Games Workshop - Warhammer Underworlds: Hexbane's Hunters

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Games Workshop - Warhammer Underworlds: Hexbane's Hunters

Games Workshop - Warhammer Underworlds: Hexbane's Hunters

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On The Scent - This 1 glory objective can be scored in an end phase if one or more friendly beasts/companions are within 2 hexes of an enemy leader, or if one friendly fighter are adjacent to an enemy leader. Easy to score for aggressive warbands, and great for Hexbane's Hunters who have two companions. The Freeguild General is probably the best option especially as the destroyer abilities for the Cities of Sigmar work well, but I’m going to go with the Warden King instead. Almost the same, but with more wounds and tougher in exchange for movement 3. So he’ll be a bit lumbering. Again, this might be a case where we play with one profile to try it out an then decide whether to shift over. Hexbane is your leader and rather weak. He inspires on taking an enemy out of action but is very weak in his base form. The Price of Victory reaction is shared by several fighters and is alright. It’s a nice way to get free upgrades and extra activations. However that 3 wounds is still rough. The second approach is to go through the compendium and work out an existing profile we could use. This will require some compromises but it will be tournament legal, with approval from the TO for proxies. push-fit Hexbane's Hunters miniatures – no glue required to assemble, cast in solemn grey to stand out even when unpainted.

The last aspect we have here is the average damage against toughness 4. In the understanding fighters video I suggested looking for 1 dmg for every 25 points, but that was an extremely aggressive profile on the basis that we’d be looking for the cream of the crop. Looking at the averages 1 damage per 40 points is probably reasonable. 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 Penumbral Key: This is a classic style of card. It’s not particularly hard to do, especially with some power card support. That being said, I feel like warbands who want to score using keys tend to be a bit more passive/defensive. This may be great for aggro warbands but the risk is that when you get aggressive, your fighters can die too. I like guaranteed glory and this can be an avenue for it. It may require some work, however.

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If you have an underworlds warband or some custom models you’d like to play, I’d definitely recommend working out some profiles yourself. Maybe use some existing profiles as a starting point and tweak them to suit. Similarly, rather than coming up with abilities from scratch, take some of the existing ones and reskin them to suit your needs. The Warcry system really does make for a great game and it’s worth the effort. So in this case I’m gonna suggest a Reaction after you take damage to allow a nearby fighter, let’s say within 6 inches, to take a free move action. It’s trading a single action for a single action so it’s not action efficiency but it will let the war band sacrifice one fighter to get another into position which feels thematic. We won’t let the puppies them though, so let’s add a not useable by beasts clause. The four humans also have a special reaction that they can use when a fellow hunter is taken out of action. Haskel himself is well aware of the Price of Victory , and when he gets really angry, he lights his truefire brand. Ward of Martyr’s Blood doesn’t provide enough defence, especially as most of your fighters are 1 defence. Burn Them Out: This card is really interesting. We’ve seen universal versions of this before. I think the challenge with this warband is that they are kind of slow. I don’t think I like this card because while it is potentially easy to score in the early game, it becomes much harder in rounds 2 and 3. People don’t generally just stand on their starting hexes.

The remaining cards aren’t as interesting but provide a lot of small synergies to make Grotty and Ratty shine. [Silent Armour] and [Outrun Death] both have the potential to trigger for multiple move actions made with the ‘Loyal Hound’ reaction, and there’s a few more silent relics to support them. The Hexbane’s Hunter upgrade all help to make the dogs and their master more survivable, and [Winged Death] simply fills out the surge objective allowance (with the expectation it’ll score on a ranged kill). [Underdog] was of course compulsory. Proof of Guilt: A hybrid with 3 potential scoring conditions, the first of its kind! I like this idea of this card – it’s a win more card. I think the first condition has no chance. The last condition is decently reliable, though it may depends on who wins the rolloff. There will also be matches where you are the beatdown and you have to bum rush into enemy territory for condition 2. It’s also great for when your opponent is the beatdown and bum rushes you. That all being said, I think the most reliable way to score this card is via the third condition. However, I think that may be a trap. Your opponent can score 6 cards, but they may do it after you have missed your window to score this card. Also, are you going to give up going first in a round when you should to try to score this? I think it’s too complicated. It’s not a bad cards by any means, just not my cup of tea. Thanks again for taking the time to read my review. Thank you to Games Workshop as well for sending me this preview copy. In this case, I went for the Marksman with Handgun, mostly because it means I don’t have to add extra abilities.Arbitrium † • Astronica • Aventhis • City of Sighs • Cotherquill • Gholdenhal • Glimmerheart • Glymmsforge • Gravespurn • Gravewild • Lugol † • Monsam Spire • Mhurghast • Thanator's Manse • Oasis of Gazul • Port Sorrow • Twinned Towns of Belvegrod ( Eastdale • Westreach) • Veilgard • Westport So here we have Haskel Hexbane using the Battlemage profile. We’ll be using the normal abilities from the existing war band, but we can adjust the names to get the flavour we’re looking for. Tools of the Faithful: I don’t think you’re going to get this round 1 and I think you’re going to have a hard time in round 3 due to wound pool the warband totes. This is most likely a round 2 card. Keep in mind, this doesn’t specify hunters so your dogs can come in clutch if need be. I personally like my end phase cards scorable in all phases of the game and this one is just too unpredictable for me.

Armed with guns, axes, crossbows, and faithful hounds, these zealous hunters may just stand a chance of overcoming the tenebrous might of the shadow daemons who occupy the maddening halls below Harrowdeep – provided they pray to Sigmar ardently enough. If you’d like to take the time to read the article below, I just want you to know I really appreciate it. 🙂 Ward of the Martyr’s Blood: This card feels strong when your opponent’s warband is relying on modifiers to take you out. I have mixed feelings because your warband is low on wounds so they don’t necessarily need the damage. I suppose I do kind of like it. It literally just negates a Punching Up. You can even bait it out a bit by forcing your opponent to commit to playing a couple more cards before playing this to really shut them out in the next activation. I think this is a card that can be a great tech piece. I might be higher on it than I should but the mental anxiety this can induce in an opponent could be worth it over the course of multiple games.Here we have the warband with Proxy cards. Each of these is a fighter from the Cities of Sigmar warband, although you will need to add some bodies to turn this into a legal warband. This is 655 points in total, and we’ve used up all the slots for heroes. 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 I’ve also put together an abilities card. For the Underworlds war bands usually you keep fit them into an existing warband. So in this case they’re part of the Cities of Sigmar warband and have access to all the normal Cities of Sigmar abilities. Alternatively, you could have them completely independent.



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