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

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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.

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

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.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 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. 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.

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 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 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) - YarosBone 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.

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 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 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. 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. 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.

Lay Claim to It All is clearly an homage to [ Claim the City] , which they’ve redesigned into a much more palatable 1-glory [ Dominant Position] . While you’d love to have the 2-glory payoff, holding more should still be easier for this warband than most, I think 1 is a fair payoff. 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. 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… 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. Grashrak's Despoilers • Skaeth's Wild Hunt • Grymwatch • Rippa's Snarlfangs • Wurmspat • Hrothgorn's Mantrappers • Morgwaeth's Blade-coven • Morgok's Krushas

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