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

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. Love the art of the skeleton just falling apart on Pitiless Command. A 2-hex [ Sidestep] where the only requirement is that the fighter have a raise counter is pretty solid. It does seem a bit underpowered in Round 1, but it’s a pretty remarkable push in the later rounds, especially considering the poor innate mobility of the warband. 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. 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.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

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! 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.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

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. 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 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 Fighters

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. 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 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. 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 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



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