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

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Description

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

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. 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.Grashrak's Despoilers • Skaeth's Wild Hunt • Grymwatch • Rippa's Snarlfangs • Wurmspat • Hrothgorn's Mantrappers • Morgwaeth's Blade-coven • Morgok's Krushas

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.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. Lay Claim to It All is clearly an homage to [ Claim the City] , which they’ve redesigned into a much more palatable 1-glory [ Dominant Position] . While you’d love to have the 2-glory payoff, holding more should still be easier for this warband than most, I think 1 is a fair payoff. 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 None know when the Harvester first took up his scythe, or whether he once wielded it in life. What is certain is that he uses it to reap a terrible toll in death. [3b] Champion

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… 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.

Play Style

The Lord Marshal of Shadespire - who would later become the Sepulchral Warden - fought to defend the city, sometimes for days on end against orruks within the sunlit wastes of the Desert of Bones. [2f] In those final days of Shadespire's history, the Lord Marshal of the city called upon his fellow Katophranes to make their peace with the Undying King - a crime for which he was executed. He was nailed upon the outer walls of the Dust Keep, which was once the highest section of the city's souther walls, overlooking the Sea of Dust. [2d] Since the city of Shadespire was shattered, and its denizens cast into the twilight realm of Uhl-Gysh by Nagash, the Lord Marshal was resurrected and assigned the role overseer of the Mirrored City as the Sepulchral Warden. The Warden serves no one save Nagash, and possesses armies at his command, though he rarely employs them as such. [2e] Prince of Dust 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. Speaking of the Champion, he is wholly unchanged! I think this is fine though, he was already quite good and will still be a great offensive piece, especially with that cleave even while uninspired. Greatest amongst the faithful is the Sepulchral Warden, the former Lord Marshal of Shadespire. Such is his devotion to Nagash that this enigmatic creature has been gifted with the power to inspire frenzied devotion in his subjects, and he directs them against all who would challenge the Great Necromancer’s will. 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.



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