276°
Posted 20 hours ago

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

£9.9£99Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

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 Grashrak's Despoilers • Skaeth's Wild Hunt • Grymwatch • Rippa's Snarlfangs • Wurmspat • Hrothgorn's Mantrappers • Morgwaeth's Blade-coven • Morgok's Krushas The Champion was once the foremost armsman in Shadespire. [2c] Though the Champion retains fractured memories of countless battle, he cannot recall whether he fought for duty, honour or coin. [3c] Petitioners Steelheart's Champions • Garrek's Reavers • Sepulchral Guard • Ironskull's Boyz • Chosen Axes • Spiteclaw's Swarm • Farstriders • Magore's Fiends • Storm of Celestus • Drepur's Wraithcreepers 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.

Harvester is also unchanged, but they did actually put his brawler keyword on the card, which is nice to not have to reference the errata anymore. Still a great piece and a key part of your offensive pressure, especially when facing off against horde warbands.

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. 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.

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. 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) - YarosThey 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. Within the Mirrored City, the Sepulchral Guard act as the gaolers of all who find themselves trapped there. [6] Hunt For Sadila 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.

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 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. 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. 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.

Contents

Worthless Chaff is an interesting attempt to make the Petitioners more useful, a bit like what they did with the dogs in Hexbane’s Hunters. Historically, a lot of people would just elect not to resurrect them because of all the glory bleed. Not giving up bounty on an at-risk dongle could be the difference between an opponent deciding to kill your fighter or not, especially since they know the effect will be persisting until the end of the round. Given some of the HO upside of the warband, you can potentially leverage this fact to rip off some surge glory before your opponent decides to react. If you’re playing against this, I think the best play will often just be to break the effect immediately, if possible, unless you know they’ve already cycled their HO surges. Of course, you could also just take the route of ignoring it, depending on the board state, and farm some glory elsewhere, just be aware of the surge and end phase glory those fighters are potentially being used to score. Saila, daughter Hausa the Master of the Fourth House of Shadespire, had begun assembling an army as part of a great game played amongst the Katophranes within the Mirrored City's Jasper Palaces. This army was tasked with venturing out and collecting fragments and maps of Faneway Mirror, with the promise that should they succeed all would be able to finally escape their prison. This drew the ire of the Sepulchral Warden and his army of Petitioners. With the assistance of a mysterious Chaos Warrior known as Zuvass, the Warden was able to form a loose alliance composed of Khornate Bloodbound under Isengrim, orruks under Gurzag Ironskull, the Katophrane Mekesh, and the warden's own army. Together, they scheme succeeded in bringing down Sadila's army, and with the assistance of Petitioners of magical prowess bind the Katophrane's spirit, forever ending her schemes. [2] Members Sepulchral Warden 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 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.

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment