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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Anvalor • Brighthall † • Brightspear • Callidium • Draconium † • Edassa • Fort Denst • Ipsala • Rozh • Vandium We could make him a Boltboy Boss and have the war band as Kruleboyz. The dogs will be stab-grots, a little slow at 4 move but at least cheap. The other ranged fighters can be Hobgrot Slittas or Man-Skewer Boltboys. The big guy could be one of the Killabosses. All that could definitely work.

Reflecting Mask: Flavor text is hilarious. I think this card can be a great deterrent in certain matches. It’s a feels bad card for your opponent. Kind of a damned if you do, damned if you don’t kind of deal when placed on the right fighter. I like that it forces your opponent make a hard choice and smart players will capitalize on either scenario. Sanctified Sharpening Stone: Determined Effort is probably better because it ignores the hunter restriction. Again good for rivals, mediocre for championship. 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.

Who Are Hexbane's Hunters?

Before anyone gets excited, this video isn’t about a GW release for Underworlds fighters. As of this video, we’re still waiting. In the meantime, I am going to talk about how to get beautiful models like these onto the table for a game of Warcry. I’ll he looking at two different approaches. The Hexbane's Hunters expansion includes a great warband with some fantastic miniatures that will see a lot of use outside of Warhammer Underworlds, possibly in future Cursed City expansions, or in a new line of miniatures for Age of Sigmar. Grashrak's Despoilers • Skaeth's Wild Hunt • Grymwatch • Rippa's Snarlfangs • Wurmspat • Hrothgorn's Mantrappers • Morgwaeth's Blade-coven • Morgok's Krushas 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. Podcast: https://podcast.battle-mallet.com/e/episode-41-hex-ed-nethermaze-rivals-review-3-hexbane-s-hunters/ Hexbane's Hunters

Bane of Evil: Similar to Army of One, you’re putting all of your hopes and dreams into your last standing hunter. I think Haskel’s inspire halts him from fully committing to this card. He needs to put himself in harms way to inspire 2 of your fighters. I think when it works, it’s going to feel great. I suppose at minimum it’s a Great Fortitude if he’s not the first hunter casualty. That’s not too bad but there are going to be games where he just instant dies and this becomes a dead card in your hand. 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 Lives Well Spent - A dual two glory objective that requires you to score three objectives, and have two or more friendly hunters out of action. I probably should up him a bit for points, maybe 160, but I’ll probably need a few games to get a better feel.

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. By Hook or by Crook: This is great. Reducing damage is awesome. Reducing damage as a reaction is amazing. The stipulation for the upgrade curbs the excess early in the game but it’s still usable. It also allows your opponent some counter play/planning which is fair. It doesn’t take away from the fact that this is a great card.

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. We covered her inspire above and we know its intrinsically tied to Hexbane’s. If they both manage to inspire, Brydget becomes a bit more compelling. She jumps to 2 dodge which dramatically improves her survivability. Her axes go to 3 smash with scything! And last, but potentially not least, her pistol gets cleave. It keeps the volley special rule. Drifting Tides: I adore this card. I was really worried that Dark Inversion was going to be a big problem in the meta. That still might end up being the case but now you can mitigate some of that pesky hold objective scoring. After the power phase ends, but before you start scoring you can react with this card and move any objective token, into any adjacent hex. Your opponent can’t do anything about it. How awesome is that? And if your opponent isn’t scoring off objectives, which is rare nowadays, you get a free upgrade. Not bad but you’re definitely taking it for the second condition.There’s only two one wound fighters in Warhammer Underworlds, Spinefin, and the Brimstone Horrors, so Grotbiter and Ratspike are going to be the lowest, or tied for lowest, wound fighters on most Underworlds boards. There is some debate about whether the dogs who “can’t be Hunters” can benefit from [Punching Up] at all since it would have to make them hunters to fully resolve, but for now it’s a theoretically nice temporary damage boost for them. [Leeched Strength] is less controversial. Even inspired the dogs only hit for one damage, but with their reaction letting them move around they should frequently find themselves next to someone stronger who they can wrestle the weapon from and start hitting with 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.



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