Welcome to another installment of Starting Hex, a series about Warhammer Underworlds. I’m approaching Underworlds with a focus on improving gameplay, building communities, and a maybe eventually painting some models. Games Workshop dropped a suite of documents on January 7 that are labeled as their Winter 2024-25 rules updates. Some of us have been waiting on pins and needles since Worlds for something like this and, personally, it’s exactly what I was hoping for.
Where Are These Documents?
If you head over to the Warhammer Community downloads page for Underworlds, you can grab all the documents to follow along. The thirteen updated files in particular are the Designer’s Commentary, Core Rules, Organized Play, and 10 individual warbands. The bulk of the changes are found in the Designer’s Commentary document which covers FAQs and erratas for core rules, warbands, and decks. When the new edition of Warhammer Underworlds was being previewed, one of the main talking points was the promise of quarterly balance updates for the game. It’s nice to see them appear after the holidays have mostly wrapped up and prior to some of the larger events going on in the next few weeks!
Core Rule Updates & FAQs
There was only one update to the core rules and it wasn’t so much a change as it is a clarification. The Drive Back option in an attack has been clarified to occur on a successful attack or on a drawn attack, but only if the attack roll contained one or more successes. Previously it was worded so that it could be interpreted to still be allowed if neither the attacker nor defender rolled any successes, which was a little silly. GW thankfully clarified this.
Aside from that functional change, there were 15 FAQs added to the core rule section. A few highlights that I find interesting are as follows:
Q: Can you explain how ‘Sequencing Abilities’ and ‘Playing Surge Abilities’ interact with each other?
A: These rules explain how abilities that can be played at the same time are played and then subsequently resolved. If both players have multiple Surge abilities that can be played at the same time, the players take it in turns to play their abilities one at a time until both players pass. Then, the player whose turn it is resolves all of their own Surge abilities first, then their opponent does the same.
This helps to clarify two sections in the original core rules that seemed to be at odds with each other. If you check the section for Sequencing Abilities (digital pg 5, physical pg 9) it mentions if there are ever cases where both players have multiple abilities to handle, the active player resolves all their abilities, then the other player resolves their abilities. Then near the end of the book under Playing Surge Abilities (digital pg 17, physical pg 22) it says players take it in turns to play their abilities. There was some discussion about whether these were contradictory statements or not, but now it’s been clarified that they aren’t. Players alternate declaring abilities until they both pass, then the active player resolves all of their abilities before the non-active player does the same.
Q: If an ability says ‘Use this in a Power step’ but does not give a specific timing, when can I use that ability?
A: When it is your turn to do so in that Power step – see ‘Power Step’ in the Core Rules.
Nothing too fancy here, but I like this one because of other changes in the documents. It seemed hit-or-miss in how warscroll abilities were phrased previously. Sometimes they’d have the phrase “Use this instead of playing a power card in a power step” as the first sentence of an ability. Other times it would omit this phrase and just say to use it in a power step. This helps make the wording standardized which is greatly desired in terms of having a solid rules framework that people can work with.
DETERMINE WHO TAKES FIRST TURN
Q: When determining which player takes the first turn, which player (the player referred to as ‘the other player’) draws 1 Power card?
A: The player who lost the roll-off.
This is the interpretation most have settled on anyway, but I do recall initial confusion on who got the power card. Was it the player who lost the roll-off? Was it the player that is going second? Turns out it’s whoever loses the roll regardless of which player winds up taking the first turn. This is how I have personally been playing, and weirdly I do find it makes me want to lose roll-offs more often than I hope to be winning them.
Q: Can damage inflicted on a fighter be reduced to 0?
A: No, unless an ability states otherwise.
There’s a line in the rules under Modifiers (digital pg 17, physical pg 22) about how characteristics cannot be modified below 1. It was less certain on whether damage counted as a characteristic and would be covered by this – it felt pretty clear that a fighter’s printed weapon damage was a characteristic, but what about the Raptors of Sigmar ability on the Emberwatch’s warscroll? What about any of the ploys that deal a damage? Well, regardless of whether or not those count as characteristics, there’s now a FAQ directly addressing that they can’t be reduced to 0 unless they directly specify they can.
NEMESIS
Q: When playing Nemesis format, what should be revealed at the start of the game?
A: Your warband and your two Rivals decks.
I like that this is getting an explicit call out. It’s vaguely hinted at in the Muster Warbands section (digital pg 6, physical pg 10) but it’s only talking about Rivals in that context. This highlight means it’s required to also reveal both of your decks in Nemesis games before even getting started. People being unnecessarily cagey about their deck choices in events in the previous edition always felt a little absurd to me so I’m glad that’s a thing of the past.
Print Released Warbands
Games Workshop broke the warband changes up between printed warbands (the four Grand Alliance boxes, each of which contain four warbands for a total of 16) and the digital warbands (the 13 warbands with rules released in digital format on Warhammer Community). The printed warbands include digital mock-ups of the sections of the warscroll that are about the right size to just print and cut out. Note that it isn’t the entire warscroll, just the little box of text that has changed. See below for my attempt at doing so. The digital warbands merely have a text summary of their changes without any images… but that’s because GW re-released the full warscroll and fighter cards for any updated warbands with all the changes factored in. Neat! Another really nice point about the digital warbands is they have a version number to them now. Some of the warbands received FAQs but no changes, and they’re listed as being v1.0 while other warbands that received updates to the scrolls or cards got bumped up to v1.1. I wish this carried over into the printed warbands as well, because there’s an easy way to refer to the updated Thricefold Discord (v1.1) but for Gorechosen of Dromm there’s no ready reference to indicate that you mean the pre- or post-update version.
The warbands are presented in alphabetical order in the document, so that’s how I’ll order them here. If you want to take a look at the state of any of the warband warscrolls or fighter cards prior to changes, you can find all of them over at UnderworldsDB.
The Crimson Court
The vampires only had a single FAQ clarifying that you can use Bestial Transformation even without any upgrades to discard. It’s nice that they’re not burdened with an additional requirement, but there’s really no surprise here.
The Emberwatch
An FAQ clarifying Alone I Stand! can be used even if there’s only one fighter remaining. There are times where I don’t understand what makes a question worthy of being included in FAQs, but I guess someone asked!
Gorechosen of Dromm
Big changes here, which you might have peeked at in my image above. Dromm was the elephant in the room at Worlds, where 17 out of 46 players brought that warband. The top 8 wound up being made up of 5 Dromm players, as well. Clearly this warband needed reevaluating and GW definitely did that. Two of their rock solid warscroll abilities got smacked pretty hard here.
The first, Enrage, got hit with the hammer twice. Previously this ability was allowing a warband with incredibly potent fighters to get a 13th activation with a free extra charge at any point in the game. This was frankly bananas when it could be used on someone like The Gorehulk who could conceivably deliver 6 damage on the first turn before your opponent ever gets an activation. Yikes. Not only is this ability now gated behind spending a whopping 8 blood tithe tokens which means it won’t happen until mid to late game, it’s now also restricted to only targeting enemy fighters! None of the Gorechosen are going to be sneaking in extra charges anymore, and instead the ability exists solely as a form of disruption of your opponent’s plans.
Final Frenzy also copped a pair of changes here. Instead of giving your slain fighter another life (with the potential for a massive heal as well), the Final Frenzied fighter is only healed until they’re vulnerable and they are guaranteed to be slain at the end of the battle round. Your opponent now has the option to either ignore this fighter until it expires naturally or try to push a single damage through to take them out.
I haven’t been playing Dromm because I have the particular type of brain worms that make me not want to play the clear S-tier options in most games, despite liking the models and the general gameplay. I’m happy that I’ll be able to take these three lads to game nights at the FLGS without catching (potentially deserved) side eye, but I’m going to deliver a hot take that I think this might be too much. I feel like either of the changes made to Enrage would have brought it down significantly and that adding both restrictions to it just about deletes the entry from their warscroll. Admittedly, I wasn’t at Worlds nor is my local meta plagued by Dromm so I perhaps haven’t been burned by it enough to feel bitter, but I hope GW is willing to re-evaluate this change in the future.
Grandfather’s Gardeners
The gross plaguebearers have no updates, but they do have two FAQs that are both quite handy. The first concerns the heal ability Reap a Harvest on their plague cycle and clarifies that if a Gardener is inflicted with exactly lethal damage which would advance the tracker to Reap a Harvest, the fighter is able to be healed and avoid being slain. This won’t come up too often but it cements that Reap a Harvest is surprisingly effective.
The second question clarifies how Imperturbable works (despite not calling it out by name – I wonder if someone just doesn’t like typing that word). It’s written in a way that could be interpreted as meaning that once one uninspired fighter takes 2 damage in a turn, no other uninspired fighters can take damage that turn. This clarification says no, that’s not how it works. Each fighter has their own 2 damage cap, so damage can still be spread around amongst them.
Grinkrak’s Looncourt
This warband received a handful of questions addressing how quests function. The short version is that if you pick a quest and fail it, you can keep trying until you either complete it or abandon it to pick another quest. Additionally, if you pick a quest whose criteria are already completed, that still counts as completing a quest. This applies to Slay da Horde and Slay da Scary Fing where it’s possible for the appropriate amount and type of enemy fighters to already be slain before your brave goblin knights embark on their quest to do so. This also feels strangely fitting in a flavor sense.
The Grymwatch
The OGs (Original Ghouls, obviously) are the first to have both a rules update and FAQ in this list. Unlike the Gorechosen update, this one is merely correcting wording to make the ability function. The previous version of In the Name of the King! didn’t specify when it could be used. Now it clarifies that it’s in the power step, making it work like most other abilities. The FAQ here also addresses this ability, stating that if the player is ever the underdog and get to perform both parts of it, the player gets to choose which order they happen in. That’s handy if you’d like to raise one of your fighters and then inspire them.
The Jaws of Itzl
These lizards didn’t actually get a new update in this document – there was a very short one released immediately after they released and that change is still in here. I might as well cover it though! It’s a rules update that changes how the Predatory Fighters ability works and it’s a very slight downgrade. Instead of being able to damage any fighter who makes a failed attack against your saurus, it now only works if the failed attack is a melee attack. No more inflicting scaly retribution from 3+ hexes away, unfortunately. Do note that it’s restricted to a melee attack, not an adjacent attack, so any of those range 2 hits will still be triggering it.
Kainan’s Reapers
Mortek Advance gets a very minor wording tweak here. Instead of saying the mortek “can move, but must end adjacent” to other morteks, it says they “can move, but must end that move adjacent” to morteks. No functional change here. There’s also an FAQ clarifying that yes, you can inspire Nohem (the 0 bounty fighter) immediately after your first action step by removing 0 bone tithe tokens.
Morgok’s Krushas
Another very minor wording change here, this time for Get a Move On, Ya Gitz! GW removed the bit about using this instead of playing a power card, because now all abilities that are used in a power step are clarified to work like that. No functional change for these orruks.
Ylthari’s Guardians
A pair of rules updates for the Sylvaneth warband that are just clarifications without changes to how they play. The first is their inspire condition, which is an awful lot of words but the only difference here is spelling out that you place a growth token “at the end of your turn or after an enemy fighter is slain” – previously, it wasn’t uncommon to see people interpret it as needing to have both of those be true before growth tokens could be placed. That’d be nuts since it would basically mean they don’t get to inspire ever, but now it’s clear how it works.
Their big menu of surge abilities has been rephrased to add the word once in “use 1 of the following abilities once per battle round.” I don’t see how this changes how this would be interpreted, but more clarity is good so hooray.
Digitally Released Warbands
These warbands all have their updated warscrolls and fighter cards available from Games Workshop right now (scroll down to Warband Rules). If you want to compare how they were previously, you can again check out UnderworldsDB (at least until those also get updated!).
Brethren of the Bolt
Heaven’s Charge has it clarified that you cannot make a conducting attack through an uninspired fighter, inspire them, then use Heaven’s Charge on the newly inspired fighter. This is one I’m a little less sure on how this makes sense. Both of these abilities trigger “immediately after your action step” so I’d be inclined to think you could stack them in whatever order you want. This one isn’t intuitive to me and I’m going to need some time to wrap my head around how it makes sense.
Their Holy Capacitors rule also is clarified that it has to use the shortest distance possible whenever it’s used.
Cyreni’s Razors
These Idoneth get a rules update that’s just another clarification. Previously, Hammertide just told you to draw a line to another hex. Technically, you can pick any hex on a board and draw a straight line to it which made this kind of silly. This update just clarifies that you have to follow one of the six lines made by the tiled hexes.
Daggok’s Stab-Ladz
Daggok himself got a typo corrected on his inspired side where his ranged 2 melee attack incorrectly had the ranged attack icon, not a melee icon. Additionally, the Krule Stab ability for the whole warband is clarified to only be used once per fighter per turn. Yes, all four of your ladz can try for a Krule Stab each turn (if they meet the criteria) but no, you can’t use the Krule Stab an infinite number of times on one fighter each turn.
The Farstriders
Another typo correction here for Farstrider, but this one’s changing his uninspired melee weapon from swords to hammers. Farstrider goes from a laughable inaccurate attack to a pretty average “good” profile with this change.
Ironsoul’s Condemnors
Stop. It’s hammer time. Or maybe that was back with Cyreni’s Razors. Anyway, the Aetherically Charged Shield ability that Ironsoul and Tavian have access to get a minuscule wording change. Instead of “weapon abilities cannot be selected for that attack” it changes to “weapon abilities cannot be used for that attack.” I went diving into the core rules to see if maybe it says something about using weapon abilities and this was an attempt to unify the rules, but nope. Under Weapon Abilities (digital pg 11, physical pg 15) neither the verbs select nor use are present – instead, it says (repeatedly) that they’re chosen. If anyone can figure out why this merited an errata, I’d love to hear it.
Mollog’s Mob
Only a single FAQ here, and it’s… not very enlightening. The Stalagsquig isn’t slain if it is moved or pushed. Okay?
GW, c’mon. I know multiple people have sent in questions that would have helped shine a little more light on the weirdly worded Always Lurking ability. “This fighter cannot be removed from the battlefield unless it is slain, pushed, or Moves” continues to not make much sense. I’m going to continue to play it as meaning the Stalagsquig can’t be pushed or moved, nor can it be removed from the battlefield for a teleport ability. That said, I don’t think this is a clear cut reading.
The Sepulchral Guard
Bone Shrapnel picks up the same nerf that the Jaws of Itzl snagged – the reprisal damage can only be inflicted if the triggering attack is a melee attack instead of any attack. Harsh, but consistent I guess. I do wish they would have removed the restriction about not hitting vulnerable fighters, though.
Forward! gets a clarifying FAQ as well, making it clear that even if the fighters you’re selecting with the ability have charge tokens, they are still eligible targets to move.
The Skinnerkin
This warscroll suffered from some serious typos. Precise Fillet, More for the Pantry, and Calloused Hands all changed from being used once per turn to once per battle round. This is technically a nerf, but it honestly didn’t make any sense to have a slew of abilities that could all be used every single turn.
Spiteclaw’s Swarm
The oldest Skaven warband had some of the most comical typos on any of these warbands. Their leader is able to raise any of the Skaven minions – unfortunately, as printed, none of the Skaven were minions. This update correctly adds the minion runemark to the Lurking Skaven, Hungering Skaven, and Festering Skaven as intended.
The Thricefold Discord
One of my favorite warbands, these daemons took a slight nerf, had some typos corrected, and had three questions addressing their weird upgrade swapping ability.
Evasive has been toned down from being a 50% chance of reducing damage to a 33% chance of reducing damage. This is going to make Vashtiss and Lascivyr feel more fragile when they’re taking damage. There were cases where these two evasive fighters wound up being more tanky than big ol’ Vexmor, so I can see the reasoning here.
Speaking of Vexmor, his Indolent ability now excludes upgrades. You can’t just give the guy a magic gun and let him stand around lazily shooting people with extra accuracy and damage anymore. I felt all clever here when I noticed that it specifically says “excluding upgrades” so I ran off to find the ploy in Countdown to Cataclysm that allows your fighter to make an attack. “Hooray,” I thought. “I can still squeeze some extra accuracy and damage with this ability!” Then I read the card in question (Improvised Attack) and it says the attack can’t be modified. Oh well, keep this in your pocket for any future decks that might have ploys with weapon profiles!
Vile Temptations gets a change where it now can be used in your power step, not your activation step. That had to be an oversight because it was leading to weird interactions like being able to swap upgrades in the middle of your attacks and other nonsense. Now it’s in line with other power step abilities. It also had some questions that clarify if it works to remove Great Fortitude from vulnerable enemy fighters to kill them (yes it does), where the upgrades go after they’re discarded (their owner’s discard piles), and who can use the upgrade you place on the enemy fighter (the enemy fighter/enemy fighter’s controller).
Zarbag’s Gitz
Scurry gets knocked down a peg here. It’s now limited so that only fighters with no move or charge tokens can take advantage of it, and also Scurry itself can only be activated once per turn. The days of infinite scurry chains and moving a pile of goblins across the board in one turn are over. It’s still an incredibly powerful tool in this state.
Snirk’s Spinnin’ ability is no longer optional. If anyone gets near the whirling goblin of pain, they’re going to get bonked. Previously, due to its optional nature, you could just choose not to use it when your own fighters got near Snirk.
Zondara’s Gravebreakers
Undying Love didn’t really work as written before. Now it’s no longer a surge, and instead you use it during a power step. Everything else remains the same. This, like the previous state of Vile Temptations for Thricefold Discord, could have had some really weird timing issues where you could heal and push Zondara and Ferlain in the middle of charges and that’s just wonky. Now it is a functional ability.
Decks
The warbands weren’t the only things to receive attention in this update! Five of the six decks had clarifying questions or even minor errata (for typos).
Blazing Assault
The players who attended Worlds were fortunate enough to have early access to the materials and ask GW some questions. The event staff provided an event-specific FAQ to address these questions, but since it was just for that event, it was never released to the public. You could catch bits and piece of what was on there from watching the streamed coverage (which was excellent!) or talking with folks in the community who attended. Wings of War gets a power increase due to a reversal from how it was ruled at Worlds. It now can be used to extend the charge range of a fighter, even if the target would have been out of range at the time of declaring the charge.
Branching Fate and Critical Effort get a joint question saying you can’t combine them with rerolls by scoring the objective and then using your rerolls – they can’t be scored until after all the dice are finished being rolled.
Get Stuck In can’t combine with drive back to be cheeky and try to bop the target into enemy territory. The enemy fighter has to be there to start with for this to score.
Countdown to Cataclysm
Being the only deck with a plot card still, Countdown to Cataclysm’s tracker is clarified to be optional at every step which is great for helping to ensure you don’t outgrow your potential to score Wreckers, a solid 2 glory objective that often gets picked when using this deck in Nemesis. The example given is very clear; if you have 4 feature tokens not held by the enemy, you can still choose to advance the tracker 0, 1, 2, 3, or 4 spaces.
Emberstone Sentinels
Two objectives get clarification on scoring windows here, one of which was one that I have had come up multiple times in games and every time it feels like people read it differently.
Aggressive Defender is the first and this update spells out that your attacking fighter has to be attacking from a treasure token. No post-attack pushes to wind up on the token after the attack has completed and still try to sneak into that scoring window.
Unassailable is the one that seems to have multiple interpretations out there. Does it count if your fighter was attacked and driven off an objective? Does it only count if your fighter is attacked and remains on the objective? Does it matter if your fighter dies in the attack? The answers for those questions are no, yes, and no, respectively. Your fighter has to be holding a treasure token when targeted with the attack and must be holding a treasure token after the attack is resolved. There’s not currently a way to do this, but I guess it would still be able to be scored if you are on a treasure token and then driven back onto another treasure token… but like I said, there’s no way to either move the treasure tokens or increase drive back range. Yet.
Reckless Fury
If Gorechosen of Dromm was the warband most on the radar after Worlds, Reckless Fury was the deck in the same position. The power cards in here are quite potent and as we’ll see later, GW agrees. There were multiple cards that had missing surge symbols, so they were added (Catch Weapon, Lost Legacy, and Over to You). For rules questions, three cards made the cut.
Fury of Aqshy and Reckless Attitudes are both called out to clarify that they are restrictions, not enablers. If the affected fighter already has a charge token, being restricted to making charges doesn’t suddenly allow them to make a charge while already having the token.
Vicious Brawl’s non-underdog wording is explained to mean that you’re going to need a triangle of charged fighters, not a line. Each of the fighters will have to be adjacent to the other 2 fighters. This is going to be more difficult to score than the “three fighters strung out in a line” reading some people were using.
Wrack and Ruin
Low on Options can be scored if the discarded power card that triggers the surge window happens to be an upgrade from a fighter that is slain provided you already have 5 or more ploys in your discard pile. This ruling paves the way for any other discarded power cards to also trigger the surge objective. Think of things like Canny Sapper and Impossibly Quick from the Pillage and Plunder deck or if an opposing Thricefold Discord uses their Vile Temptations on one of your fighters.
Organized Play
The Organized Play document sneaks in at the end, with a massive impact on the game both now and in the future. The section describing the Rivals format remains unchanged (including the tantalizing hint at alternate-art game boards found in Organized Play packs) but the Nemesis section ends with a bang.
There is a Nemesis Forsaken and Restricted (FAR) list. Even players coming from the previous edition of the game might not be familiar with this because it was never used for Rivals or Nemesis, only the (less commonly played) Championship format. This is a balance knob for GW to address individually powerful cards in lieu of making wording updates to them. If a card winds up on the Forsaken list, it is banned completely from that format. Restricted cards are still allowed, but they’re deemed to be powerful enough that you can’t pick more than three off the list total between your objective and power decks. So what made the list this time?
Forsaken:
Get It Done (Reckless Fury)
Bladecatcher (Reckless Fury)
Fury of Aqshy (Reckless Fury)
Utter Ignorance (Reckless Fury)
Restricted:
(nothing)
Get It Done is one of the three ploys currently in the game that allow you to work around a charge token. Unlike Scream of Anger from Blazing Assault which deals significant damage to the fighter in return for removing a charge token, or Push Through in this same deck that deals less damage but has a restriction on not being able to affect high bounty fighters, Get It Done is just an easy “charge again” button to slap with next to no downsides. It has an outsized impact on any of the big brawler warbands (Headsmen’s Curse, Mollog’s Mob, etc.) but it’s rough even in elite fighter warbands like Morgok’s Krushas or, oh, Gorechosen of Dromm.
Dromm was brought low partly due to being able to effectively add a turn to the player’s game through a free charge, and Fury of Aqshy can effectively remove multiple turns from your opponent’s game. It’s a powerful tool that can lead to the dreaded Negative Player Experience that many modern games try to avoid, and Underworlds is no exception.
Utter Ignorance had to have been on the chopping block right beside Dromm’s Final Frenzy. They were both abilities to nullify all the effort that goes into slaying a fighter. For Final Frenzy, it was rewritten to be less powerful. For Utter Ignorance, it was thrown on the naughty list.
Bladecatcher’s inclusion is one I’ll personally say I don’t fully agree with. It’s a strong card – far stronger than I initially gave it credit for – but I don’t think it hangs with the likes of the other three on this list. I suspect it would be a prime candidate for being on the Restricted list, but it’s not like a Restricted list with one card would do anything. I could see it shifting from Forsaken to Restricted later in the game’s life if more cards get added to these lists.
The fact that Games Workshop chose to add a FAR list to Nemesis is an interesting decision on their part. They are willing to make erratas to fighter cards and warscrolls, but chose not to do so with the cards in the decks. While this does mean they aren’t going to be able to adjust individual cards like they were doing in the previous edition, I’m kind of relieved this is the track they’re taking. There have been multiple times I’ve played games with players and they went to play a card from their deck, but the current iteration in the rules didn’t do what the card itself said. It’s an awful feeling as a player to be told, “Sorry, that doesn’t work like you thought,” but it also isn’t pleasant to be the one to bring it up. At least if the game pieces that need updating are fighter cards and warscrolls, they’re things that are out in the open from the start of the game so everyone can be on the same page before the game even begins.
Closing Thoughts
I want to emphasize that the layout of these documents is wonderful. There’s a clear visual indicator as to what has changed and how – any updates to existing rules are in red boxes, anything that’s new in this document compared to the last one has a very prominent “NEW” indicator, and references to pages in the rulebook include the page number for both the printed version and the digital version (since they do differ). In the past there have been struggles in some other GW game systems to even find what has changed in update documents, so this is a very welcome and appreciated direction from the team in charge of these update documents.
We’ve been promised quarterly balance updates and this is a pretty nice one to start us off with. The bar is set reasonably high, but there’s a little room to improve from here. I would personally love to see some buffs to under performing warbands, not just nerfs to the top performing ones. There’s not a ton of data out there quite yet, but I’m hoping that by our next big balance update a few of the underachieving warbands get a leg up. There are still a few questions that went unanswered in here that I wish were addressed – namely the Stalagsquig nonsense, but also a few other niche cards. One in particular is Bellowing Tyrant in the Reckless Fury deck and whether or not the fighter with this upgrade can use it without a charge token.
That said, I don’t really have much to complain about here. It’s anyone’s guess as to what the top decks and warbands are right now and I’m excited to see how upcoming events play out. Speaking of upcoming events, I know there’s an upcoming Grand Clash at Warhammer World that has sold out (maybe twice??) with a waiting list as well as a few events running at LVO. It’s always exciting to see a meta shake up before big events and I’m going to be eagerly watching how these go. If you’re going to be in the area for either of these, I wish you the best of luck!
GW addressed the main boogeyman of the format in terms of both warbands and decks, gave a little tap to a few poised to take advantage of the power vacuum, and proved they’re aware of what’s going on in the game. I’d like to extend my thanks to the Underworlds team at GW!
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