Warhammer Underworlds - My thoughts on Warscrolls and Nemesis




The new edition of Warhammer Underworlds is on the way, and I am very excited! I started painting the miniatures for the game when they were first released in Shadespire, but it wasn’t until Nightvault that I actually started playing. Since then, I’ve become fully immersed in the game, collecting and painting all the available warbands. Over time, Warhammer Underworlds has become more than just a part of my hobby—it has become the centre of it. I’ve taken part in numerous tournaments and regularly play within my local gaming circle. The game’s fast-paced skirmish style, combined with tactical deck-building and highly thematic warbands, makes it uniquely compelling. So naturally, I’m incredibly invested in its ongoing success. From what I’ve seen so far, this new edition looks set to continue that success, and I can’t wait to dive in.

Warscrolls and Warband Flavour




One of the most significant changes in the new edition of Underworlds is the replacement of faction decks with warscrolls. For many players, this change could be seen as controversial, particularly for those who have spent time mastering the intricacies of their warband-specific cards. I understand the concerns, but I don’t share them. In fact, I believe this move will be a positive one for the game, and here’s why.

Over the years, I’ve played with a variety of warbands, including Lady Harrow’s Mournflight, Xandire’s Truthseekers, Magore’s Fiends, Myari’s Purifiers, and Ylthari’s Guardians. When I first attempted to use Ylthari’s Guardians, I quickly realised that their faction deck was deeply flawed. Not only was the deck itself poorly constructed, but their inspiration condition—requiring healing—was difficult to achieve reliably. As a result, playing them competitively felt like an uphill battle. This experience led me to explore other warbands, seeking those with stronger faction cards and more achievable strategies. Why is this important?

This is important because the introduction of warscrolls in the new edition will provide all 58 first-edition warbands with a fresh set of rules. Each warscroll will be balanced against others, allowing for a more level playing field across different warbands. This is particularly exciting for older warbands, like Ylthari’s Guardians and Wurmspat, which have often been considered unplayable or suboptimal in competitive formats. With the new warscrolls, these warbands will become viable options again, giving players the opportunity to rediscover and enjoy them in a way that wasn’t previously possible.


For example, if I think about Ylthari’s warscroll, I can expect a new, more usable inspiration condition along with a set of warband abilities that will make playing them feel rewarding again. Previously, Ylthari’s Guardians suffered from a weak faction deck and an inspiration mechanic that was nearly impossible to trigger consistently. With a new warscroll, we could see abilities that not only play to the warband’s original concept but enhance it—perhaps making healing a central part of their strategy rather than an occasional or unreliable tactic. This could fundamentally shift how Ylthari and her team are played, moving them from a passive, reactive style to a more proactive and flexible one.

Imagine if Ylthari’s healing abilities were tied directly into her inspiration mechanic, making her an active presence on the battlefield rather than one who simply waits for the right moment. Combined with a set of abilities on the warscroll—both one-use and multi-use—this would allow me to utilise her strengths with greater control. The warscrolls ensure that key abilities are always available, unlike faction ploys, which are often tied to luck of the draw. This shift would not only make older warbands like Ylthari’s Guardians more viable but also much more fun to play, as you’d have more agency over their performance in the game.



In the past, flavour and theme for each warband came through their faction decks. As I mentioned earlier, with warbands like Xandire’s Truthseekers, there were always certain cards I would include from the faction deck no matter which Rivals pairing I chose. For example, Drilled Efficiency (which provides guard tokens for fighters with Move or Charge tokens), Sigmarite Wardens (which adds guard tokens for standing on objectives), and Advance as One (which allows me to push all fighters towards the enemy) were staple cards that gave Xandire’s Truthseekers their distinct flavour. However, the problem was that I didn’t always draw these cards during a game. This randomness meant that sometimes the warband’s thematic style didn’t fully come through.

With warscrolls, however, the key abilities that define a warband’s flavour are always available. No longer do I have to worry about whether or not I’ll draw the right card at the right time. The warscroll abilities function much like faction ploys, but they’re accessible throughout the game and can be used at just the right moment. This consistency will greatly enhance the warband’s flavour and ensure that the strategic core of each warband shines through every game. Whether it’s Ylthari’s healing or Xandire’s relentless aggression, the warscrolls will ensure that warbands feel unique and true to their design.

Another significant improvement that comes with warscrolls is how they handle balance and updates. In a recent tournament, I played against Jon’s Plaguepack and had carefully set up a situation where Lady Harrow could move adjacent to Skritter and another fighter. I played Shared Agony (a ping card) with the aim of killing Skritter. However, due to a recent FAQ ruling, my strategy was thwarted, and Jon went on to score a significant amount of Glory with Skritter, Glory that I had planned to prevent. Why does this matter? Instead of relying on FAQs that players have to keep up with and remember, GW can now simply update warscrolls as needed. This allows for a more streamlined and accessible approach to balancing the game, particularly in competitive settings, where such rulings can make or break a match. Being able to update warscrolls directly will make it easier for players to keep track of changes and ensure a more positive and competitive play experience overall.

Finally, the introduction of warscrolls will allow older warbands to remain relevant without requiring extensive reprints of faction cards. Games Workshop already has the moulds for these older warbands, but reprinting hundreds of faction-specific cards isn’t practical. By using warscrolls, players can simply download the rules for older warbands from the Warhammer Community page and play with their existing miniatures. This not only breathes new life into older warbands but also makes it easier for new players to access the full range of models, adding more variety to the game.

In summary, I’m incredibly excited about the introduction of warscrolls. I believe they will add depth and balance to the game, enhancing the flavour of each warband while making older ones viable again. It’s a win-win for both new and veteran players.

Nemesis Format 2.0

Another major change in the new edition is the reimagined Nemesis format. In the first edition of Warhammer Underworlds, Nemesis involved combining a warband’s faction deck with a single universal Rivals deck. By the time Wintermaw was released, there were 16 different Rivals decks available, giving each warband 16 potential combinations. However, not all combinations were created equal, and some warbands had far better options than others.

In the new second edition, the Nemesis format will combine two Rivals decks instead of just one. Upon release, there will be four new Rivals decks, which means six possible combinations for each warband right out of the gate. This immediately offers more flexibility in deck-building and strategy than the old system. And with two more Rivals decks already promised for release, we’re looking at a total of 15 possible combinations for each warband in this new format. This number matches what was available in the first edition, but it doesn’t stop there.


If Games Workshop decides to release two Rivals decks for each of the four playstyles—Strike, Take and Hold, Flex, and Mastery—we could see a total of eight decks. This would give us a whopping 28 possible combinations for each warband! What’s truly brilliant about this system is that with each new Rivals deck added, the number of potential combinations increases exponentially, following a triangular number sequence. This creates a vast range of deck-building options, approaching the variety seen in the Championship format, but with a smaller, more focused card pool.

The limited card pool in Nemesis 2.0 (just 24 objectives and 40 power cards per deck) will force players to make more careful choices. Sometimes, you’ll be faced with suboptimal cards, and how you navigate these less-than-ideal situations on the tabletop will really separate the good players from the great ones. This is where the beauty of the format lies: it rewards both tactical deck-building and strategic play on the battlefield. You won’t have access to the same overwhelming pool of cards as in Championship, but that makes each decision more meaningful.

The shift to Nemesis 2.0, combined with the new warscroll system, means we’ll have both more reliable warband flavour and a greater range of strategic options. With every Rivals deck being universal, you’re also far less likely to encounter a card you’ve never seen before, which can be a real issue in Championship format. This makes Nemesis 2.0 not only accessible but also highly competitive. It’s a format where skill and strategy will shine, allowing players to focus on their tactical decision-making rather than relying on a wide array of unfamiliar cards. Overall, it appears that Games Workshop has made some excellent decisions about the new edition of the game.

For me, I’m incredibly excited to venture into Embergard. I can’t wait to explore new warbands, revisit old favourites, and finally use those warbands that I always wanted to play but struggled with before. With the promise of balanced rules and a revamped gameplay experience, there’s much potential for enjoyable matches ahead as we all return to the Mortal Realms.

The revitalisation of older warbands combined with the flexibility of the Nemesis format means that even seasoned players can find fresh challenges and strategies to explore. The dynamic interplay between warscrolls and Rivals decks will keep the game engaging, ensuring that every match feels unique. Whether you’re devising a cunning strategy to outmanoeuvre your opponent or simply enjoying the thematic elements of your chosen warband, the new edition promises to enhance every aspect of the game.

In conclusion, I wholeheartedly believe that these changes will enrich Warhammer Underworlds, making it more accessible and enjoyable for both new and returning players. The introduction of warscrolls will not only add depth to older warbands but also allow players to create new and exciting strategies in the Nemesis format. I’m looking forward to the new adventures that await in Embergard, as we immerse ourselves in this fantastic world once again.

Underworlds is dead! Long live Underworlds!

Checkout my Warhammer Underworlds for more articles.

Thank you for reading. What are your thoughts?

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