Warhammer Underworlds - Gnarlwood warbands


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Gnarlwood saw Warhammer Underworlds return from the Nethermaze, deep in the Realm of Shadows back to the Realm of Beasts. Instead of the mountainous Beastgrave, the setting was a carnivorous forest, tying the Underworlds with Warcry.

The Sons of Velmourn

Grand Alliance: Death (Soulblight Gravelord)

Number of fighters: 5

Access to magic: No wizard

Playstyle: Aggro (Rivals), Flex (Nemesis)

One of the warbands introduced in Gnarlwood is the Sons of Velmourn, a formidable group of Grave Guard fighters. For three decades, I have been an ardent player of the Undead forces, and when I set out to paint this warband, I envisioned them adorned in the distinguished dark blue colors reminiscent of the notorious Night Lords from Warhammer 40,000. This inspiration sprouted from the iconic shield of Sir Jedran Falseborn, seemingly bearing the symbol of the Night Lords.

I want to like this warband but they suffer from two main weaknesses (as I see them). Firstly, their Surge Objectives are all focused on taking enemy fighters out of action, resulting in little passive Glory being generated. Secondly, the each fighter in the warband inspires when one they roll a crit, or are supporting a fighter who rolled a crit. This highly dice dependent inspire mechanic reduces their overall efficiency. 

On a positive note, this warband recieved a significant boost (although not enough to overcome the weaknesses described above) in an FAQ. This FAQ saw Velmourn  receive a Command counter after the first reaction step on the action phase, in additon to after his activation. 



Grinkrak's Looncourt

Grand Alliance: Destruction (Gloomspite Gitz)

Number of fighters: 7

Access to magic: No wizard

Top Cards

  • Objectives:
    • Looncourt Infestation
    • Pick on a Git Yer Own Size!
    • Small Glories
  • Gambits:
    • Bold Pile On
    • Gittish Ferocity
    • Stab, stab and Stab Again
  • Upgrades:
    • Extra Pointy Boots
    • Fortifying Fungus
    • Quests End

Play Style: Aggro (Flex)


Upon their initial release the warband really struggled with their inspire mechanic. The warband has a set of objectives called Quests, which when completed a fighter would allow them to inspire. In practice, this was hard to achieve. In an FAQ, a additonal inspire condition was added, where if Grinkrak finishes an activation on objective, then he can inspire a fighter of your choice. This has significantly improved the effectiveness of this warband. As a group of grots, each fighter is not particularly effective, although Grib (the sguig hopper) is relative scary. When playing with the Looncourt you should aim to Inspire your key fighters, like Grib, early in the game. Then play towards your objectives all the while taking opportunities to weaken and take enemy fighters out of action.

Another warband that caught my attention is Grinkrak's Looncourt. With a small  Gloomspite Gitz army in my possession, I couldn't help but be fascinated by this quirky group. Each model brims with intricate details, making the painting process a deliberate and enjoyable endeavor. To bring them to life, I employed techniques from my How I Paint Moonclan Grots and How I Paint Squigs guides, ensuring they're painted to the best of my ability.




Gnarlspirit Pack

Grand Alliance: Chaos (Slaves to Darkness)

Number of fighters: 4

Access to magic: One level 2 wizard

Playstyle:


Venturing further into the realm of Gnarlwood, we encounter the mighty Gnarlspirit Pack, a relentless band of Darkoath Barbarians. Compared to their predecessors, the Godsworn Hunt from Season 2, Nightvault, these warriors exude even greater power and ferocity. In keeping with the distinctive style of my Godsworn Hunt, I opted to paint them, showcasing their intimidating presence on the battlefield. 

The Gnarlspirit fighters inspire easily and can transform into beasts with additional benefits. Their objective cards align well with the warband's playstyle allowing for a nice steady flow of Glory. The leader, Blackwing, is particularly potent with his range 3 spell attack which causes 2 damage. I also like that this warband combines well with the majority of Universal Rivals decks that are currently available. This provides a wide range of options and longevity with this warband.


Gryselle's Arenai

Grand Alliance: Order (Daughters of Khaine)

Number of fighters: 5

Access to magic: No wizard

Playstyle: Aggro


Gryselle's Arenai are a group of Daughters of Khaine. As with my Gnarlspirit and the Godsworn Hunt, I wanted to paint this warband to match the Bladecoven from Beastgrave. 

Not to be overshadowed, the fierce Gryselle's Arenai takes the stage as a group of Daughters of Khaine, captivating all with their enigmatic allure. Similar to my approach with the Gnarlspirit and the Godsworn Hunt, I wanted this warband's aesthetics to mirror the Bladecoven from Beastgrave, seamlessly blending their storylines and appearances. I used my How I Paint Daughters of Khaine guide.


As with any enthralling tale, this journey into the Gnarlwood is far from over. The next season promises to delve even deeper into the mysteries of this captivating realm as we descend into the enigmatic Wyrdhollow. Filled with magical wonders and secrets waiting to be unraveled, the Gnarlwood continues to be a source of excitement for all Warhammer Underworlds enthusiasts.

Check out my warbands from other seasons of Warhammer Underworlds:

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