Today, our guest writer is giving us his opinion on Warhammer Underworld’s: Shadespire, and a complete breakdown of the current army choices.
Shadespire has hit the ground running and people seem to be enjoying it immensely. (I even got my non wargaming significant other to play a couple of rounds). The game itself is fast, fun, and frankly gets people rolling dice who may not want to spend a ton of time and money collecting an army.
However, for the rest of us, these guys are usable and incredibly cool looking (see sepulchral guard) in our Age of Sigmar armies. Let’s dive into the 4 released war scrolls and see how they stack up against the similar battle line units they resemble.
Steelheart’s Champions: Costing 100 points, the same amount as a unit of 5 Liberators with similar stats (Move 5, Save 4+, 7 Bravery, 2 Wounds). They use a Broadsword: 3 attacks, hitting on a 3+, wounding on a 4+, with -1 rend for 2 damage. Grandhammer: 2 attacks, hitting on a 4+, wounding on a 3+, with -1 rend for 3 damage. Finally, a Warhammer: 3 attacks, hitting and wounding on a 3+ for 1 damage each. Compared to the Liberators who have similar weapons minus the Broadsword and the Liberator’s Grandhammer only deals 2 damage instead of 3. Both units re roll save rolls of 1, and against models with wounds of 5 or more you can add 1 to their hit rolls. Steelheart’s Champions also add one to their save rolls when they are charged, and if the unit has 5 or more models you can re roll failed hit rolls with the Broadsword. So, for the same amount of points, you get 4 less wounds and minus a battle line trait, but in return get a higher damage output, higher survivability, and slightly higher bravery.
Garrek’s Reavers: Costing 60 points, the same amount as 10 Bloodreavers with similar stats (Move 6, Save 6+, Bravery 6, 1 Wound). They use a Blooddrinker Ax: 3 attacks, hitting on a 3+, wounding on a 4+, with -1 rend for 1 damage. Chained Ax: 2-inch range, D3 attacks, hitting and wounding on a 4+, for 1 damage. Meatripper Ax: with 1 attack hitting on a 3+, wounding on a 4+, with -1 rend for 1 damage. Then two models armed with Reaver Blades: 1 attack, hitting on a 3+, wounding on a 4+, for 1 damage. Both units get the frenzied devotion where they get a bonus attack if within 12 inches of a totem and Reaver Blades reroll hit rolls of 1. Garrek’s do not get the icon bearer, hornblower, or battle line, but in return hit rolls of 6+ with the Blooddrinker Ax do a mortal wound, and if the Blooddrinker Ax kills a model the unit is immune to battle shock, with the final bonus being it is a hero add 1 to attacks of all models in this unit. So, you get 5 less wounds, and slightly less attacks, but in return get higher chance to hit, a chance at mortal wounds, and a chance at buffing this unit.
Ironskull’s Boyz: Costing 80 points these do not really have a comparison as a unit of 10 Ardboys is 180, but the stats are the same (Move 4, Save 4+, Bravery 6, and 2 Wounds). The models carry Choppas and Smashas: 3 attacks, hitting on a 4+, wounding on a 3+, for 1 damage (the leader re rolls hit rolls of 1). One of the models carries a Big Choppa: 2 attacks, hitting on a 4+, wounding on a 3+, with -1 rend for 1 damage. Finally, the leader can ‘Eadbutt: 1 attack, hitting on a 4+, wounding on a 3+, for D3 damage. All the orcs get a special 6+ save against any unsaved or mortal wound, with the leader savings on a 5+.
Sepulchral Guard: Costing 80 points, these guys are cost as much as 10 Skeleton Warriors. Same stats (Move 4, 6+ Save, 10 Bravery, 1 Wound) and 3 models use Ancient Blades: 1 attack hitting and wounding on a 4+ for 1 damage). The Sepulchral Guard also have some unique weapons available to them: Warden’s Spear: with 2-inch range, 3 attacks, hitting and wounding on a 4+, for 1 damage. Ancient Mace: with 2 attacks hitting on a 4+, wounding on a 3+, for 1 damage. Ancient Greatblade: 2 attacks, hitting and wounding on a 4+, with -1 rend for 1 damage. Finally, a Scythe: 1 attach hitting on a 4+, wounding on a 3+, for 2 damage. Both units return slain models (Sepulchral is D3, Skeletons Warriors are D6), have shields that add 1 to save rolls against attacks with no rend, and add 1 to hit rolls if it is wholly within 18 inches of a Death Hero. The Sepulchral Guard does not have a banner, champ, hornblower, the rank bonus, or the battleline trait, in return they can re-roll charge rolls.
Trav’s Take:
- I do not like the Sepulchral Guard as a unit unless you just need to plug in 80 points somewhere. Skeletons with spears in massed ranks are way better than the better weapons the Sepulchral Guard carry. If I was using them though I would use them to either tie up a character or force a charge against them, so that I can counter charge with a better unit.
- The Ironskull Boyz are in the same boat as the Sepulahral Guard, in that if I had 80 points I needed to fill, these guys could form a line or hold down an objective, but other than that I would not expect them to do much.
- Garrek’s Reavers: I really like these guys for a variety of reasons, the first is that they can be buffed to get bonus attacks and really lay into heroes. Second is that for 60 points they might draw the fire of a bigger shooting unit that would otherwise target some more expensive units. Finally, there is only 5 models with 1 wound and a 6+ save, if they die (which they probably will) that is an incredibly cheap and easy way to get a Blood Tithe point. (See Blades of Khorne)
- Steelheart’s Champions: For 100 points these guys are a great addition to a Stormcast Eternals army. You can ride the storm with them and sit them on objectives or threaten opponent’s heroes. They can dish out damage with multiple rend weapons that deal multiple wounds, yet they can also hold the line with a +1 to save when they are changed. (stack that with mystic shield and you’re at a 2+ save)
There you have it, my take on the how well these units would perform in an Age of Sigmar match, now if you excuse me I must edit my Shadespire deck to deal with these pesky Ironskull Boyz.
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