Warhammer Underworlds - Nethermaze warbands


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The sixth season if Warhammer Underworlds saw our warbands descend further below the Shadowsea of Ulgu into the Nethermaze. The Nethermaze rests below Harrowdeep, acting as a twisted inversion where reality bends to the whims of its shadowy masters. These mysterious entities were born from the Orb Duplicita – also known as the Liar’s Moon – a crucible of dark energies on the Outer Rim of Ulgu. 

The Shadeborn

Grand Alliance: Order (Daughters of Khaine)

Number of fighters: 4

Access to magic: One level 1 wizard

Playstyle: Aggro

The Shadeborn are a group of four aelves. As such they are quite fragile but are reasonably accurate. They have lost some power since their initial release following the change to the Gloom (cover) hex rule. The warband now needs to pair with a deck that can provide them with additional cover hexes to help them score objectives and utilise their abilities. 

The warband also has a reasonably challenging Inspire mechanic, attack a fighter with one or more wound counters. Against Elite warbands this is fine as it usually takes multiple attacks to bring down their fighters. Against Horde warbands, the low wound count of each fighter can result in enemy warriors being taken out of action in one attack. this warband needs to inspire as they gain an extra defensive dice on most of their fighters in addition to improved attacks.



Skittershank's Clawpack

Grand Alliance: Chaos (Skaven)

Number of fighters: 5

Access to magic: No wizard

Playstyle: Aggro

Skittershank's Clawpack are a five fighter Skaven warband, made up of Clan Eshin Gutter-Runners and Assassins. They aim to kill the enemy leader. 



Hexbane's Hunters

Grand Alliance: Order (Cities of Sigmar)

Number of fighters: 6

Access to magic: No wizard

Playstyle: Aggro

Hexbane's Hunters are one of the most flavour-some warbands in the Underworlds. A band of Witch Hunters each with a different inspire mechanic and plenty of tricks and reactions up their sleeves. This is a warband for more experienced players. The are glass cannons, they will dive in hit hard and then die. Working out when to expend your fighters will be key to success. 



Gorechosen of Dromm

Grand Alliance: Chaos (Blades of Khorne)

Number of fighters: 3

Access to magic: No wizard

Playstyle: Aggro/ Hold (no-one's territory)

Gorechosen of Dromm are an elite warband of Khornate heroes. Their Rivals deck is geared towards a flex playstyle with a greater emphasis on Aggro rather than Control. This warband does not invade enemy territory but instead aims to hold no-one's land. I painted my Gorechosen to match Magore's Fiends and Garrek's Reavers, from season 1, Shadespire.



Check out my warbands from other seasons of Warhammer Underworlds:

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