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Lurkers in the Dark

Warhammer Underworlds - Analysis Series - Guard

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  Warhammer Underworlds - Analysis Series - Guard By Jon Grant 1st May 2026 A few months ago, I started writing my Warhammer Underworlds Analysis Series . Here, I sought to uncover some of the maths buried in the game as a mechanism to influence decision‑making. The first article looked at durability in Warhammer Underworlds . This I defined as the total number of successful 2‑damage attacks required to remove all fighters in a warband. There are two key ways to think about this: Base Durability Assumes all attacks hit and all saves fail. This focuses purely on the Health and fighter count of a warband. Save‑Adjusted Durability Accounts for each fighter’s saves, which can cause attacks to fail and force your opponent to spend more activations to remove your fighters. Another idea you need to understand for this article is:  Save Breakpoint The Save Breakpoint is the point at which an attack reaches two successful hits, causing defensive Saves to become unreliable and du...

Warhammer Underworlds - Analysis Series - Objective Card Draw

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Objective Card Draw Analysis in Warhammer Underworlds By Jon Grant, 4th April 2026 Probability, Mulligans and Opening Hands In Warhammer Underworlds, games are won by scoring glory. Some of this comes from Bounty, gained by taking enemy fighters out of action, however the majority typically comes from Objective cards. Objective cards come in two forms: Surges and End Phase cards. Surge cards can be scored immediately at various points throughout the game, depending on the condition and scoring window described on the card. Importantly, these can be scored outside of the End Phase, allowing for more immediate scoring, which helps to get the glory train rolling during a round. Early glory, then allows you to start upgrading fighters, which helps with scoring more glory, leading to a snowballing effect. Scoring surges early helps you make a Strong Start. End Phase cards, as the name suggests, can only be scored during the End Phase. Therefore, having access to surges early is important, t...

Rippa's Snarlfang - Warband Review

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  Rippa's Snarlfang - A Warhammer Underworlds Warband Review By Jon Grant, 26th Marchl 2026 Introduction The Spitewood loomed ahead, its twisted boughs choking the light into a murky gloom. The air was thick with the scent of loam and fear, a place where even beasts might hesitate. Rippa Narkbad [1] did not. With a savage cry, he drove his Snarlfang into the forest, his pack racing at his heels. At his side, Stabbit [2] and Mean-Eye [3] whooped and yelled, urging their mounts onward as the beasts snapped at the undergrowth, noses low as they caught the scent of something worth hunting. The Spitewood lashed out with clawing branches and shifting roots, but the Snarlfangs bit back, tearing through briar and bramble without pause. A howl rang out as the pack found a trail. In an instant they surged as one, riders cackling as they gave chase into the deepening gloom. Rippa grinned wide. Whatever lurked in the Spitewood, it was prey now. Fighter Characteristics Rippa’s Snarlfangs ...

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