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Warhammer Underworlds - Starblood Stalkers Warband Review

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Heres my first impressions of the first Seraphon warband Let's start off with reviewing the fighter cards. Fighter Card Review: The good: 4 move, 2 defense, relatively accurate ranged attacks, unique action to deal  damage with no dice roll required, and a relatively easy inspire condition. Also has the SKINK keyword. The bad: 3 wounds makes him one of the easiest Leaders to kill, and he only gains 1 dice on his Starbolt attack from inspiring. The good: 4 wounds. Starts with a damage 3 attack. Has a great reaction to attack after any of his activations (not just when you attack - you can use Powerful Jaws even if you Move or go on Guard) The bad: 3 move and 1 defense uninspired. Only inspires if he makes a successful attack action (random). The Jaws cannot be modified. Does not have Cleave or Ensnare so his accuracy is reliant on adding re-rolls and more Dice (thankfully this warband has ways to do that!). He is the only powerful fighter so you will be relying on the Skinks and let...

Anvilstrike Tips & FAQ (Updated Nov 19, 2019)

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05-21-2019 General Tips against Skaven and Flesheater Courts Playing against Skaven is all about target priority. Anvilstrike is about laser precision to cut your opponent down at the knees. If you can keep your Longstrikes untouched then you  will  win the game, even if they are on the objectives first. Skaven with Vortex are the main reason why I bring 2 Incantors - two  guaranteed  turns of defense against Vortex (and there's no guarantee they make the cast value 8 roll) will give you enough time to shoot down the targets you need.  Highest priority is to kill their ranged units that can reach Longstrikes. In the situation you described you should be killing their Plague Claws first. The most damage a Plagueclaw can do to your Longstrikes is 6 and that's a very unlikely result but you want to make sure it doesn't happen. Deploy out of their range and then teleport your Longstrikes into range to shoot them down, and make sure...

General's Handbook 2019 Feedback (Updated Jun 2019)

Chaos Beasts of Chaos Beastlord - 90 > 80 Gors - 80/210 > 80 > 200 Ungor Raiders - 80 > 80/240 Tuskgor Chariots - 60 > 50 Bullgors - 160 > 140 Tzaangor Enlightened on Discs of Tzeentch - 140 > 160 Phantasmagoria of Fate - 200 > 150 Pestilent Throng - 200 > 150 Brass Despoilers - 190 > 150 Marauding Brayherd - 180 > 140 Thunderscorn Stormherd - 190 > 140 Hungering Warherd - 150 > 120 Wildfire Taurus - 100 > 60 Doomblast Dirgehorn - 60 > 40 Ravening Direflock - 40 > 30 Disciples of Tzeentch Need a new battletome Everchosen and Slaves to Darkness Need a new battletome Maggotkin of Nurgle Morbidex Twiceborn - 260 > 240 Orghotts Daemonspew - 260 > 240 Bloab Rotspawned - 260 > 240 Beasts of Nurgle - 100 > 80 The Glottkin - 420 > 360 Thricefold Befoulment - 120 > 240 Skaven Warp Lightning Cannon - 180 > 220 Warplock Jezzails - 140 > 160 Doomwheel - 160 > 140 Grey See...

How to Make Dracolines Great

Evocators are great, but what about Evocators on Dracolines? First let's examine and compare their warscrolls: Dracoline Pros: Speed 5 wounds per model. Less models means fewer losses to Battleshock Larger models, but smaller unit footprint Two different melee weapons Can benefit from Pride Leader -1 Bravery debuff Better synergy with Command Abilities Dracoline Cons: Only 2 in 3 can take Grandstaves 2 less models for Celestial Lightning Arc 100 more points 1" range on Claws and large bases Hard to fit in any Battalions What niche do Dracolines fill that regular Evocators don't? Well for one they're much faster. With a 12" move and the ability to reroll charges, these guys can go really far. You can be aggressive and pick engagements the way you want (which is really important for melee units!).  High movement means you don't need to use drop them into play with Scions, allowing you to stack a lot of abilities on them in the Hero Phase....