to play Sepulchral Guard, try your damndest to get Arena Mortis: Beastgrave before it is out of print, because it will totally change your entire warband. By having 7 models combined with McGiblets' ability to move 2 other skeletons allows you to zerg your opponent and capture objectives. Just be aware that the skeletons are pretty squishy and most warbands won't have much trouble smashing through them - just as well they get back up! Building your deck with the right mix of upgrades and reactions and knowing when to play what to get the most mileage out of your bonebags isn't easy but is really satisfying when it does work. ====The Chosen Axes==== [[File:ChosenAxes.jpg|right|250px|Garrek's Reavers]] <s>Dwarfs</s> Fyreslayers - expect 4 short, choppy bastards mixed with fire as well as typical stunty grumbling about painting orange. The Fyreslayers of the Vostarg lodge failed an oath of theirs to keep the city safe, and even after hundreds of their number have fallen trying to dispel its curse they're much too stubborn to know when they're beat. Fyreslayers are supposed to be similar to the Stormcast Eternals but with the ability to specialise in either offense or defense. They are very slow but get inspired from holding objectives. Oddly enough, the massive axe does not count as a ranged weapon, and can only reach one hex... In championship format, this warband is considered by most players to be the absolute worst warband. Though The Chosen Axes are on average the hardest hitting warband, and have an extremely easy inspire condition, their main weakness is their aforementioned lack of speed. They can only move 2 hexes without upgrades and are entirely melee fighters. Sure, you can upgrade their speed, but you're essentially cramming your deck with cards to make sure your fighters can just keep up with all the other warbands, not to outpace them. [[This Guy|A guy in Europe]] has managed to pull off multiple tournament wins with these guys lately, beating Shadeborn, Exiled Dead, and other modern big hitters [[File:SpiteclawsSwarm.jpg|left|250px|Yes-yes!]] ====Spiteclaw's Swarm==== Skaven - a mini-swarm of 5 ratbois here for the looting. Expect speed and trickyness but to die easier than the skellybones. There'll be ranged attacks and bonuses for outnumbering or supporting against single models. They get inspired whenever a ploy is used on them. They have two named characters, while the remaining three are more expendable. If they die, one of the three can automatically be brought back a turn (and a ploy allows for another to come back as well in that same turn). Spiteclaw himself is an ass kicker, and by staying alive he can essentially mop up any damaged fighters while you aggravate your opponent with an endless supply of fighters. ====The Farstriders==== [[File:Farstriders.jpg|right|250px|Now with 200% more [[Dakka]].]] Another band of 3 Stormcast Eternal, with a greater focus on ranged combat. All three of them have their [[Bolt Pistol|trusty sidearm]] to plink at the opponent with impunity.They're not as completely OP as they sound, though: plinking does little damage unless boosted by gear/ploys and for them Inspiration only strikes when they end an action phase in enemy territory. Their cards generally either encourage more aggressive play of going forward, bring the fight to the enemy and treat shooting as a bonus; or hang back and pewpew like little bitches with empowered shots but woe if the enemy manages to close the gap. Middle ground is hard to pull off with the limited amount of both minis and cards. One of their funniest strategies is forcing your opponent to advance towards you, only to hit them and drive them back, followed by a riposte so that their attempt to set up an upcoming attack is wasted. [[File:MagoresFiends.jpg|left|250px|Eternal battle, just what we needed!]] ====Magore's Fiends==== The Stormcast version of the Reavers - choppy and armoured. Four strong; three Fantasy [[Khorne Berzerker]] equivalents (the boss Magore and his two pals Ghartok and Zharkus) and Riptooth (aka [[Meme|Doge]]), a [[Flesh Hound]]. They start out rather slow, but become inspired whenever they make a succesful attack which boosts both their speed and their damage. Magore is pretty much a powerhouse once inspired (3 base damage that can be boosted to 4 or 5, he can take an Orruk out in one single blow), Riptooth is faster and more vulnerable than the others but can be surprisingly vicious, and both Ghartok and Zharkus can punch back whoever fail to hit them as a reaction for free. =====Fiends Decks===== A very aggressive warband, There are 3 broad ways on how to build their deck: * '''Blood for The Blood God!''' - Overused battlecry aside, this version focuses on killing as much as you can, boosting Ghartok and Zharkus and letting them go to town on anything coming nearby with Magore and Doge in support. Basic, straightforward and absolutely unsubtle: [[Rip and tear|Kill them all, Khorne will know his own!]] * '''Skulls for the Skull Throne!''' - This variant focuses less on pure slaughter but rather on boosting Magore and having him claim the enemy leader's skull for mucho glory points, while the three others keep the rest away. Slightly harder to pilot than just all-out aggro. * '''Sic 'em!''' - This one includes upgrades for Riptooth and tries to take as much advantage as possible of his mobility and the fact he can drag opponents around after chomping on them. Hardest to pull off, but having Doge drag one of your opponent's minis away from the objective he needs to win in extremis or in range of your other madmen is just hilarious.
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