Games Workshop 60120707001" Warhammer Underworlds: Shadespire – Sepulchral Guard Game

£9.9
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Games Workshop 60120707001" Warhammer Underworlds: Shadespire – Sepulchral Guard Game

Games Workshop 60120707001" Warhammer Underworlds: Shadespire – Sepulchral Guard Game

RRP: £99
Price: £9.9
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No End to Our Duty further plays off the multi-move, allowing you to make a move action with a friendly fighter that already has a Move token. The restriction is a bit unfortunate, as it not only means you cannot reposition fighters with 0 tokens, but also stops you from using it on fighters with a Charge token too. Could be some interesting support for a card like [ Tireless Explorer] , but even that has you waiting until after an activation to score it. I think if you want some out-of-sequence movement tech, you are probably better off with the cards in Voidcursed Thralls. The most powerful fighter in the Sepulchral Guard is the Champion. With Cleave even before he Inspires and a range of upgrades, they’re lethal against the Stormcast Eternals and Ironjawz warbands. Like all the other fighters in the Sepulchral Guard Warband, The Champion Inspires when he is returned to the battlefield. Frightening Speed got a great buff by being non-fighter restricted! You still probably use it most often on one of the three 3-Wound skellies, but the flexibility to slap in on whichever fighter needs it most at a given time is great. It’s also a super nice combo piece with [ Conqueror’s Circlet] on the Warden, if that’s the route you want to go. Stormsire's Cursebreakers • Thorns of the Briar Queen • Eyes of the Nine • Zarbag's Gitz • Mollog's Mob • Godsworn Hunt • Ylthari's Guardians • Thundrik's Profiteers

They Keep Coming! is our next card, a surge for giving a friendly fighter a Raise counter while one or more other friendly fighters also have one or more Raise counters. Score 1 glory for playing the game? Yes, please. Might be a little slow to score in Round 1, but it should be pretty much automatic in Rounds 2 or 3 unless your leader has met an unfortunate end. Really good card, and again one that your opponent will have a lot of trouble actively denying.The huge number of fighters in the Sepulchral Guard is the warband’s greatest strength as well as a huge potential liability. Play well, and you’ll be able to hold a huge amount of ground, surround your opponents and score objectives without hobbling your offensive power. Play poorly, and you could give up as many as 7 glory to your opponent for casualties alone. The Sepulchral Guard warband features three Petitioners – hapless souls looking to pledge themselves to Nagash. These fighters are fairly feeble, but nevertheless, have a variety of uses – even when they’re dead (or dead-er). Play Style Another card taking a nerf, Terrifying Screams is now [ Hypnotic Buzz] instead of [ Distraction] . Still very solid enemy push tech, but I cannot overstate the value of previously not being range-limited, especially on such a slow warband. It’s still very good in the right spots, but now forces more interaction to benefit from the effect, which you’re not always going to want, which does cut into its effectiveness. Deathly Charge is largely unchanged (maybe technically slightly nerfed). Working only on the Champion is just such a tough restriction when there are more universal damage upgrades you can take instead. He’s a great fighter, but you might’ve considered this a bit more if it also worked on the Prince of Dust, at least. Overall, the changes to the fighters are slight enough that it really doesn’t change the identity of the warband, which I like. I think there were the perfect number of small tweaks here to make the warband more playable without imposing drastic changes.

Restless Dead also took a nerf, pretty significantly in this case. It now gives the resurrected fighter a Charge token, so no more charge Harvester, die, res, and do it again the next activation (outside of [ Partial Resurrection] , of course!). This is a pretty major nerf, but non-action resurrection is still a very powerful effect. The token even makes it synergize a bit better with March of the Dead. I think the warband can afford a bit of a loss here given how many other aspects of it were bolstered with this redesign. Do you like to swarm your opponents with undead warriors that just won’t die? If so, then using The Warden to command his seven-piece warband through the twisting streets of Shadespire may be right up your, errrrr, street! Cortek - Cold-Iron King - Dark Lord of Despair - Halgorax - Jade Skull Emperor - Oleksander Halgrim - Realmreaver Lord - Sarpa - Sepulchral Guard ( Prince of Dust - Champion - Harvester - Warden) - Yaros Our first card here is A Challenge Unanswered, which scores 2 glory in the end phase for having more enemy fighters out of action than friendly fighters. It seems like this was probably an evolution of [ More Able Bodies] . With the resurrection tools available, it should be rare that you have more than 2 fighters out of action in an end phase while your leader is alive. While this does mean you’ll have to actively work towards engaging and killing your opponent, there are going to be some situations where this just scores 2 glory for one or two enemy fighters being out of action. With how good some of the other objectives are, this one may not quite make the cut, but it’s still plenty usable. For those of us clamoring for a [ Swift Capture] reprint, Undying Watchmen was probably not exactly what we expected. Paying off 2 glory is pretty nutty for this, but it is again wisely balanced by only scoring after your opponent’s activation. The low Move characteristics of the warband will also present an issue for this, but there’s a surprising amount of movement shenanigans in the universal pool right now, even in Nemesis with cards like [ Conqueror’s Circlet] . With the improvement made to the multi-move and those mobility tech cards in mind, I think this seems worth taking as well. Nice that it forces you to go up and interact too, if only we had a universal version for 1 glory…The Deathrattle of Shadespire are quite unlike the typical charnel slaves raised by minor necromancers and practitioners of fell magic. Their soul animus remains trapped within their decayed forms as a result of the curse of Nagash, and thus they retain a fragmented memory of their past lives long after their flesh has rotted away. Over time, many of these unfortunates have sworn themselves to the God of Death’s service, praying that by petitioning Nagash for forgiveness they may be freed from the agony of their existence. Centuries ago the Prince of Dust commanded vast legions and decided the fate of kingdoms on a whim. Now, he is but another tortured servant of the Great Necromancer. [3a] Harvester Bone Shrapnel is unchanged and it’s still fine. The adjacency can be tough to set up and there is more reliably ping in the game these days. Probably passing on this one still. Grashrak's Despoilers • Skaeth's Wild Hunt • Grymwatch • Rippa's Snarlfangs • Wurmspat • Hrothgorn's Mantrappers • Morgwaeth's Blade-coven • Morgok's Krushas



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