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Games Workshop - Warhammer Underworlds: Hexbane's Hunters

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In today’s article I’ll be covering everything you need to know about Hexbane’s Hunters. This includes the fighter cards, 32 faction specific cards, and the miniatures themselves. I know a lot of people are excited for this warband as they look absolutely gorgeous. It’s really nice to see non-chaotic human fighters in the game. It’s about damn time.

The last aspect we have here is the average damage against toughness 4. In the understanding fighters video I suggested looking for 1 dmg for every 25 points, but that was an extremely aggressive profile on the basis that we’d be looking for the cream of the crop. Looking at the averages 1 damage per 40 points is probably reasonable. Anvilspire • Eshunna • Greenfire • Helmgard † • Ravensbach • Sephyrum † • Tabar • Tansis † • Uliashtai Tools of the Faithful: I don’t think you’re going to get this round 1 and I think you’re going to have a hard time in round 3 due to wound pool the warband totes. This is most likely a round 2 card. Keep in mind, this doesn’t specify hunters so your dogs can come in clutch if need be. I personally like my end phase cards scorable in all phases of the game and this one is just too unpredictable for me.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. 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.

Here we have the full custom war band with all 6 fighters. I’m sure after a few games I’ll be looking to make more tweaks, but right now we’re able to get this warband on the table which is a big step. Armed with guns, axes, crossbows, and faithful hounds, these zealous hunters may just stand a chance of overcoming the tenebrous might of the shadow daemons who occupy the maddening halls below Harrowdeep – provided they pray to Sigmar ardently enough. In our understanding fighters video, we had a look at some of the averages and what to expect. We’ll be using this as a bit of a baseline for the profiles we put together. The typical move for a fighter is 4 with points getting reduced if the fighter goes to the slow 3 and increased if the fighter is faster. Usually Elves are 5 move while mounted fighters are 8, 10, or 12 move. Toughness is usually 4, although for humans they’re typically 3 toughness. Proof of Guilt: A hybrid with 3 potential scoring conditions, the first of its kind! I like this idea of this card – it’s a win more card. I think the first condition has no chance. The last condition is decently reliable, though it may depends on who wins the rolloff. There will also be matches where you are the beatdown and you have to bum rush into enemy territory for condition 2. It’s also great for when your opponent is the beatdown and bum rushes you. That all being said, I think the most reliable way to score this card is via the third condition. However, I think that may be a trap. Your opponent can score 6 cards, but they may do it after you have missed your window to score this card. Also, are you going to give up going first in a round when you should to try to score this? I think it’s too complicated. It’s not a bad cards by any means, just not my cup of tea. 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.

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So here we have Haskel Hexbane using the Battlemage profile. We’ll be using the normal abilities from the existing war band, but we can adjust the names to get the flavour we’re looking for. The remaining cards aren’t as interesting but provide a lot of small synergies to make Grotty and Ratty shine. [Silent Armour] and [Outrun Death] both have the potential to trigger for multiple move actions made with the ‘Loyal Hound’ reaction, and there’s a few more silent relics to support them. The Hexbane’s Hunter upgrade all help to make the dogs and their master more survivable, and [Winged Death] simply fills out the surge objective allowance (with the expectation it’ll score on a ranged kill). [Underdog] was of course compulsory.

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