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WathLab

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  1. Hi everyone ! After more than 4 years of careful thinking, intense debating and dozens and dozens of test games, here they are : Please welcome the definitive revamped version of my favourite warband : THE NEW CHOSEN AXES ! The good old Chosen Axes, but better ? What could this mean ? Lots of different things, I guess. And how to achieve this ? So many possible paths to choose from... So, to start at the beginning, here’s an overview of the main design choices I made. Formal Choices Giving the warband a complete 32 cards deck with 12 Objectives, 10 Gambits and 10 Upgrades – as many other old warbands right now they only have access to 31 faction cards and aren’t playable out of the box Modernizing their wording – in order to make them fully compatible with the most recent set of rules Keeping their Season 1 flavor – this time again, I chose not to redo all their cards with the most recent graphic template, mainly as it would have taken me way too much time Design Choices Respecting their original design identity – the warband’s defects (its slowness, its difficult inspiration) as well as its strenghts (its unrivaled capacity to one-shot enemies) Respecting their hybrid nature and a specific balance between Hold-objectives and Aggro playstyles that has no real equivalent Keeping their fighter cards mostly unchanged – when revamping a given set, I’m convinced that removing fighter cards weaknesses changes the warband too much. Instead, I think that you should only give fighters the truly indispensable boosts and help / incite players to use them the right way. « Above all, players need guidance on how to play them » is the main idea I had in mind when I built this new set. Balance Choices Helping them to be more competitive in every format without making them overpowered – a real challenge as the original warband is truly hard-mode Making every card interesting – or at least relevant in some precise match-ups Keeping the challenge intact – I also wanted the warband to remain a fun puzzle and certainly not to become a pure glory engine that would work too well A4 PRINTABLE FILES : https://drive.google.com/file/d/12XIQNRFSLIQz5yxJuTTvSAETQHSLxUrN/view?usp=drive_link DESIGN BOOK : https://drive.google.com/file/d/1bDm0m92Rc9yCdygW9-PG7gmjXU3JxiPG/view?usp=drive_link One word about the purpose of this short document : when it comes to custom design, if you don’t know the author’s intentions, it can be hard to judge the value of a work properly. Which I why i thought that this guide was needed. The set you’ll discover here is not a random work but the result of a multitude of deliberate choices, that are related to my understanding of the warband’s core identity and that have been constantly questionned throught deck-building and playtesting over the time. Many thanks to all the players who helped me during this fantastic journey, who accepted to review the set again and again, who helped me question its limits and defects, who played against me, and also, more recently, who played them in the french Vassal league ! Long live to Warhammer Underworlds, and above all, happy games !
  2. Hi everyone ! It's been a while since my last post... but the dwarves are back to the Underworlds ! Today, we'll talk about deck building, and more precisely, about a small revolution... Until now, the warband only had 2 acceptable options for their Rivals deck choice, but as we'll see Voidcursed Thralls changes everything and to pushes the Axes another level... Check it here ! ⚡⚡⚡
  3. JohnnyWolf is right, the Axes are a finesse warband that can be rather complex to play. With The Chosen Axes, your warband will be strong but slow, and can be a bit fragile until your dwarves are Inspired – which takes time and can be quite difficult to achieve ; however, with a good deck and some very simple strategic guidelines in mind, it's also possible to make them work and to turn them into a quite solid warband, that excels at one-shoting enemies. The best way to win with the Chosen Axes is to choose an hybrid path between 2 playstyles : PASSIVE/HOLD-OBJECTIVE, to make sure you inspire your fighters, which is the most important thing for this warband and to score a few glory points along the way AGGRESSIVE, but only once they're inspired, to take advantage of the huge one-shot potential they have After playing hundreds of games with them, I understood what's at stakes with their unique timing... So in most games, my definitive advice would be : During setup, place your feature tokens in order to build yourself a compact and confortable dwarven stronghold in your territory, which will allow you to be safe and to play a kind of counterpunch/more invasive strategy later. Round 1, prioritize inspiration (Fjul and Tefk of course, no more, no less) and glory denial (preventing enemies from killing your fighters, especially the best ones). Early game scoring is nice, but almost optionnal. Round 2, prioritize fights (always try to one-shot enemies) and scoring, then again, inspiration of your other dwarves... Round 3, still prioritize fights and scoring, but also keep a close eye on glory denial. Here are the most competitive decks one can make in Nemesis for the Axes right now : TOOTH AND CLAW https://www.underworldsdb.com/shared.php?deck=0,117,128,TC5,119,124,125,127,129,130,132,133,136,138,141,142,143,TC1,TC3,TC6,TC7,TC9,TC11,TC12,TC14,TC15,TC16,TC18,TC24,TC27,TC28,TC31,TC32&format=championship FEARSOME FORTRESS https://www.underworldsdb.com/shared.php?deck=0,FF1,FF2,FF3,FF5,FF7,FF9,FF10,FF11,FF14,FF20,FF21,FF23,FF28,FF29,FF30,FF32,117,119,124,125,128,127,129,130,132,133,135,136,138,141,142,143&format=championship It's written Championship - but no worries, these are Nemesis decks. The dwarves suffer a lot from early game pressure... which is why the Rivals objective deck that's the most coherent with their (theoric) playstyle, Fearsome Fortress, is not the best option : having to hold the center is a really bad idea when you need to secure inspiration of your best fighters AND to hide the others to deny your opponent glory. What are the options against the many highly aggressive warbands (Gnarlspirit, Hexbane, Arenai...) for instance ? - use Fearsome Fortress and quickly die while interacting near no-one's territory... - use TC, play a calm round 1 as usual, then use your killing machines to fill the gap Objectives in Fearsome may be better (even if most of them have big drawbacks...), BUT all the rest is ace in Tooth and Claws. Those 7 cards alone are strong enough to justify the choice of Tooth and Claws : https://www.underworldsdb.com/shared.php?deck=0,TC1,TC9,TC14,TC32,TC18,TC28,TC24&format=championship They give you paramount things : + 2 excellent passive scoring options that are perfectly coherent with your gameplan (inspire, then wreck faces while disrupting your opponent; and don't try to achieve complex things yourself) + 1 amazing push (you'll need a lot of planification to make it work at it's full potential, but a push 4 is no joke) + 1 amazing accuracy gambit + 1 crazy anti-push upgrade + 1 crazy accuracy upgrade + 1 really good push-control upgrade (Beastcaller) With the approach above, at least you'll stand a chance... it's probably the only way right now.
  4. Hi everyone ! This week, let's go back to strategy ! Will you find the answer to the Tactical Puzzle below ? Will you manage to kill Markov in your next activation ? Feel free to check the answer here ! ⚡⚡⚡
  5. ⚡And now my New Chosen Axes are part of a bigger picture !⚡ Here comes BEARDGRAVE, a complete Warhammer Underworlds custom season ! In particular, it includes 4 dwarf warbands designed as variations around the Chosen Axes themselves... If you're interested, feel free to check here : https://www.reddit.com/r/WarhammerUnderworlds/comments/y65ohk/by_grimnir_please_welcome_beardgrave_a_complete/ Cheers !
  6. ⚡Chosen Axes 3.0 finally made their way to the Maze ! ⚡ It's been a looong way to redesign the existing warband and to give it a 32 card set... Still not perfectly satisfied with the result but at least the improvement seems real... and the dwarves are now playable in Rivals ! https://www.reddit.com/r/WarhammerUnderworlds/comments/we9b0h/chosen_axes_strike_back_again_lets_make_them/
  7. Hi everyone - this week, let's adress an important (and yet underrated imho) subject : one-shotting !
  8. A few examples of cards you can pay attention to : Universal cards like Unafraid, Dominant Position, Path to Victory or Feerless Seekers... Excess of Indolency, Excess of Avidity when you face Dread Pagent for instance. Will of the Slann when facing Lizards. Nexus of Terror when facing Lady Harrows. Unseen Menace when facing Soulraid... etc.
  9. No problem - I'll explain it here then. 1. Glory denial means denying your opponent glory, making it harder for him : - to score his own objectives (pretty easy in a bo3.. in a bo1, guessing what your opponent will try to score early game is trickier but can be done if you pay attention to all the hints, in particular board and fighter placement... AND most importantly if you know the match-up well, in particular in faction objectives) - to reach/kill your frontline fighters early game (and this is also pretty important...). In many Chosen Axes games, a well-timed move action (or a push back, or a guard action) can change a lot of things... An objective card that your opponent doesn't score in a given round does not only mean that its scoring is delayed... it also frequently leads to hand bricking, or to a lower glory score in the end. The importance of this aspect of Underworlds is often underrated. Also note that late game, making strong and calm moves (and not attacking anymore) CAN be the best choice. Sometimes you don't need to try to kill the last enemy fighter at all costs... very often you'll have more to lose at it than your opponent. 2. Indeed they're rare. What I mean here is that at the beginning of Round 2, you should have gone through 2 occasions of sculpting your hand, which is huge : - early game mulligan (if needed) - Round 1 End Phase (to get rid of unscorable cards / cards that are too slow) This way, you'll go quickly through your objective deck, should be ahead by the end of R2, and spend R3 keeping your lead (by scoring a few more objectives AND by keeping denying glory)... Let me know if i helps, and if you need more help (with deckbuilding, with strategy) at some point.
  10. After playing a 6th games against Drepur (won 14 - 11), I made a short reddit post about the deck, that you can check here ! If I can find the time I'll update my board & token placement article in the coming weeks. Happy times!
  11. Oddly enough, it seems that my Chosen Axes journey is not over yet... Only found the time to play 5 games with this deck (Dread Pagent, Morgok's Krushas, Steelheart's Champions, Blackpowder's Bucanneers and Crimson Court), but all of them ended with a dwarf victory ⚡ https://www.underworldsdb.com/shared.php?deck=0,119,124,n299,dc262,dc272,dc273,dc306,dc326,dc336,h219,h226,h227,127,129,130,132,n432,b366,dc366,dc414,h233,h257,136,p55,b398,dc429,dc435,dc445,dc446,dc477,dc478,am21 By Grimnir !
  12. Forget about it everyone ! Problem fixed ! The weird inspiration step rule has been errated ! Now we also have the 2 missing steps : "INSPIRE STEPS In addition to the Inspire steps listed in the Harrowdeep rulebook, there is one Inspire step at the start of the action phase (Elathain’s Soulraid and Morgwaeth’s Blade Coven use this Inspire step) and one Inspire step at the end of the action phase (the Chosen Axes, the Farstriders, Skaeth’s Wild Hunt, the Grymwatch and the Crimson Court use this Inspire step)." That's really cool and was much needed imho. See link below : https://www.warhammer-community.com/faqs/#warhammer-underworlds 🔥
  13. A really important and interesting subject imho. I'll try to summarize what's at stakes below, because I think that it's important for players to be aware of it (also note that there was also this nice discussions on reddit here) : The new rule simply removed inspiration during end phase and defined 2 windows during the action phase as the only moments when fighters become inspired : - during what's called now the activation step - during the power step Now all the warbands that used to inspire during end phase (like Vampires, Farstriders, Ghouls, etc. a dozen total) or at the beginning of the round (like Soulraid), if they meet their inspiration condition in the end of a given round, will have to delay it until after the next activation to become inspired. Many players suggested that the 'But my card says' rule may work here, but sadly it doesn't work because in that case the fighter cards only say when the condition is met. While the general rules say when the inspiration becomes effective from that point. In Direchasm the rule was : "When the Inspire condition on a fighter’s card is met, that fighter becomes Inspired immediately, with the following exceptions etc. etc." While now in Harrowdeep, this sentence has been removed and replaced by another which states that the only moment one can inspire is during the action phase, in the 2 new windows mentionned above. Only exceptions are Profiteers (with Thundrik's Promotion rule), Blade Coven (with Morgwaeth's Blood Sacrement rule) and Madmob, which are completely different things and don't follow the normal Inspiration rule. Note : I think that I'll give GW some feedback about this question at some point (probably when I will have a few more S5 games under my belt). In any case, if someone wants to do it too, use the following mail address : whunderworlds@gwplc.com
  14. Hi everyone ! This week again, let’s go back to strategy ! Recently, I was really busy and was lacking time to play games... but as I can’t stop thinking about Underworlds more than a couple of days ^^, I thought that it could be interesting for me to use this parenthesis to completely renew my understanding of the game... I would choose one theme per month, which I would study in depth during my rare free time. Naturally, I began with one of my favourite subjects : boards and their positioning. I’m pretty sure that most of you remember Steffen Beier’s excellent article on Steelcityunderworlds blog, about how aggro players can have control over objective placement and disrupt hold-objective warbands. My initial thinking was really simple : « Ok, I don’t want any experienced aggro opponent to mess with my set up like this, anymore - can I do something about it ?* » So I begun to think about it during my morning coffee, with all my boards in front of me, then more and more during the my work time... and finally, after a few days of intense but intermittent board studying... I experienced an eureka moment. I must have had a similar intuition already, a long time ago, because now I realize that I was using this tech more or less consciously in most of my games... but I had never been considering it seriously enough to see all its benefits. Immediatly, I made a few tests which confirmed that the idea was really relevant... and then I read the article again on Steelcity, more carefully this time, and realized that this idea was probably a kind of dead angle in Steve’s main tech... As you’ll see, it’s related to the concept of board flexibility and revolves around the idea of generating efficient objective formations whatever the set-up, and this, of course, even if your opponent tries to give you a hand... So around the beginning of last month, I had this germ of an idea. I tried to push it further to see if it was rock solid. I played some more games, saw that it was the case... and finally decided to write a few lines about it... Here’s the final result : https://we.tl/t-HcEmt4geyb To me, it seems obvious that someone else must have found it already and that many experienced played must have noticed it... but as I’ve never seen it explained anywhere (and I’ve read litterally everything xD), who knows ? One last word before you start reading : here, don’t get me wrong and don’t expect a revolution or an answer that would solve everything. What you’ll read in my own article doesn’t fully counters aggro players disruption attempts and has its own defects - in particular as it limits your board choice** - but it definitely helps mitigating their effects and having a better understanding of what’s at stakes. In the end, I’d say that it’s a small but significant thing. But that’s how you make the difference in this game*** ! * I find it really interesting that Steve invented his tech at a time when Hold-Objective was dominating Beastgrave and that I discovered mine this season, when Aggro is utterly dominant... in both cases, a kind of meta counter... ** Note that I’ll limit my analysis to Championship boards... but it doesn’t change anything to the core mechanics I’ll expose here. *** As my quest for board flexibility is linked to the fact I’m a Chosen Axes player, a good part of what you’ll read now is written from a fyreslayer perspective... but its main conclusions are relevant and valid for most of the other warbands (especially non-hordes), provided you’re interested in objective placement and want to have control over it.
  15. Am I the only one seing this as a revolution ? ^^
  16. Hi everyone ! Every 6 months it's the same story... This week, let's go back to our general strategic post. Because of their reputation for being a kind of hard-mode warband, Chosen Axes can deter many newcomers from playing them. Which is a bit sad, as they can be really fun and very rewarding to play... Because I am a sort of all-time / die-hard Chosen Axes player, some time ago, I wanted to wrote this short guide for new players. Now Season 4 has begun and Direchasm has been released, here it is again in an updated version : some very simple advice for this nice finesse warband ! 1/ SEAZING THE SUBSTANCE : Strenghts and Weaknesses of a Challenging Warband Here's the most obvious part, and many people have said it before. So let's try to put it in one single sentence : with Chosen Axes, your warband will be strong but slow, and can be a bit fragile until your dwarves are Inspired – which takes time and can be quite difficult to achieve ; however, with a good deck and some very simple strategic guidelines in mind, it's also quite easy to make them work and to turn them into a very solid warband, that excels at one-shoting enemies. 2/ KNOWING YOUR NEW FRIENDS : Basic Knowledge About your Fighters Note : here ° / °°/ °°°/ °°°° mean relative strenght °°°° FJUL GRIMNIR : Your Leader is a very impressive fighter, mainly because of his Wound total and of his Damage output, before and (of course even more) after Inspiration. From the very first Round, Fjul Grimnir is very hard to one-shoot and can be very dangerous. However, most of the time, this won't be enough to ensure you victory. Firstly and obviously, as he can't be everywhere at the same time (and clever opponents will always play around it)... Secondly, as he lacks accuracy : his 2 Hammers 4 Damage with Cleave Attack when Inspired is good but not great, especially with of all these 2 Dodge Defense fighters that wander throught the Mirrored City by now. However, playing around your opponent's fear of him becoming a beast can be very useful... °°°° TEFK FLAMEBEARER : In the minds of many dwarf players, he is the best warrior, or at least, on average, is he considered as good as Fjul Grimnir. When he's Inspired, his 3 Hammers 3 Damage with Cleave on Crits Attack is tremendous. Because he's only 3 Wounds right from the bat and 4 Wounds when inspired, he is the one you want to protect the most. °° VOL ORRUKBANE : In general, the Chosen Axes dean will appear to be the less interesting one late game. When it comes to Chosen Axes sidekicks, damage output is often less useful than accuracy (which is the very thing he lacks, contrary to Maegrim). So most of the time, you will use him as a early hitter, or as a bait – but of course, depending on which warband you face, you might also use Maegrim or even Fjul for this. When he's inspired, note that he can drive back ennemy fighters on distant lethal hexes, but is that enough to make him shine ? °°° MAD MAEGRIM : For a long time, no one seemed to know his name except we die-hard dwarf players, but now the card pool has grown bigger, his qualities seem more obvious. When Inspired, his 3 Swords 1 Reroll 2 Damage Attack make him the Chosen Axes hidden gem... Especially with the right Upgrade or versus low Wounds warbands... 3/ NOT MISUNDERSTANDING YOURSELF : A Matter of Playstyles and Stategies INTRODUCTION - All of us begun this way... As almost everyone I suppose, I begun my Chosen Axes career playing with Objectives like Hold Objective 1-5 or Supremacy, trying to make my warband work from this starting point. Because Objective n°3 will often be on the bad side of the board, because with Supremacy in hand, you'll frequently have only 2 dwarves left, or more simply because it's always harder to go after objectives and to have a good fight at the same time... You will very quickly find that the problem with the classic Hold-Objective approach is that most of the time you will have dead cards in your hands... Not good at all. Dwarves are slow and can't afford this. And indeed, when you have a closer look at the Chosen Axes fighter cards, this idea of polyvalence, or of finesse aggressiveness if you prefer, becomes quite logical : with accurate attacks and some pretty insane damage output, their stats want to fight, which means Aggro playstyle... even if it's obvious that they aren't fast enough to fully rely on it, their inspiration condition leads them towards holding Objectives nonetheless, which means a more Passive approach... but again, they aren't fast enough to fully rely on it. After a Season 3 where Hold-Objective approach was made a bit easier (Hold 2 Objectives help a lot), Direchasm brought two mains things that put a renewed emphasis on the Aggressive side : the Primacy rules, that definitely help our favourite warband as it excells at one-shoting enemies, and (very) good new cards. So again, by now, with your Chosen Axes, the best way to go is to play a mix of both approaches - which could be called Aggro / Flex. So in general, carefully playing around objectives, move forward and be as agressive as you think you can. This way, you'll score Glory passively and for one-shot kills, while strongly disrupting your opponent's plans. But at the same time, don't rush too early at the enemy because... When playing with Chosen Axes, one thing is of utmost importance : Inspiration. If you want to win, you must ensure that your dwarves get inspired as fast (or as efficiently) as possible. Indeed, after a few games, you'll quickly discover that the fyreslayers simply don't play the same game as the other warbands... and this will strongly affect the way you'll build your decks & strategies. As you'll never outscore any opponent by simply doing your thing on your side, you'll always need to deny him glory... ... and as said above the best way to do it is to cleverly one-shoot his fighters one by one with your inspired fighters. Yet if you can't attack, you simply can't score, and cannot disrupt your opponent's plans. Said differently : after more than 500 Chosen Axes games, I think that the best way to find success with them is to fix their downsides in the right order which is 1/ Inspiration 2/ Speed... in order to reveal their one-shoting machines potential. Then accuracy and damage boosts being only ways : to do it more reliably, to adapt to any match-up, to make sure that every fighter in your warband can take part in it. So let's begin with setting-up : SETTING-UP - The right distance for the right strategy First of all, and this could be my most important advice, don't systematically chose to go 1st on boards. Imho, this is another trap. Indeed, very often, you won't really need 3 Objectives on your side in order to inspire your key fighters, and, as you're slow, you will benefit more from chosing the boards orientation. In particular when you face Aggro warbands, or others like The Grymwatch, Cursebreakers, Profiteers, Mantrappers or Lady Harrow's Mournflight. Be very careful about distances when you chose the Board itself : in order to set up multiple inspirations, use one that allow you to group your dwarves as much as possible. It's very helpful if you can reach at least 2 objectives with each fighter, and it's even better if it can be achieved by a single push... For instance, the Mirror Well, the Kathophrane Reliquary, the Cursed Oubliette, Abandoned Lair and the Hive of Sacrifice are nice Boards to achieve this. Then, don't lose too much time : put your Objectives next to you / just in front of you near the middle of the board and play as aggressivley as you think you can - the precise degree of middleness / aggressiveness you'll show depending on your match-up. If you face Hold-Objective horde warbands such as Thorns of the Briar Queen, The Grymwatch, The Sepulchral Guard or Grashrak's Despoilers, everything will depend on the number of Objectives you'll have. With 2 objectives on your side, go straight forward and deliver your uppercuts as quickly as you can. With 3 objectives on your side, most of the time your opponent will have to come to you to score his hold-objective cards, so take your time. In any case, try to read and to disrupt their nasty scoring-passive-glory-plans. Here, remember that you can use some of your fabulous ploys to achieve this, and that killing a fighter sitting on a Objective is worth twice the Glory... Against Zarbag's Gitz, the same advice apply, but everything will depend on Snirk's position : don't feed him - kill him while he's uninspired if you can or ignore him all game. If you face Control warbands, magical ****** such as Cursebreakers or Eyes of the Nine, trouble masters such as Spiteclaw's Swarm or the Dread Pageant, or ranged traitors such as Thundrik's Profiteers – most of the time, agress them as fast you can... and don't let them dictate your path. But at the same time, don't give them too early / too many free targets for their ranged attacks if they have some... A fairly complex equation. Don't be affraid when you face Aggro warbands, as you will have some great advantage over your enemies : unlike them, your Inspiration condition will not rely on fights, which means that you will have a chance to be inspired before them. In that case, you can be a bit more defensive in your set-up and let your enemy come to you. EARLY GAME - Get in motion and find Inspiration Round 1, try to inspire your best 2 fighters (which means Fjul and Tefk, no more, no less... unless you absolutely need one of them for another purpose), using every single tool available to you : moves, your various push-ploys, Regal Vision, Blazing Soul... For that reason, mulligan your first power cards hand if you don't have at least : Regal Vision, Blazing Soul, good drawing-ploys or several good push-ploys. Even if your first hand is good, consider drawing one card if your opponent does'nt threat you too much Round 1, in order to get momentum as early as possible. In general, unless you believe that your opponent will rush on the Obectives that are on your side or unless you have Frenzied Search in hand and want to draw early, use mid-late Round 1 move actions to reach the nearest Objectives tokens and save your own push-ploys in order to counter his tricks. If your opponent doesn't do anything to ruin your plans, you can use these Ploys to inspire additional fighters in last power phase of the round, or/and save the remaining ones to help you in the coming fights. When you play Chosen Axes, because inspiring your fighters is so important, it's very easy to feel upset when your opponent counters some of your Round 1 moves. Here, the key is to never be surprised or destabilized by anything (see section 6 for a more detailed approach about this issue). Don't be afraid : good things are coming. Of course, from time to time and depending on your match-up, it can be relevant to make Round 1 attacks, to get the first kill, charge on an objective, score early glory and lure your opponent while you inspire your fighters. In general, you'll end your 1st Round with 1 or 2 Inspired fighters and a total between 1 and 5 Glory points, which should be enough to launch your dwarven landslide successfully. MID/LATE GAME - Go get that gold This leads us to one of the most important questions : timing. If you want to improve your odds of winning your Chosen Axes games, you need to use your fighters and their respective qualities (Fjul's damage output or Cleave ability for instance, or Tefk's accuracy) at the right time and in the best possible order. In order to achieve this myself, I use key concepts such as "Bait", "Early hitter", "Late hitter","Specific Counter", "Objective Scorer" or "Primacy Taker". Very often, winning games will requiere a lot of patience. Unless you gain a decisive advantage, deny your opponent an important move or score tons of glory, never use your key fighters too early in a given round. Because relying on Fjul only is risky (because he can die early, because he can't be everywhere at the same time, and because using him only is also a kind of telegraphed strategy), also use your other dwarves, especially Tefk (very strong and very reliable) and Maegrim (against low wounds warbands)... In general, as he lacks accuracy, Vol is very unlikely to become your MVP, but can be quite useful right from the bat (use him as a bait, or for early attacks against low wound / defense fighters if needed, if the odds are good enough). For your opponent, multiple threats are harder to counter - in your games, always try to use your 4 dwarves as a pack, hunting in concert within a 2-3 hexes range, and moving forward together to one-shoot enemy fighters on their way. When you finally reach the enemy, do not be misled by your own agressiveness. In particular, learn when to stop, and when to make strong and calm moves : very often, those are the hardest to counter for your opponent. Morale now. Of paramount importance in this game, as it is short and brutal. You have to be prepared for anything - and when this anything happens, you have to keep your fighting spirit... With Chosen Axes, that's not the hardest thing to do. Always remember that your warband is rock solid and that you have 4 good fighters : even if you lose two of them early, and even if Fjul or Tefk are one of them, don't panic, you still can win games. One last advice : as always, be sure to know your decks by heart. Every single card and every effect... 4/ BUILDING FROM THE CORE : Your Best Faction Cards Note : here °/ °°/ °°°/ °°°° refer to comments I make about specific cards. See below. Chosen Axes have access to some very good faction cards – maybe above average if you compare them to what the other warbands have access to. Here are the most remarkable of them : Objectives / Good cards or cards you should try first : Score Immediately : Ferocious Charge, Scion of Grimnir Passive : Unstoppable Advance ° Hold Objective : A Claim Retaken°° Ploys / Good cards or cards you should try first : Movement : The Earth Shakes, Treasure Lust, Living Wall °°°°° Combat : Oathsworn °°°, Indomitable °°°, Piercing Stare °°° Upgrades / Good cards or cards you should try first : Movement : Grimnir's Speed °°°° Combat : Activated Runes, Grimnir's Fortitude °°°°, Grimnir's Blessing °°°/°°°° The remaining cards seem either too bad or too situational to find their way in most of the decks you'll build... but who knows... ° Only if it fits your playstyle – here I mean if you enjoy playing aggressive-invasive dwarves. °° This one can be quite hard to score, but since the return of Hold-Objective playstyle in Season 3, it is much more easy to make it work... °°° In a way or another, all these cards are situational. At least at the beginning, don't take too much of them, because they could slow your deck too much. To begin, 1 or 2 seems to be the ok spot. Choose well ! Oathsworn and Indomitable are probably the best this early Season... °°°° To begin, don't take too much of these, unless you really want to build some kind of heavily-Fjul -Grimnir-dependent deck... Which I think is very appealing but risky. If you need help to make the right choice, remember that in this game, speed is really important... °°°°° A somehow underrated card that I learned to love, because it has a great Round 1 utility. Not good enough to make the cut in any of my recent decks though. Only if you own few sets. 5/ GATHERING THE POWER : Universal Cards and Buying Order Choices Note : this time ° means Restricted... Here I need to make dictinction between two game modes : Mode 1 / CHAMPIONSHIP Where you only play Season 3 & 4 (Beastgrave & Direchasm) Universal Cards and not Season 1 & 2 ones (Shadespire & Nightvault) From an Aggro/Flex Chosen Axes point of view, I would approximately rate the available sets this way : Best picks / Sets including several great cards : #1 ESSENTIAL PACK mainly for Great Strenght / Great Fortitude / Sidestep / Confusion / Conquest / Great Speed / Path to Victory / Branching Fate / Strong Start / Quickening Greaves / Mirror Move / Victorious Duel / Guardian Glaive / Duellist's Speed / Commanding Stride / Centre of Attention / Countercharge / Inspired Attack / Duel of Wits / Gloryseeker / Daylight Robbery ° / No time #2 DIRECHASM CORE SET mainly for Dominant Position / Awesome Predator / Surge of Agression / Savage Strenght / Savage Speed / Slickrock / Soultooth Spear / Intimidating Display #3 BEASTGRAVE CORE SET mainly for Great Strenght / Great Fortitude / Sidestep / Confusion / Conquest / Great Speed / Supremacy (even I don't like or play Supremacy myself, I must admit there are games when it can give you a kind of nice early lift - use it only if you don't have better choices!) #4 THE GRYMWATCH mainly for Restless Prize° / Path to Victory / Swift Capture° / Larval Lance / Survival Instincts° / Fateful Strike #5 GIFT PACK mainly for Distraction / Spectral Wings / Mischievous Spirits / Jealous Defence / Daylight Robbery° / Guardian Glaive / Bold Conquest / Steadfast Defender / Victorious Duel #6 MORGWAETH'S BLADE COVEN mainly for Hidden Purpose ° / Quick Search ° / Glorious Triumph / Amberbone Mace° / Ahead of the Hunt / Absolute Stillness / Victimize Good picks / Sets including several very good cards : #7 HROTHGORN'S MANTRAPPERS mainly for Team Effort / Cryptic Companion° / Victor's Speed / Buried Instinct° / Blindside / Amberbone Spear / Uncontested #8 MORGOK'S KRUSHAS mainly for Show of Force / Strenght of Terror° / Amberbone Sword / Over my Dead Body #9 ARENA MORTIS mainly for Vision of Glory ° / Gauntlet of Command / Crown of the Dead / Gauntlet of Dominance ° / Deserved Confidence #10 KHAGRA'S RAVAGERS mainly for Underdog / Dominant Defender / Scavanged Armour / Unafraid / Ferral Symbiote #11 STARBLOOD'S STALKERS mainly for Living Land / Savage Visage / Outrun Death / Clean Kills #12 RIPPA'S SNARLFANGS mainly for Gathered Momentum / Sting of the Ur-Grub / Temporary Victory ° (Note : you'll notice that I don't value Tempory Victory that much, mainly because it's too unreliable imho with Chosen Axes.) Honorable Mentions / Sets including one or two good cards at best : #13 THE WURMSPAT mainly for Nightmare in the Shadows° / Frantic Exchange Note 1 : Now Season 1&2 Universal Cards are gone, the Essential Pack and the Direchasm core set becomes very, very interesting... So I'd say that if you take #1&2 and any other between #3 and #6, you should have a good base, maybe not completely competitive, but quite good for sure. Note 2 : Of course you have to adapt to your own playstyle and to your own meta - some sets favor Aggro builds a bit more, others are more Flex friendly... Always consider this ! Mode 2 / RELIC Where you still play Season 1 (Shadespire) Universal Cards Here you have the choice between ALL the cards from Seasons 1, 2, 3 and 4. Which means a lot of cards. In your Chosen Axes set, you already have very good universal cards, mainly Ready for Action / Trap / Fuelled by Fury / No Time / Earthquake / Light Armour / Precise Use of Force / No Remorse For the rest, I would approximately rate the available sets this way : Best picks / Sets including several great cards : #1 THE FARSTRIDERS mainly for Change of Tactics / Advancing Strike / Inspiration Strikes / Defensive Strike / Spectral Wings / Concelead Weapon / Frozen In Time #2 ESSENTIAL PACK mainly for Great Strenght / Great Fortitude / Sidestep / Confusion / Conquest / Great Speed / Path to Victory / Branching Fate / Strong Start / Quickening Greaves / Mirror Move / Victorious Duel / Guardian Glaive / Duellist's Speed / Commanding Stride / Centre of Attention / Countercharge / Inspired Attack / Duel of Wits / Gloryseeker / Daylight Robbery ° / No time #3 DIRECHASM CORE SET mainly for Dominant Position / Awesome Predator / Surge of Agression / Intimidating Display / Savage Strenght / Savage Speed / Slickrock / Soultooth Spear #4 STEELHEART'S CHAMPIONS mainly for Strong Start / Regal Vision / Haymaker / Potion of Grace / Tome of Glories / Combination Strike #5 POWER UNBOUND mainly for Blazing Soul / Quickening Greaves / Prized Vendetta / Two Steps Forward / Spiritbond / Inspired Attack / Shortcut #6 SPITECLAW'S SWARM mainly for Escalation / Master of War / Rebound / Awakened Weapon / Alone in the Darkness / Sprinter / Spoils of Battle #7 BEASTGRAVE-NIGHTVAULT-SHADESPIRE CORE SETS mainly for Great Strenght / Great Fortitude / Sidestep / Confusion / Conquest / Denial / Great Speed / Supremacy (even I don't like or play Supremacy myself, I must admit there are games when it can give you a kind of nice early lift) #8 GIFT PACK mainly for Distraction / Spectral Wings / Mischievous Spirits / Jealous Defence / Daylight Robbery / Guardian Glaive #9 MORGWAETH'S BLADE COVEN mainly for Hidden Purpose / Quick Search / Glorious Triumph / Amberbone Mace #10 THE GRYMWATCH mainly for Restless Prize / Path to Victory / Swift Capture / Larval Lance / Survival Instincts Good picks / Sets including only one great card and several very good cards : #11 ARENA MORTIS mainly for Vision of Glory / Gauntlet of Command / Crown of the Dead / Gauntlet of Dominance / Deserved Confidence #12 MAGORE'S FIENDS mainly for Hidden Path / My Turn / Second Wind / Dark Darts / Mischievous Spirits / Tethered Spirit / Deathly Fortitude #13 IRONSKULL'S BOYZ mainly for Superior Tactician / Distraction / Duel of Wits / Ploymaster / Victorious Duel #14 EYES OF THE NINE mainly for What Armour ? / Fired Up / Irresistible Prize / Sudden Growth / Countercharge #15 MORGOK'S KRUSHAS mainly for Show of Force / Strenght of Terror / Amberbone Sword #16 KHAGRA'S RAVAGERS mainly for Underdog / Dominant Defender / Scavanged Armour / Unafraid / Ferral Symbiote #17 STARBLOOD'S STALKERS mainly for Living Land / Savage Visage / Outrun Death / Clean Kills #18 ZARBAG'S GITZ mainly for Potion of Rage / Faneway Crystal / Fighter's Ferocity #19 HROTHGORN'S MANTRAPPERS mainly for Team Effort / Cryptic Companion / Victor's Speed / Buried Instinct / Blindside / Amberbone Spear #20 RIPPA'S SNARLFANGS mainly for Gathered Momentum / Sting of the Ur-Grub / Temporary Victory (Note : you'll notice that I don't value Tempory Victory that much, mainly because it's too unreliable imho with Chosen Axes.) #21 THUNDRIK'S PROFITEERS mainly for Branching Fate / Blessing of Hydragos / Shifting Reflection / Crown of Avarice #22 GARREK'S REAVERS mainly for Gloryseeker / Opening Gambit / Potion of Constitution / Centre of Attention Honorable mentions / Sets including several very good cards : #23 LEADER PACK mainly for Quick Advance / Shining Example / Rising to the Challenge / Hero's Mantle #24 MOLLOG'S MOB mainly for Commanding Stride / Transfixing Stare / Tome of Vitality / Shadowed Step / Bag of Tricks #25 SEPULCHRAL GUARD mainly for Mighty Swing / Helpful Whispers / Crushing Force / Soultrap Only if you really plan to play these warbands / One or two very good cards at best : #26 YLTHARI'S GUARDIANS mainly for Duellist Speed #27 GODSWORN'S HUNT mainly for Tome of Offerings #28 THE WURMSPAT mainly for Nightmare in the Shadows Conclusion : If you play casual Relic mode and can have access to it, The Farstriders' universal card pool is very, very interesting... So I'd say that if you take any combination of #1 and any other between #2 and #8, you should have a good base, maybe not completely competitive, but quite good for sure. 6/ BEING PREPARED FOR ANYTHING : What to expect Round 1 while you try to inspire When you play Chosen Axes, because inspiring your fighters is so important, it's very easy to feel upset and to lose all your morale when your opponent counters some of your Round 1 moves. Here, the key is to never be surprised or destabilized by anything, and to achieve this, you need to know exactly what can happen and when... So in early game, while trying to inspire your dwarves, whatever you do (move, push) or feel (safe or not, because of threat ranges), always remember the following things can happen : Your opponent using PUSH PLOYS, such as : DISTRACTION / NIGHMARE IN THE SHADOWS : to simply move your fighter from the objective at the very end of the last power phase. Simple but so painful for Chosen Axes players ! That's the reason why taking at least 3 or 4 good push ploys in your deck is always a good idea. OTHER DISTRACTION-LIKE PLOYS : … However also note that many warbands have their own faction specific version of it : Steelheart's Champions, Sepulchral Guard, Spiteclaw's Swarm, Magore's Fiends, Mollog's Mob, Ironsoul's Condemnors, Lady Harrow's Mournflight, The Grymwatch, The Dread Pageant, Myari's Purifiers, Starblood's Stalkers and of course The Chosen Axes themselves do. Don't forget that Thundrik's Profiteers and Myari's Purifiers also have a similar way to move one of your fighters from your beloved objectives with Toxic Gases. CENTRE OF ATTENTION : to use one of your nearby dwarves to move another fighter who's already holding an objective. In this case, be also prepared for some very nasty scything attack - Mighty Swing or very Aggro Sepulchral Guard (I've seen some !) for instance. MIRROR MOVE : to counter one of your previous push or move, pushing back one of your fighters who was already sitting on an objective. SIDE STEP / SPECTRAL WINGS : to reach your fighters early, before they can inspire and get to 4-5 wounds. By the end of the game, you will lose some of your fighters anyway, so don't despair and try to protect your most important fighters, for instance using Vol as a screen. EARTHQUAKE : to move all your fighters from the objectives at the same time. Even in Relic mode, very few people play Earthquake now but again, who knows ? Your opponent using OTHER PLOYS, such as : MISCHIEVOUS SPIRITS : to mess up with your plans if some of your dwarves are already on objectives. When you face Control warbands, always expect that kind of plays... A double-edged sword though so always try to take advantage of it... RESTLESS PRIZE : to push one of the objectives your dwarves are sitting on - or more simply to mess with your plans early game by increasing distances between your fighters and the nearest objective. Note that because it's a 2-hex push, most of your own push-ploys won't be enough to counter it. LIVING LAND : to make one of the objectives disappear - don't rush on Objective 1 Round 1 ! CONFUSION : to simply steal your place. NO TIME : to prevent you from using your own precious ploys in the last activation of the round. Also quite rare. TRANSFIXING STARE : which can be a very nasty move Round 1 (see below). When you don't have any push-ploys in hand, Transfixing Stare on Fjul or Tefk can be particularly upseting... SHIFTING REFLEXION : in order to teleport your still weak Tefk behind his own line, shutting him down quickly before he has a chance to become a killing machine at the end of the round. Most of the time, even if he loses a fighter, this kind of trade will be very good for your opponent. LETHAL WARD : to deal 1 damage to your holding objective fighter. ENCROACHING SHADOWS / COLLAPSE : to deal 1 damage to your fighter holding that fifth objective you put on an edge hex. LEAVE NOTHING TO CHANCE / FROZEN EARTH / PILLAGE / LEECH POWER / DESECRATE... : to remove an Objective from the battefield or turn it into a lethal hex... HIDDEN PATH / BEAST TRAIL : to reach an Objective you put on an edge hex... Your opponent using SPELLS, such as : ABASOTH'S UNMAKING : to remove one of the objectives your dwarves are sitting on. SEGGUT'S SALVO / IRRESISTIBLE VISION / HOWLING VORTEX / HORRIBLE LEER : to push one or more of your fighters. Your opponent using ACTIONS, such as : CHARGES / ATTACKS : in order to drive your fighters back from the objectives they're holding if you're not on Guard.... Always expect ranged warbands to try to shoot at you when you're on an objective... Using (quite) late activations to move on objectives will limit the number of attacks they can make... MOVES : in order to sit on the objectives with their own fighters before you can reach them yourself, making you lose time with early less efficient attacks... Your opponent using SPECIAL ABILITIES, such as : STALAGSQUIG PLACEMENT : again, in order to make you lose time. KORSH TELEPORT : to take one of your objectives - don't place them on the edge if you can avoid it ! Your opponent using SET-UP TRICKS, such as : LETHAL HEXES PLACEMENT : always expect your opponent to do that kind of move - placing a lethal hex in the middle of your set-up formation, making access to the objectives harder. However, if your set up is good, you'll see that it will be quite hard for him to ruin your plans, as you'll always have a way to reach any objective with most of your dwarves without moving through the lethal hexe, whatever its position. 7. SO MANY WAYS TO MAKE IT POSSIBLE : Good Advices All Over the Mirrored City To go beyond my mere analysis, here are some examples of very nice decks and advanced strategic considerations from very good players. From the newest to the oldest, see... April 2021 Straight Outta Shadespire tournament games by Wigglefish May 2020 PATH TO GLORY podcast with Zack Newcome October 2019 Tome Deck Guide by Khel from the WELL OF POWER website June 2019 Aggro Deck by Chad Lathrop from the BATTLECAST - see recent Reddit post & Youtube video December 2018 Aggro Deck by Jamie Giblin from KATOPHRANE RELIC - see post called Chosen Axes Deck and Tech December 2018 Aggro/Flex Deck by John Rees from CAN YOU ROLL A CRIT - see post called Weekend Tournament Round Up 17 8. ONE OTHER WAY TO MAKE IT POSSIBLE : How I play Chosen Axes myself Finally, as a conclusion, here's a short deck guide I made some time ago on the Well Of Power website to explain how I play myself : The Chosen Axes Hammer While a few cards have changed due to the most recent releases, the main strategies remain pretty valid and still wins many games, even in competitive contexts. CONCLUSION The Chosen Axes are arguably the slowest warband of the game and also have one of the trickiest inspiration conditions, but once inspired, they also become one of the deadliest, with accurate attacks and some insane damage output. With two strong fighters, two very decent sidekicks, a few good objectives, and some excellent gambits, their natural play-style is a fairly unique mix of aggro, hold objectives and control. If you like challenges, subtle moves and one-shot axe blows, you'll have some great chance to enjoy the Chosen Axes. So good luck with your new favourite warband ! And have a nice time playing Chosen Axes in Direchasm !
  17. Hi mate! Really glad to see that you keep thinking about the dwarves! Your deck seems pretty solid, with a lot of different ways to score passive glory. I like it! Did you try it already ? I share a lot of your thoughts. Indeed, the Chosen Axes have a good range of very appropriate tools in this early Season 4 : excellent objectives for both playstyles (Aggro with Scion of Grimnir and Ferocious Charge, Hold-Objective with A Claim Retaken), amazing pushes and control gambits, unrivaled one-shooting capacities, with insane damage outputs... so important to benefit from the Primacy rule... A few remarks : I'm not sure that the Dread Pageant would really be simply better at it. Dwarves have a big advantage because of the Primacy rule. So they can flex into Aggro more efficiently and with a better outcome... provided you set-up the right distances. But indeed, the 2 warbands are surprisingly similar in many ways. Because of Glorious Triump & the Mortis Relics (see below), the value of Uncontested has dropped a bit for us. I think that A Claim Retaken is way easier now... but ofc, you can't score it R1. One good thing is that it's really hard to counter for your opponent. Now both cards are Restricted, Frenzied Search is slightly better than Quick Search, because, very often, you'll get rid of a card you don't need (at that time, in that match-up, etc.). In general, in most of my decks, I don't use Indomitable (which is a fantastic card, don't get me wrong), because I want to strike first / be proactive. But this early Season, with the return of Aggro, it's better than ever. Maybe I'll take it back into my deck ^^ Also I notice that you don't talk about the Mortis Relics - and indeed, my feeling is that Chosen Axes can't afford taking them now the Gauntlet of Dominance is restricted. The dwarves don't gain enough early glory and can't afford taking 3 upgrades that aren't immediately useful early game... Anway. I really like this new Season. This is how I play the Axes myself right now, with pretty good results (I've played about 10 games already and won 7... and 2 of my losses were close games with a 1/2 glory difference against the last Italian Grand Skirmish winner so I'd say that it's solid...) : https://www.underworldsdb.com/shared.php?deck=0,117,119,124,125,b281,b282,b295,b301,b307,dc262,dc272,dc326,129,132,133,b342,b363,b366,b377,g14,g18,g22,136,143,b396,b398,b427,b429,b436,a28,dc477,dc478# As always, it's an all around Aggro/Flex deck. I put the emphasis on mobility and on board state control. It's not easy, but rewarding and really fun to play. Another possible approach could be this one, which is a bit more passive and rather classic too, around the Quarry tech : https://www.underworldsdb.com/shared.php?deck=0,117,119,124,b257,b263,b282,b295,b301,b307,dc262,dc272,dc326,127,129,132,133,b329,b342,b366,g14,g18,g22,136,143,b393,b396,b398,b416,b429,a28,dc477,dc478# Well, I hope that you'll keep letting me know how it works for your Chosen Axes! Grimnir's Blessing on your dice !
  18. Hi everyone ! This week, a simple update - the abstract of everything that's been writen this year : This gold is mine ! One year of a Chosen Axes journey in Warhammer Underworlds The most recent posts have been mainly dealing with Target priority and value, general Chosen Axes strategy and... custom warband making ! With 3 new dwarven warbands and a refreshed version of the Chosen Axes themselves... thinking about these was a real blast. And new tactical puzzle was also added to this Series (see Grimnir's Riddles...). By Grimnir, have a nice week in Beastgrave !
  19. Haha at that time I was looking at ALL the Chosen Axes batreps I could find so when I saw the title of your last one, it immediately came back to my mind ^^ And I'm not surprised, Skavens are a really cool warband, that has been doing surprinsingly well recently!
  20. By Grimnir! Just a short word for those who, like me, can't play table top games anymore because of covid... Don't forget Warhammer Underworlds : Online is still an option ^^ I was a bit disappointed myself in the beginning, because the initial game was buggy, but now it seems that the devs have work hard - the game runs smoothly and is much much better with more warbands and cards 💪 In particular, the last weeks with the Chosen Axes release have been a real blast! So join us online! And in any case, have a nice week in Beastgrave!
  21. Nice game as always ! Keep up this good work ! I hope that you'll do something for the Direchasm release. (I remember your 2018 Chosen Axes / Spiteclaw's Swarm game ^^ Any plan to play any of these warbands again ?)
  22. Hi everyone! A few weeks ago, I thought that I would stop writing about my favourite warband... however the recent lockdown here and the online version of the game brought me back to it.... So, at least for this week, let's talk about deck-building again! Some time ago, I shared with you two of my main Chosen Axes decks. Both were called the Hammer because of their tendency to constantly crush their various enemies. The first Chosen Axes Hammer deck ended its carreer when the Season 1 Rotation occurred, with something like a 85 % win-rate. The second Chosen Axes Hammer deck, the one that I used during the most part of the current tabletop Season, is about to retire with the next Rotation and also has a very decent win-rate, around 70%... Rather unexpected, as I am clearly not a top player. When the Chosen Axes were released in Warhammer Underworlds : Online, I was very curious to see how the Hammer approach would work in this version of the game. So I decided to make a test : playing a ton of games in a short period of time with the same deck and carefuly noting all my results. And once again, it seems that our favourite finesse warband can work pretty well in this new meta - as always with a bit of training, a good deck and some very simple strategic guidelines in mind. Again, something seems to be working here. Let's find how ! Here is the link from the great WELL OF POWER website ! https://www.wellofpower.com/userdeckguides/The-Chosen-Axes-Hammer-(Online-Edition) If there's a link issue (can happen in some cases), you'll find it here.
  23. Recently, I finally found the time to paint my dwarves ! After almost two years of a pretty intense Chosen Axes commitment, I finally found the time to paint my Chosen Axes ! So here is my modest hommage to Shadespire (and to its Shadeglass style) ! I was thinking about it recently... but surprisingly, it seems that it my Chosen Axes journey is far from being over - I'll continue to regularly play my favourite warband, and maybe just write a bit less stuff about it. Until now, all this was a real blast. And a pretty cool experience. To all the people from the Ghur Moutains - keep this fantastic game alive, continue showing us what you do and above all... ... Grimnir's blessing upon all of you and the people you play with! (If you're a Chosen Axes player and if you're curious about it, here's the complete list of my writings about the warband. Cheers!)
  24. Hi bandit! Indeed I think that the Ur-Grub set can work for the dwarves, especially if you play casual : - Sting is much needed anyway (to make sure that any of your dwarves can one-shoot enemy fighters, which is key), - Mandibles may heal someone once or twice (but it works better on Fjul for sure, because he's tankier), - Claws is the weakest card here, but as Chosen Axes already have access to Cleave and as they need help in the match-ups that involve 2 dodge fighters, it's not an awful addition. Because uninspired dwarves aren't that tanky, you'll need inspiration for both fighting and carrying purpose... Which means that in many cases, you'll have to commit your carrier at some point. But it can be done with some success, of that I'm sure. The main issue imho : most of the time, and even if you use drawing tools, you'll score The Avatar Risen in Round 3... In general, especially in a more competitive context, I woulnd't recommend using 3rd End Phase (or equivalent) objectives with fyreslayers. In my experience, The Chosen Axes need early glory to disrupt & destroy their opponent, not late glory to outscore them. If you don't strike hard and fast, your warband have some great chance to fall to pieces. One other possible issue, is that giving the 3 Ur-Grub Upgrades to a single dwarf will necessarily mean suboptimal choices in terms of board state strategy... but as the reward is quite big... it's a gamble one can make. Let me know how it works on your side - I'd be really interested by this kind of feedback!
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