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

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The Warden’s Command is a leader-restricted upgrade which allows you to resurrect two fighters in a single action at the cost of giving your leader a Charge token. This helps you to keep up with your resurrections without needing to burn as many activations doing so. I like the idea of a very HO-centric build doing the Ancient Commander action 3 times then finishing with this action for a very productive round. The token doesn’t feel like much of a downside to me since you still have access to your normal resurrection option in the earlier activations of the round. In fact, there are a lot of times where you don’t end up moving your leader at all, so the token could actually support a March of the Dead score too. You won’t always need to res in bulk like this, but if it saves you even 1 activation over the course of the game to do something else, I think that is great value.

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

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

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!

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