Shadespire Nightvault review (partB)
Hello everyone !!!
Second part of the Nighthaunt Set review, the cards !!!
I'll start with the SC then the Nighthaunt and i'll finish with the universal.
EDIT : PS if you can't zoom on your device i added the pics at the end of the post.
Before talking about cards and stats let's examine the rules and the Magic dice.
Spells attack action
Spells attacks actions are both : Spells and attack action
Spells include spell attack action.
Attack action include spell attack action.
Each : Dice have 1 crit symbol, 2 swirls symbol (focus), 3 lightnings symbol(channel).
Spells succeed when you have enough of the corresponding symbol.
Weird rule : When CASTING a SPELL, The critical symbol is a joker and count as a any symbol you need. But the crit only count as one success. Double But, on a SPELL ATTACK ACTION the critical symbol count as a crit like normal attacks and must be defended by a crit.
Math : Each dice have 1/2 chance to get a focus or 2/3 chance to get a channel (this include the crit symbol joker)
Sacrosanct Stormcast are wizard and off course use the new magic mechanism of the Season 2.
Before looking at their cards look first at their warrior cards :
lvl2 mage (got 2 dices)
Super tanky once inspired
Range 3 dmg 2 magic attack once inspired (stat wise it's like a 2D Hammer symbol attack)
Inspire by casting a spell.
Weird magic guard rules (does it ignore cleave?)
3 hammer 3 dmg attack !!!
Empower, 1d succeed 2/3 (count as a spell and so inspire). Obvious combo is cast empower, get inspired , then charge for profit.
Weird magic guard rules (does it ignore cleave?)
Less flashy but very consistent in his inspired form
Concerning the cards, Off course Tempest might and Lightning whip look stronger than the others.
Tempest might only work on spell attack action so i guess it's only for Stormsire as there is no upgrade to get an Spell attack action on the other 2 or on anyone else. But a 2d 3damage 3range attack is crazy good. Don't forget that spell attack action are attack action and can benefit from other cards as well, like fuelled by fury (reroll next attack) or lethal strike for the giggle. Off course it get crazy bonker good with ready for action. Ready for action allow you attack after upgrading ^^ (fun time)
lightning whip Bring Ammis in the 4 dmg range very strong.
the other one are cute but nothing super crazy
Stormstrike allow Ammis to deal a 5dmg attack if you have lighting whip
Lightning assault allow extra Stormsire attack if you fail ^^
Other spells gambit are trash tier but are here to inspire you.
harness the storm is the gem : Leader attack with spell attack action (count as a spell) get inspired an gain 1 glory, upgrade the +1dmg, then play ready to action for a second attack (dealing 3dmg). Ok you need to have the perfect hand to pull this off but imagine sniping a Grimnir before he get inspired ^^
The 4 others are ok but nothing special.
Very strong inspired attack.
Super hard to inspire (i think)
VERY STRONG ACTION ! moving all rasp by 2. Perfect for objective play deck, really help inspiring the Rasps.
Weak defense until inspired and only 3 life, benefit from being a Rasps.
If you can inspire him with the push 2 power he could be good.
Weak but once inspired if they outnumber an enemy they are a lot more tricky to kill than you imagine.
Strangling and Sadistic could be usefull if you can inspire.
Curse of the Briar queen is good vs sacrosanct and could be auto include in the future if all other warbands are magic based too ^^
I like "drifting advance" is help a lot to inspire and surround
Endless Malice help too.
Ha it starting to be good ! All but execution are worth to have.
So maybe the strategy with the Briar queen is getting easy glory points that you waste on upgrade ^^
But still with the 5 numbered Objectives and these 4 it could be very strong.
Tbh i don't like horde warbands in this game.
Some Universal cards included in the starting decks.
Determined effort was already previewed by GW but it sound super nasty with lethal strike and can turn game around.
note : Briar queen with determined effort and Lethal strike have 52% to get a crit. you get 1 reroll with Commanding strike (for 60%) to pull it off (before defense.)
That's it for the review of the starting decks.
I'll do a third post about the Extra cards tomorow.
Super exited to try the Sacrosanct even if i'd like some rules FAQ before getting in Overhype mode ^^
An you what do you think ?
Shadespire Nightvault review (partA)
it's already time for the Season 2 of the Shadespire game.
GW release a new box set featuring the Sacrosanct Stormcasts and Nighthaunt.
The boxset is on pre order since today and will be released next week.
Before starting the review :
-All season 2 cards are compatible with S1 and vice versa. You stil have to follow normal inclusion rules.
-No new factions specifics cards for S1 warbands in the Nightvault box. Only Neutral, Nighthaunt and Sacrosanct.
I will review in this post
-Rules and Mechanism
Then i'll do the cards in a second post.
Only 6 pages at the start of the rulebook. Shadespire introduction, 2 pages on the town backstory, 2 pages on what the Nightvault is abouth and 1 page shared by the two warbands.
In the first section we learn more about the Soul network that was built by the Kathophranes. Stormcasts are then sent by Sigmar to find shadeglass and cure or at least limit the effect of reforging. There is a particular emphasis on the after effects of the reforging.
We also learn that there are Kathophranes masters still alive'ish inside that employ mercenaries (warbands ?)
With the Necroquake fumbling (thanks skavens ^^), Shadespire has been revealed and a bunch of adventurers/Looters are incoming ! Nagash used souls stuck in an old prison and transformed them in Nagash town police. Note : he used the souls of traitors, necromancers and so on.
Fluff was short but good !
It's GW we are talking about, so the models are of the top quality as expected.
2 warbands are included in the box 3 Sacrosanct Stormcasts and 7 nighthaunts models.
Both Warbands are "easy to build" models and can be assembled without glue. If you build them ASAP without clearing mould line you need like 10 minutes for both teams ^^ So it's definitively a good point if you are more focused on the gaming side.
On the other hand if you want to take your time and get a good finish there is a bit more works.
You have to cut the plastic connector inside the model if you want a perfect jointing. It's really easy to do and once done the joint lines are almost invisible. A few passage of a good file is enough to make it perfect.
WIP of my Stormsire !
The Nighthaunt are Harder to cut out from the sprue than the SC, lot of thin parts. I think It's better to do a cut farther away from the sprue and make a second cut afterward.
Same as SC you need to cut inside connector and glue the whole thing together !
Here an exemple of space between parts.
Space with without glue
With plastic connector cut + glue and without file
With file passage
All in all the Models are awesome and the way they are made with their base already included in the concept is really cool and give life the the model.
In S2 Gambit cards is a new category that include Ploy and Spells.
Note, that the deck building rules changed to replace ploy with gambit cards.
So it's 10 Gambits / 10 upgrades.
Spells are a new type of actions/cards that use a new characteristic and new dice.
There is 3 way to cast a spell :
1-Play a gambit card that allow it.
2-On fighter or Upgrade cards as an action or reaction
3- On fighter or Upgrade cards as an attack action.
ps : On Spell attack action you roll magic dice vs defense dice as usual.
When casting a spell If 2 of the magic dice rollsl a crit, the spell is successfully cast but the caster take 1 dmg before the spell is effectively launched. (So yes the spell can fail because caster died ^^)
Wizards have a special symbol on their cards (left of the name). The number is the Caster lvl = the number of dice you are going to rolls when using magic. In the starting set The Knight Incantor is lvl 2, the briar queen too and the 2 Evocators are lvl 1.
If you roll enough corresponding symbols the spell is cast, for exemple this one :
Innate can be found on fighters , upgrades or gambit cards. Innate is always followed by one or more symbols. One of these symbol can be added to a roll but only one even if you have more than one.
A lot more emphasis is made in the rulebook about having token.
Maybe Token manipulation cards are the next big thing ;)
That's it for the review part A (I'll do another part on the cards tomorow)
Shadespire Pre orders today :
Hello everyone !!
Today on pre orders :
Learn to Play: Warhammer Underworlds Nightvault
Hello everyone !!
Gw released a new Becca vid explaining the Shadespire rules for season 2.
This is really well made and the explaining is very clear (a lot better than what i was planning to write ^^)
note : we were encouraged to use this video as ressource material.
Shadespire set review is late sorry :( Nurgle blessed my household very hard yesterday. I finish it tonight.
Nightvault presentation video ! + S2 warband list
Hello everyone !!!
More Nightvault info from gw team.
In a nutshell it was a prison for Katophranes necromancers and traitor, nagash turned them into warriors to fight the sacrosancts.
New teams for this season are :
Shadespire: Tzeentch and Grots
Hello everyone !!
Image is not great - but you can see the next two shadespire warbands :)
Source is Facebook shadespire group
Warband Focus: Stormsire’s Cursebreakers
The new season of Warhammer Underworlds is mere days away, bringing with it a host of new cards, new mechanics and new warbands. Having looked at the sinister forces of the Thorns of the Briar Queen, today we’re looking at the stalwart crusaders of Stormsire’s Cursebreakers – a lightning-wielding warband of Stormcast Eternals. Read on for a closer look at the fighters, spells and tactics you can try…
Why play Stormsire’s Cursebreakers?
You want to cast LOADS of spells: With THREE wizards and a deck full of powerful sorcery, Stormsire’s Cursebreakers make greater use of magic than anyone else in the game.
You hate dying: It is a truth universally acknowledged that dying is rubbish – thankfully, Stormsire’s Cursebreakers are durable enough to limit losses in your games.
You’re looking to learn: Stormsire’s Cursebreakers are a great starter warband, thanks to their forgiving playstyle, while also providing loads of depth for more experienced players.
Averon Stormsire is the leader of Stormsire’s Cursebreakers, combining the durability of the Stormcast Eternals from other warbands with his status as a level two wizard and a nifty ranged spell Attack.
Spell Attack actions work like normal Attack actions, except instead of rolling Attack dice, you roll magic dice for each wizard level you have – then your enemy rolls defence dice as normal. In Stormsire’s case, this attack is great for chipping away foes without having to Charge or finishing off a faraway foe.
Ammis Dawnguard is an Evocator and so, as well as possessing a fair bit of punch in close combat, is also a level one wizard who can enhance her own weapons! This makes her a reliable, flexible fighter, while her ability to knock fighters back combines superbly with the number of lethal hexes found in Nightvault.
Rastus the Charmed fights much like Ammis Dawnguard, trading Knockback for Cleave on his tempest blade. As such, he’s a great fighter for finishing off heavily armoured enemies with Block.
Stormsire’s Cursebreakers have a largely offensive deck, with simple but effective gambits that increase the effectiveness of your fighters and lots (lots) of spells. Take Chain Lightning:
Chain Lightning uses a new mechanic known as Scatter. To resolve Scatter skills, you’ll get to place the following template:
After that, you’ll roll dice equal to the Scatter number for the card in question – in this case, 3 dice. Each dice corresponds to a direction on the scatter marker – you’ll be able to use your rolls to create a “chain”. In this case, you’ll be able to potentially damage multiple fighters at once, making it key for tackling larger warbands like the Thorns of the Briar Queen or Garrek’s Reavers.
Like their brethren in Steelheart’s Champions and The Fastriders, Stormsire’s Cursebreakers possess some powerful upgrades, too. Disarming Blow can be devastating – failing an Attack is one thing, but losing an Attack upgrade is another entirely! Lightning Whip, on the other hand, adds a little extra bite to your Attacks and helps Stormsire’s Cursebreakers tackle more durable warbands.
If you’ve already played a Stormcast Eternals warband and fancy a twist on the formula, or just want to make the most of the new magic system, this is the warband for you.
Of course, Warhammer Underworlds: Nigthvault isn’t just about new warbands – it’s packed with cards that have a place in any deck. Check back tomorrow when we’ll be taking a closer look at some of the best from the Core Set…
That's it for the SC
We'll do a review here friday night (when NDA lift)
Next Week: The Nightvault Opens!
Hello everyone !!
Big news on the Shadespire front !
Next week, the new season of Warhammer Underworlds begins, with Warhammer Underworlds: Nightvault. You’ll be able to enter the Nightvault with a brand-new boxed set, available to pre-order next week…
Nightvault will be kicking off with a jam-packed Core Set – your essential first step into the new season. If you’ve never played Warhammer Underworlds before, this set contains everything you need to get started:
The new warbands for Nightvault are a fantastic peek into the Sacrosanct Chamber and the Nighthaunt, offering characterful takes on two factions we saw radically reinvented this summer. The Thorns of the Briar Queen feature some truly macabre Nighthaunt, from the appropriately named Ever-hanged to spectral jailor Varclav the Cruel. Meanwhile, Stormsire’s Cursebreakers surge with dynamism, energy and personality. You’ll be able to add these guys to your Warhammer Age of Sigmar armies soon with a set of free warscrolls.
For veteran players, this set is your foothold into the new season, providing you with the updated rules plus cards and warbands to start playing with. Warhammer Underworlds: Nightvault is 100% compatible with the warbands and cards you already own, and this season will feature hundreds of cards you can add to your decks
Meanwhile, if you’re looking to try something new, the two warbands from the Core Set are just the beginning, with six more on their way featuring fan-favourite factions and ambitious new playstyles and mechanics.
Magic spells, for example, are powerful new ploys and attacks usable only by Wizards, requiring dice of their own and having all manner of unusual effects on the game. Blast your foes to ash or create mystical shields – the introduction of such sorcery is guaranteed to shake up Warhammer Underworlds forever.
Here’s a closer look at what’s inside the box…
Shadespire New set release date
Hello everyone !
This image was floating around so i shared :)
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Shadespire New set pics
Hello everyone !!
Tower Games shared these on twitter