The Grymwatch

Welcome to our rundown of The Grymwatch. Make sure you catch our podcast coverage of the release. For everything out with this release window, follow these links:

Blog entries for all the new Underworlds Releases

Episode 157 - Two Rivals Decks, Eighteen New Warbands

Episode 156 - Thirteen New Warbands

Episode 155 - Embergard Core box decks and warbands

Episode 154 - Embergard

Thanks go to GW for providing a review copy to make this content possible.

Introduction

[D]AVY, [P]HIL, [B]RIAN, & [S]KYLER

D: One of the OG Take & Hold warbands, and a prior absolute terror, dominating top tables in the early Beastgrave season. Let's see how the do now!

 

WARSCROLl

D: There's some matchups where this will really pop off. Not easy for this warband to rack up early kills but unless your opponent rushes their boss into your territory, you're probably snagging 2-3 inspires.

P: Completely agree, this is also a fun adjustment of their first edition inspire that was so all or nothing.

D: The motivation for keeping your boss alive. I think there's a good chance that you'll be operating as an underdog early with your one dodge, 2 health scrubs up front. Either or both of these on Gristlewell seems like a very attractive option. Improving that heavy-hitter's accuracy and defense can make him real threatening. Also- a great way to start sneaking on to the area of the board that would let you snag treasures deep in enemy territory. One more thing- the rulebook says that a warscroll ability not otherwise specified should be used in the power step. So... I'm assuming that's when this happens?

P: I love how this can let you set up for the next round too if you use it in the last power step. Your opponent will need to be very careful about killing a fighter if they think you care about being deep in enemy territory. Also, I noticed there is no restriction on which fighters can be raised. That's a new trick!

 

D: Picking each delusion only once per game is a good touch to make this decision more challenging. I'd go with Defenders either early to help deny seed glory, or save it for when you're really trying to set up camp on treasure tokens (if that's your thing) to hopefully prevent death & drive-back.

P: Absolutely. The mini game of understanding when is best to use each delusion and against which warbands should be a fascinating learning curve.

 

D: This bumps some attack profiles to a real healthy place. Is it enough to encourage you to bring some damage in your gambits? Maybe. Certainly incentivizes sneaking some early damage on key fighters. This feels stronger in Rounds 2 or 3, when that damage is more likely to have been splashed out.

P: On the same wavelength again, Davy. It will be much easier to have damaged fighters once your opponent has had time to get to you and attack.

 

D: Two revives in a turn is great in R2 or R3 (or a really bad R1). Two inspires in a turn is really helpful in R1. Interesting dynamic on when to use this one!

P: Again, it will probably take an understanding of your opponent and a lot of reps to figure out the exact best time to use this, but when you do I'm sure it will feel oh so good.

 

FIGHTERS

Uninspired
D: Seriously, let's make him duke. Like, a kick-ass duke. Don't let that that one bounty (!) fool you, this guy is worth more than that. Lose him and lose a big portion of your warscroll.

Inspired
D: Respectable attack action in case he starts getting threatened or has to do some work when casualties mount, coupled with as good as you could expect save.

P: The damage at range 2 seems to be a rarity in second edition so like to see it.

Uninspired
D: Who needs gains? This guy hits for a raw three damage right off the rip! Two health, one block, though, so he can get smoked... but he can come back, so... look out! In first edition, a two fury, three damage attack was generally considered the most accurate attack by those subscribing to superstition. With crits no longer trumping all, this is pretty whiff-tastic, but there's help on the warscroll for that. Invest in upgrades at your peril- they'll break if he dies.

Inspired
D: Better defense and arriving at serviceable accuracy. A high priority inspire, in my opinion. The highest? Perhaps.

P: If you need to put some fear in your opponent, this would certainly be a way to do it… They say speed plus power equals explosiveness, but I'm not sure they meant what happens when Gristlewel's bone hits an enemy at full sprint!

Uninspired
D: An attack profile that won't set the world on fire, but can't fuss about two damage. About as fragile as they come.

P: I'll definitely be clenching every time someone looks at her sideways!

Inspired
D: Again, a welcome defensive and accuracy boost. A good back-up hitter if Gristlewell goes down and you can't bring him back again yet.

Uninspired
D: Welcome to the world of the little ghouls. Two swords, one damage is bottom-of-the barrel quality. But maybe you're just squattin' on treasure with these fellers.

P: Yep, just protect the kings hunt. Can't have some scavenger stealing it away.

Inspired
D: Two dodge is a meaningful defensive boost and that's actually a pretty accurate attack. Depending on your target selection, ol' Butch might be a candidate for your damage boosts.

Uninspired
D: Master Talon and Night's Herald are your true scrubs. They can carry a weapon and hold treasure. But I wouldn't ask a lot more of them.

P: He looks a little busy with his meal to do much any how.

Inspired
D: Inspired, they can have just enough accuracy to maybe set up for a follow-up from a Royal Hunt assisted Gristlewel.

Uninspired
D: Just like Master Talon, folks.

Inspired
D: Though I'm sad to say he lost his first edition de-buff aura.

Uninspired
D: More accurate than the ghouls, they can fly, and with no "beast" fighter type, they can hold treasure just fine. Solid choice.

Inspired
D: And not bad for inspire later. A little extra accuracy with ensnare built in, extra move and defense makes for a good option for diving deeper treasure.

 

Summary

D: Getting early inspires on your ghouls to bump them to two save dice feels pretty important. In the Name of the King provides some combination raise/mobility plays that potentially offer unique lines of play for this warband. I foresee Gristlewel killing and being killed quite a bit. Some of the spectacular Take & Hold capabilities in first edition came from powerful faction objective cards and a best-in-breed push card. Without those, it isn't obvious if these are the (delusional) kings of Take & Hold.

The Mortal RealmsComment