The Headsmen's Curse

Welcome to our rundown of The Headsmen’s Curse. 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

B: Headsmen's Curse previously were a unique wind-up and big knockout swing aggressive warband. The warband revolved around Terminus the blade and it's wielder, both narratively and functionally. I expect very much the same here. In first edition this warband's fighter abilities and faction deck we're absolutely jam packed with narrative flavor, while also being an effective ruleset. This will be a good litmus test for how much the designers are able to carry over and preserve in a second edition format. FYI, I start these by looking at fighter cards, then the Warscrolls if you want to read and follow my train of thought.

 

WARSCROLl

B: Reading ahead to Trials and Execution, this feels crazy easy! This will heavily incentivize your opponent deploying defensively to deny or tank the first hit before running away with the condemned fighter. Which is a win:win really. With the Scriptor having a threat range of 7, that'll be hard for the opponent to avoid an attempt.

I'm already thinking an easy nerf to the warband would be changing the inspire to require the condemned fighter be slain. Time will tell if that's necessary.

D: I really don’t think that it is… that would definitely restrict you to only three inspires, and the last could only come part of the way through R3.

P: Having to keep track of that 5 hex bubble of the scriptor is going to make for some interesting head games. It does leave you a bit vulnerable if the scriptor gets got early though!

B: Interesting, you'll only be able to select 3 Condemn targets all game. You'll have to choose carefully because as the opponent I'm already considering running away with that condemned fighter to deny the inspire. Good thing this is worded so condemnation occurs before your first turn, and not the beginning of the round. Card draw here is really cool too as a reward, on top of inspiring.. Once you've inspired, this becomes a per round rabbit chase to gain more cards and bounty. You could draw 7 cards max in a game due to warband bounty totals. Which is wild. Just gotta keep the Scriptor alive.

D: Yeah, but seven cards is like… scoring Annihilation. Thematically speaking, I like this Condemned mechanic quite a bit. It feels more momentous than the scattershot way that condemned counters popped up on the board in first edition.

 

B: Once per game resurrection. This is great. Don't rush the wielder in too early.

Because the Condemn mechanic is tied to the Scriptor, he would be my first choice to resurrect. Otherwise the Bearer of the Block is the best choice if you need more offense and you've got what you wanted out of Condemned.

When it says "Raise that fighter...". I'm assuming they'd get a raise counter, and thus have a bounty value of 0.

D: Yep, Raise is a term defined in the rulebook. This is kind of a premium raise, because it is only once per game, but happens for full health restoration.

 

B: This is pretty conditional, and not the most versatile ability. It maintains the narrative assistance of the Sharpener to increase the damage of the Wielder's blade. Now the sharpener has to be prepositioned next to the target, so he's inherently also contributing to the accuracy with Flanked side of the dice.

With only two health that can be a tall order for him to survive after charging adjacent to a target.

"What is my purpose?"

"You sharpen my blade."

"Oh Nagash!"

D: *Pushes glasses up* ACTUALLY, Brian, the sharpener doesn't have to be adjacent to the target to trigger this ability, just the Wielder. So there's slightly more positioning options, but this does feel like it isn't the easiest to set up. It kinda establishes a built in disincentive for attacking the Sharpener, though.

 

B: Note the action skull icon. An action to teleport a fighter. They don't even receive a move or charge token.

That's pretty great for setting up an out of position fighter back into the fray. Great tool in case you had to chase down the Condemned fighter away from the rest of the warband, use this to get back to the fight.

D: Sometimes a little situational, IMO. It'll take one of your 12 action steps. If you want to use it on offense, then you need to hope the target doesn't find a way to escape. Though as Brian pointed out, if the Discorporating friendly didn't have any move or charge, they still don't and a full bore charge is in the cards. This also opens up some extra avenues for positional scoring, either on tokens or territories.

 

B: Wild accuracy boost. You'll need to have a fighter supporting to activate this, but that's not too hard to ask. Add the opponent you really want to drive these ghosts back and deny their accuracy abilities as much as possible.

Using this in tandem with the Sharpener's ability to increase damage, feels like a first edition wombo combo attack. I think it's appropriately placed here in this warband. When the stars align and the Condemned target is slain in this manner I will shout "DECAPITATION!!!". Heck I'll do that even if my opponent does this to me.

D: I like that the accuracy bump is more significant for the Sharpener and the Scriptor who don't get quite as much as the bigger fellas do. This one really shines with something like Hidden Aid which is handing out Flanked status anyways.

 

FIGHTERS

Uninspired
B: Exactly the same profile as first edition. 3 bounty befits the status of this fighter within the warband.

D: FWIW, the big sword is looking for accuracy boosts from your power deck even moreso than in first edition. Although it has the same statline, it's technically a little less accurate, and there aren't as many built in tricks on fighter cards.

Inspired
B: On inspire he only gains a damage. Fearsome.

First edition he also went up to 5 move, but I think 4 is probably fine with how boards now work in second edition.

D: Fearsome is right, the only base damage 4 attack we have seen! While it fits the theme, that is kinda ridiculous with an edition that has put an emphasis on added survival.

Uninspired
B: Same profile as first edition. Minus some unique fighter abilities that provided accuracy for your warband.

Two bounty on him is fitting as he was often the backup fighter if the Wielder was slain early.

D: I think he still is your primary backup. Without the Wielder the warband is real pillow fisted once this guy goes down.

Inspired
[Fighter 2 | Side B]

B: On inspire he gains Grievous and a defense dice. Solid gains and consistent with his first edition iteration. No complaints here.

D: Yeah, real solid secondary threat to give you something to do while the Wielder looms ominously.

Uninspired
B: The wee guy of the warband, the sharpener starts on 2 dodge but only 2 health. He did gain an offense dice on his attack profile as a notable boost over his first edition iteration.

Inspired
B: And as before, he gains Crit Grievous on his attack. That is all.

Uninspired
B: The Scriptor gains a 4th health in his stats, and 3 swords on his attack profile. He and the Bearer of the Block want to inspire to get their defenses up, but they can take a hit if they need to with 4 health.

The big question is if/how Condemn now works.

D: Spoiler-alert-for-only-Brian: This guy's important for that.

Inspired
B: Gains a defense dice, as well as stagger on his attack profile.

Always loved the idea this guy's mere pointing gesture condemning the target causes damage and stagger. Lol.

D: "See, it says right here, we're going to farm you for card draw!"

 

Summary

B: Does Headsmen's Curse retain their same identity in narrative and rules functionality. Absolutely.

Their faction deck was chock-full of narrative functionality so it's not as plentiful as before, but they have it where it counts. They had an element of a big wind up combo attack, and they have uniquely preserved that compared to other warbands we/I've seen thus far. With Cackling Court and Whet the Blade, there's still room to add a weapon ability for a big "Wombo Combo" attack when second edition generally limits that.

I think fans of this warband will continue to have great Job Satisfaction in executing the those who have crossed Nagash.

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