The season for Warhammer Underworlds is just about here and if you wondering what is changed updated, there are some significant changes.


via the Warhammer Community
https://www.warhammer-community.com/2019/09/19/beastgrave-the-new-season-and-yougw-homepage-post-1/

Beastgrave is big news for every Warhammer Underworlds player. Whichever warband you favour, this edition of the game brings a number of significant changes. 
First up, though – if you want to see all of the new cards for yourself, check out the updated Warhammer Underworlds websiteWe’ve updated your essential online guide to the ultimate competitive miniatures game with lore for the new warbands, our How to Play guide with Becca Scott and ALL the cards from the Core Set.
What’s more, the Deck Builder now features some new rules based around three upcoming formats for competitive play. Championship is our new main format for Grand Clashes and similar events, Alliance is a three-player format that’s perfect for team events, while Relic lets you use cards from previous seasons – we’ll be diving into all of them in more detail soon. In the meantime, have a play and see what decks you can come up with!
If you’re just looking for the highlights, we’ve rounded up the most important changes for your perusal…

Guard Hard

That’s a guard token – a rarely seen sight in high-level Warhammer Underworlds. That is about to change in Warhammer Underworlds: Beastgrave, thanks to a small but seismic new rule – fighters on guard can no longer be driven back. This is huge news for objective-holding warbands like the Eyes of the Nine and The Chosen Axes, who can now go on guard to prevent being shoved off an objective at the last minute! 

Lethal Hexes for Everyone

That’s right – at the start of each game, you and your opponent each have the option to place a free lethal hex anywhere on the board, with the exception of other lethal hexes, starting hexes and hexes that contain objectives. Where you place your lethal hex is just as important as where you place your objectives or which board you pick. 
This also means that there are few “safe” opening plays. You’ll often be faced with the decision to either make an attack in your first couple of activations or to move away from a lethal hex your enemy has placed behind you! Defensive warbands, meanwhile, can use these hexes to establish screens or discourage enemies from approaching key objectives. Thorns of the Briar Queen players will be chuckling right now, and with good reason – their warband is wholly unaffected by Lethal terrain, so this is nothing but good news for them! 

Feature Hexes

What’s a feature hex? Well, it’s the new name for your objective tokens! These work as they did before…until you flip them, at which point they turn into lethal hexes! The cards in future Warhammer Underworlds: Beastgrave expansions can flip multiple features at once, meaning that even if you’re usually uninterested in holding objectives, where you place them is still very important. 
Watch out if you’re playing a slower-moving warband, like Zarbag’s Gitz or Steelheart’s Champions, and bear in mind that any objective could become very dangerous without warning.

Hunters and Quarries

Hunter and Quarry are keywords that can be attached to fighters using certain cards. Their introduction is a key change that’ll impact every warband, but is most significant for those who generally try to upgrade and empower a single, key fighter. Some of the most powerful upgrades in Warhammer Underworlds: Beastgrave require you to have a specific keyword to use, so it’s well worth grabbing any cards that make your fighters Hunters or Quarries, such as Predatory Instinct from the Core Set.

Superactions

A superaction is where multiple actions are taken at the same time, with the most common being a Charge, which is a Move and Attack. Codifying these is a small change, but it has a significant impact, particularly for Ironskull’s Boyz and other warbands with attack actions that target multiple fighters, like Mollog’s Mob
Any Surge objectives or Inspire conditions are only met once the superaction is over. This means that certain popular plays (like charging through a lethal hex with Gurzag Ironskull or Mollog the Mighty to Inspire them) no longer work as they used to. You’ll have to work a little bit harder to Inspire these warbands now. 

Better Everything

Yes, really! With this edition of Warhammer Underworlds, our studio has worked closely with playtesters and event organisers to ensure that the rules are as clear as possible. After all, disputes over sequencing should never get in the way of glory seeking! With tighter rules, more examples to dispel ambiguity, and diagrams explaining several key gaming concepts, you’ll find gaming simpler than ever, whether you’re playing at home or in the Grand Masters. 

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