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Elathain's Soulraid - Warband Review

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Introduction The Idoneth are a cursed people who must steal the soul essence of others to survive. Elathain [1] is especially skilled in this art. He is accompanied by his Akhelian guardian, Fuirann [2], the Namarti Tammael [3], and the bonded beasts Duinclaw [4] and Spinefin [5]. Fighter Characteristics Elathain Uninspired, Elathain has a sound set of fighter stats with Move 4, a Save of 1 Block, 4 Health and a Bounty of 2. He has two weapon profiles: a melee attack with Range 1, 3 Hammers for 2 Damage and a ranged weapon with Range 3, 2 Swords for 1 Damage. Inspired, he gains an extra Save dice, which he sorely needs. In addition, he gains Cleave on his melee weapon and an extra dice and Ensnare on his ranged attack. While Elathain has a good fighter card, it is not enough to do all the heavy lifting for the warband. A 4 Health fighter with a Range 1, 2 Damage attack will not consistently kill opponents. He is also vital to the warband and losing him reduces access to several warscro...

How I Paint - Green Flames

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The Pyregheist of the Nighthaunt are spectral entities wreathed in ghostly fire, their flames burning with an unnatural, otherworldly glow. I wanted the fire on mine to feel ethereal, less like natural flame of Aqshy and more like an eerie conflagration from Shyish. This guide shows how I achieved this spectral green fire effect, using layering and glazes to capture the haunting energy of the Nighthaunt. Paints required: Corax White Striking Scorpion Green Karandras Green Incubi Darkness Abaddon Black White Scar Lahmian Medium Painting Green Flames 1.  Begin by basecoating the areas you want to appear as green flames with Corax White . If you’re painting over a dark colour, apply several thin coats until you achieve an even grey-white finish. 2.  Next, apply a wash made from White Scar mixed with Lahmian Medium in a 1:4 ratio . This allows the brighter white to gently settle into the recesses, adding subtle depth early on. 3.  Once dry, give the flames an even co...

Playing to win, but not how you think!

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Playing to Win… But Not How You Think Most of us, when we hear the phrase “playing to win,” immediately think of tournaments, competitive play, and the latest meta warbands. Winning, in that world, means taking the strongest warband available, scouring the internet for the best deck, learning the sharpest strategies, and mastering every nuance until your hands are on the glass. There is no denying the thrill of that kind of competition, and I will be honest: I like winning. I do not enjoy losing (who does?). However, in reality, I do not have the time to grind out endless practice games, study tournament results to track the shifting meta, or rehearse strategies for hours on end. This means that, realistically, I will win very few tournaments. So where does that leave me? I am not giving up, but I am redefining what “winning” really means. For me, it is less about being the sharpest competitor in the room and more about embracing the challenge of less frequently played warbands, t...

Deadly Synergy - Deck Review

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Overview Deadly Synergy is the fourth Mastery-style Rivals deck to be released for the second edition of Warhammer Underworlds: Embergard. It’s a deck that rewards precise positioning, careful planning, and timing. The central idea here is simple: your fighters are more effective when they work together. The new United mechanic encourages you to position adjacent fighters to attack, defend, and score as a cohesive group. Instead of sprinting out for solo charges, this deck wants you to fight in formation, side by side, pressing the attack as a single, disciplined unit. I cannot help but think of Khainan's Reapers here. It’s a refreshing twist on aggro play. Rather than brute force or reckless charging, Deadly Synergy asks you to think about your spacing and timing. It is a deck that can be devastating in the hands of a player who can control the flow of the game through positioning and planning. Core Mechanic The core of Deadly Synergy is its Plot card, introducing the United m...

Hunting Ground - Deck Review

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Overview Hunting Grounds is designated as a Strike deck with no plot card. However, as you will see, I think this deck plays far more like a Flex deck. Unlike most Strike decks that push aggressively into enemy territory, this one flips the concept entirely. It rewards defensive play, punishing invaders who dare to step into your land. Core Theme: “Get Off My Land” Ordinarily, Strike decks focus on driving your fighters forward into the opponent’s half of the board. Hunting Grounds , however, demands the opposite approach. It wants the enemy to come to you. You will score by holding your ground, pushing intruders back, and maintaining control of your territory, but interestingly not necessarily by killing them. Objectives The objective suite in Hunting Grounds leans heavily on maintaining your position and luring enemies into your territory. Once they step over the border, there is not much glory to be gained from outright slaying them. Instead, you are rewarded for how you co...

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