Deck Review - Blazing Assault


Blazing Assault harnesses the fiery, emotion-riven magic of the Realm of Aqshy to enhance the berserk fury of fighters as they charge in to slay their opponents in the mines beneath Embergard.

Playstyle: Strike (Aggro)

The Objective

The Objective deck is made up of 12 cards, 6 Surges and 6 End Phase for a total of 16 Glory.

1. Go All Out - End Phase - 1 Glory - 5 or more fighters have a Move and/or Charge token.  An easy to score objective, which becomes increasingly difficult as the game progresses and fighters are slain. What makes this card easy to score is the fighters can be friendly or enemy fighters. Overall, a straightforward objective, but only 1 glory (although that seems the standard for this addition), 3 out of 5.

2. Branching Fate - Surge - 1 Glory - After an attack roll, which contained 3 or more dice (2 or more dice if you are the Underdog) and the result of each symbol was a different result. A nice card, which is clearly dice dependent. In addition, to be most effective you will need multiple fighters that can roll 3 or more dice. Overall, 3 out of 5.


3. Perfect Strike - Surge - 1 Glory - After an attack role that contains only successes. A simple card, which is a little dice dependent. It is best used with less dice and Hammer attacks. Overall, 4 out 5.

4. Critical Effort - Surge - 1 Glory - After an attack roll that contains a Crit. Again, a simple card which is heavily dice dependent. It is best used with more dice, which will probably use Sword attacks. Overall, 4 out of 5.

5. Get Stuck In - Surge - 1 Glory - The enemy fighter, who is the target of an attack is in enemy territory. The attack does not need to be successful and can also be completed with a ranged weapon. An amazingly strong objective. Overall, 5 out of 5



6. Strong Start - Surge - 1 Glory - Score after an enemy fighter is slain, if that fighter was the first fighter slain in that combat phase. This is an OK objective, but the conditions are quite restrictive. Firstly, the target has to be slain, and it must be the first fighter slain in a combat phase. As a result, if the first attack in a combat phase misses, this card could then sit 'bricking' your objective hand. Overall, my least favourite Surge in the deck, although still usable, 2 out of 5.

7. Keep Choppin' - End Phase - 1 Glory - Make three or more attacks in the Combat phase. A nice, simple objective especially for warbands with ranged attacks. Overall, 4 out of 5.

8. On the Edge - End Phase - 1 Glory- Score if any enemy fighters are Vulnerable. Potentially easy to score, but I am not fond of leaving fighters alive, albeit Vulnerable, if they could just be slain. In addition, as fighters tend to have a Bounty greater than 1, this card seems counterproductive.  Why score 1 Glory when I can get more in Bounty? Overall, 1 out of 5.

9. Strike the Head - Surge - 1 Glory - Score when an enemy fighter was slain, if the target was the enemy leader or the target had equal to or more Health than the attacker. The card requires a fighter to be slain, as such it is dice dependent, which makes it potentially unreliable. It is improved by having multiple targets beyond the leader, but elite warbands could find it difficult to score against horde warbands. Overall, 3 out of 5.


10. Fields of Blood - End Phase - 1 Glory - Score if four or more fighters (both friendly and enemy) are damaged and/or slain. An easy (almost auto-score later in the game) to score objective due to the and/or nature of the card and that includes both friendly and enemy fighters. Overall, a 4 out 5.

11. Denial - Score in the End Phase - 1 Glory - Scored if there are no enemy fighters in your territory. 1 Glory. I am not fond of this card; it is too hard to score reliably as you have little control over enemy fighters. In addition, it is only worth 1 Glory. Overall, 1 out of 5.

12. Annihilation - End Phase - 5 Glory - Score if all enemy fighters are out of action. This can be difficult to score and is extremely unreliable. This card is also a score more when winning card. Overall, I would give this card a miss if I could, 1 out 5.



Power Cards

There are 20 Power cards in the deck, 10 Upgrades and 10 Ploys. 

Ploys

1. Determined effort - Surge Ploy - +1 dice (+2 dice if you are the Underdog) to the attack action. Accuracy boosts are always powerful cards. Overall, an auto-include 5 out 5.


2.  Lure of Battle - Ploy - Pick a friendly fighter who is within 2 hexes of another fighter (enemy or friendly). Push the other fighter 1 hex closer to the friendly fighter. This card has some interesting utility but it is restricted to fighters within 2 hexes, and it does require that they are pulled towards each other. This may be beneficial to some situations, whereas, in others it may not be of any use. For me there are too many restrictions on its use. Overall, 2 out of 5.



3. Twist the Knife - Surge Ploy - Play after a weapon is chosen, the attack has Grevious. (+1 damage, without needing to roll a Crit). This appears to be a great card as it can take a fighter's damage into range of being able to kill an enemy fighter with one attack. It does not, however, increase the accuracy of the attack so it could be wasted on a failed attack, which reduces its rating. Overall, still a good card, but not necessarily an auto-include, 4 out 5. 

4. Sidestep - Ploy - Push a friendly fighter 1 hex. A simple classic push, no restrictions but only 1 hex. Overall, for me, an auto-include, 4 out 5.



5.Healing Potion - Ploy - Heal the fighter 1 Health (if Underdog, roll a save dice on a Block or Crit regain a second Health). A nice little ploy, especially as it appears fighter Health is higher than the damage from most weapons. As such fighters are likely to be injured rather than slain from single attacks. Overall, not an auto-include but still good, 3 out of 5.

6. Illusory Fighter - Ploy - Pick a friendly fighter and remove from the battlefield and place in a starting hex in friendly territory. A great Power Card, which allows you to move a fighter out of danger or to respond to a threat from aggressive warband in your territory. Overall, very powerful 4 out 5.

7. Wings of War - Surge Ploy - +2 Move immediately after you declare a fighters move.  A great card giving you extra move allowing a fighter to get exactly where they need to be, whether this is adjacent to an opponent's fighter that they thought was safely away from the action or onto that Treasure token deep in enemy territory. This card has plenty of utility. Overall, a card I would always use, 4 out of 5.

8. Commanding Stride - Ploy - Push a friendly leader up to 3 hexes. The push must end in a starting hex. Pushes are always valuable, and this allows the fighter to move 3 hexes, which is huge. Downsides of this card are it is specific to the leader and the end of the push is restricted. Overall, 3 out 5

9. Shields Up - Ploy - Give a fighter a Guard token. With the changes to the Crit rule meaning, it is only a success; Guard is more powerful than it was in the previous edition. To get the most value it needs to be played on a fighter with a 2 dice Save roll, especially Dodge. This may be an auto-include in some decks and not others. Overall, 3 out of 5.

10. UNKNOWN


Upgrades

1. Great Strength - Upgrade [2] - The fighter's weapons have Grevious. A great upgrade that provides bonus damage, something that is sorely needed in this addition. Overall, an auto-include 5 out 5.

2. Accurate - Upgrade [1] - After the attack roll for this fighter, immediately reroll 1 attack dice in the attack roll. A solid upgrade. I would prefer an extra dice as this would provide for more success, but a reroll is always welcome. Equally, a great card to synergise with Branching Fate, Perfect Strike and Critical Effort. Overall, an auto-include 5 out 5.



3. Brawler - Upgrade [1] - Cannot be Flanked or Surrounded (in old money, single and double supports are not effective in attacks against this fighter). An interesting upgrade, especially against Horde warbands, which traditionally rely upon numbers to gain accuracy through Flanked and Surrounded. This card allows durable fighters to charge in amongst a horde and not worry about being overwhelmed (too much). I can see this card synergising well with Shields Up. Overall, a nice upgrade but potential of more use against some warbands than others, 3 out 5.

4. Sharpened Points - Upgrade [1] - The fighter's weapons have CleaveCleave has received a significant power boost in the addition of the game, now that crits only count as successes. However, as only one specical rule can be used with each attack, Cleave would prevent the use of Grevious, making Great Strength and Twist the Knife useless. Overall, an OK upgrade, which is better against some warbands (Emberwatch) that others (Headsman's Curse), 3 out 5.

5. Duelist - Upgrade [1] - Immediately after this fighter has attacked, push the fighter 1 hex. Pushes are always useful in Underworlds and the more the fighter attacks the more this push can be used. Players can use this push to move away from enemies that have survived attacks or to follow up on to Treasure tokens. It can also be used by a fighter to move through a horde of lesser fighters without using a Charge action. Overall, a good upgrade, 3 out of 5.


6. Tough - Upgrade [2] - No more than 3 Damage can be inflicted on the fighter in the same turn. An interesting upgrade, but it is pointless against the majoritiy of uninspired, or even inspired fighters as they will not be able to deal out more than 3 damage in a turn. Having stated this, this upgrade could be clutch in some games, especially as this edition of Underworlds evolves. Iam unsure of this card at this early stage of the edition. Overall, I am not a fan, but I could see it becoming increasingly valuable if a power creep develops, 2 out 5.

7.Great Fortitude - Upgrade [2] - The fighter gains +1 Health. A fantastic upgrade, especially as there is less damage in the game, than in the previous edition. Overall, another auto-include 5 out 5.

8. Deadly aim - Upgrade [?] - 

9. UNKNOWN

10. Keen Eyes - Upgrade [2] - This fighter's melee weapons have +1 dice. As more dice equals more successes this is a great card. Equally, as with Accurate to synergise with Branching Fate and Critical Effort. Overall, another auto-include 5 out of 5. 


Conclusion

Average Card Ratings

Even though this deck contains 16 Glory, it is not easy to score. This is primarily because 5 Glory is locked up in Annihilation. In a Rivals format, against this deck, an opponent would be wise to keep a fighter out of harm's way thereby, hopeful, preventing your opponent scoring 5 Glory. The Surges in the deck rely upon dice rolls to either gain successes or to slay enemy fighters. These Surges are generally quite good and synergise with the Upgrades and Ploys that provide extra dice and rerolls for attacks.

I think where the deck really struggles is the lack of 2 Glory End Phase cards.

To get the most from this deck, you are going to require fighters that can deal enough damage to quickly threaten enemy fighters. The Power cards in the deck are good, especially the upgrades. Some revolve around additional dice or rerolls, which increase accuracy. Others provide access to Grevious, which increases damage. 

Overall, the deck is straightforward to use but it the Objective cards are at best underwhelming. As a result, I think Blazing Assault is more of a smoldering ember rather than a raging inferno.

Checkout my Warhammer Underworlds for more articles.

Thank you for reading. Are you intending to use this deck? If so, with which warband?







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