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Games Workshop - Warhammer Underworlds: Hexbane's Hunters

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Getting all that support is going to require someone being close to people though, and while that provides a lot of dangers, it also comes with a lot of opportunities. So for 18 wounds we’re talking about 150 points. We can adjust that up or down as we decide to add extra features. Miniatures come on an odd grey plastic sprue. They go together well with no real issues. My favourite model is Hexbane as he’s easily converted into a Warhammer 40,000 Inquisitor.

push-fit Hexbane’s Hunters miniatures – no glue required to assemble, cast in solemn grey to stand out even when unpainted. The Freeguild General is probably the best option especially as the destroyer abilities for the Cities of Sigmar work well, but I’m going to go with the Warden King instead. Almost the same, but with more wounds and tougher in exchange for movement 3. So he’ll be a bit lumbering. Again, this might be a case where we play with one profile to try it out an then decide whether to shift over. Typically, I snip the ends off of all the pegs that are used to build models like this. They usually end up just a smidge too long and as a result lead to some gaps. I did this on Hexbane himself and I’ve gotta say, it was a mistake. I’d be pretty careful about trimming those down on this kit just to maximize ease of assembly. I did not attempt to build these models without glue, as they are often advertised, but I would recommend something like Tamiya Extra Thin for a minimum amount of added volume. Superglue can often add just a smidge of extra space which can sometimes add to extra gaps, poor fits, and so on. On models this fine, those gaps will show for sure. I feel like Brydget is the worst and best hunter in this warband. Un-inspired, she feels like someone you want to use as bait. However, when inspired (which is hard to do reliably) she becomes a terror. But that’s the thing, she’s not meant to be survivable. The fighters in this warband are built to die. They’re also built to take the enemy with them. Brydget can do that. You might only get one go – she is the very definition of a glass cannon. But boy when she goes off, it’ll be spectacular. Maybe even game defining. In our understanding fighters video, we had a look at some of the averages and what to expect. We’ll be using this as a bit of a baseline for the profiles we put together. The typical move for a fighter is 4 with points getting reduced if the fighter goes to the slow 3 and increased if the fighter is faster. Usually Elves are 5 move while mounted fighters are 8, 10, or 12 move. Toughness is usually 4, although for humans they’re typically 3 toughness.A further 66 cards to enhance your fighters and provide new tactics and challenges for your games of Warhammer Underworlds: Nethermaze, including: In underworlds, the war band has a reaction after a friendly takes damage which will give the nearby units a boost, either an upgrade from hand without spending glory, or removing a move or charge token which allow the unit to move again. Colostrum • Dagoleth • Druhiel of the Pines • Everyth • Fort Gardus • Heldenhammer's Triumph • Houndsgate † • Kernelstone • Kranzinnport † • Kurnothea • Lifestone • Naithwaite's Crossing • Oak's Heart • Slicston • Sludgemoot • Supcliffe • Xil'anthos The best part about this pair though is the fact that they only give up 1 bounty collectively. When the first dog is taken out of action, your opponent doesn’t get any glory. Only when the second one goes down, does your opponent collect. I like the design there, it allows you to play aggressive with your doggo of choice, without fear of repercussion. Cerebral players will take advantage of positioning these two. The ramifications for this ability are vast. While I can’t cover everything here in a reasonable manner, I will say that it is a fascinating to think about. Often times once a fighter has charged, your opponent can generally ignore them knowing that they can’t do anything else. They can choose focus on other fighters or charge into your fighter knowing that retribution will have to wait a turn. Not anymore! Now if they focus on your other fighters, you charged fighter can continue to lay down the heat. That’s the best thing about this reaction, and really this warband. You are always presenting your opponent with tough choices. If they take a fighter out of action, your other fighters can potentially gain so much. It’s quite exciting.

On The Scent - This 1 glory objective can be scored in an end phase if one or more friendly beasts/companions are within 2 hexes of an enemy leader, or if one friendly fighter are adjacent to an enemy leader. Easy to score for aggressive warbands, and great for Hexbane's Hunters who have two companions.Lives Well Spent - A dual two glory objective that requires you to score three objectives, and have two or more friendly hunters out of action. Reflecting Mask: Flavor text is hilarious. I think this card can be a great deterrent in certain matches. It’s a feels bad card for your opponent. Kind of a damned if you do, damned if you don’t kind of deal when placed on the right fighter. I like that it forces your opponent make a hard choice and smart players will capitalize on either scenario. In today’s article I’ll be covering everything you need to know about Hexbane’s Hunters. This includes the fighter cards, 32 faction specific cards, and the miniatures themselves. I know a lot of people are excited for this warband as they look absolutely gorgeous. It’s really nice to see non-chaotic human fighters in the game. It’s about damn time.

It is important to note that they can’t be hunters. Look, it may not make sense because canines are natural hunters. But, this definitely done for gameplay and balance reasons. I think it makes sense. Plus, they have cool abilities to make up for it. There’s only two one wound fighters in Warhammer Underworlds, Spinefin, and the Brimstone Horrors, so Grotbiter and Ratspike are going to be the lowest, or tied for lowest, wound fighters on most Underworlds boards. There is some debate about whether the dogs who “can’t be Hunters” can benefit from [Punching Up] at all since it would have to make them hunters to fully resolve, but for now it’s a theoretically nice temporary damage boost for them. [Leeched Strength] is less controversial. Even inspired the dogs only hit for one damage, but with their reaction letting them move around they should frequently find themselves next to someone stronger who they can wrestle the weapon from and start hitting with it.

Who Are Hexbane's Hunters?

Hexbane is your leader and rather weak. He inspires on taking an enemy out of action but is very weak in his base form. The Price of Victory reaction is shared by several fighters and is alright. It’s a nice way to get free upgrades and extra activations. However that 3 wounds is still rough. If you’d like to take the time to read the article below, I just want you to know I really appreciate it. 🙂 A special thank you to Games Workshop for providing me with this review copy ahead of time for free. Bane of Evil: Similar to Army of One, you’re putting all of your hopes and dreams into your last standing hunter. I think Haskel’s inspire halts him from fully committing to this card. He needs to put himself in harms way to inspire 2 of your fighters. I think when it works, it’s going to feel great. I suppose at minimum it’s a Great Fortitude if he’s not the first hunter casualty. That’s not too bad but there are going to be games where he just instant dies and this becomes a dead card in your hand.

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