/r/WarhammerUnderworlds
Warhammer Underworlds is an action-packed combat games for two players. Gather your warband, enhance your warriors with unique skills and upgrades, and lead them to victory against your foes.
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/r/WarhammerUnderworlds
I don't know how I never found this out, but there's a digital online version of Underworlds (Shadespire, specifically). If you're upset by Embergard and just looking to play some games, maybe it's something to consider?
I would like to return to playing WH Underworlds. I don't played since Gnarlwood..
I would like to start the game on a budget - buying a second-hand banda - I am considering the following:
- The Headsmen's Curse
- Khagra's Ravagers
- Daggok's Stab-ladz
tell me about the style of play in the new edition with these bands?
Previously played morgok krushas
Im thinking of getting hard cases and sleeves for a friend who plays underworlds as a gift. But what size are the warscroll cards? Will an A6 hard case fit them? Or should i use lettercard size or something else.
Can i grab old warband, old deck, new warscroll and player cards and play in the new edition?
Especially if i only want to play with friends, who use my decks? Is there any value in staying in any older versions?
WHU 1.0 Sorry for another question, a friend of mine reminded me to ask about this too and Im not sure how this works hehe. Gambits with restrictions like the one on the picture, how does it work? The fighter with the name had to be activated during the action before the power step? Needs to be alive for that gambit to be played? Both? Neither? Thanks in advance!
WHU 1.0 Can you get Aetherquatz in another way that is not at the beginning of the game? You only have 1 token for each fighter and thats it?(Rivals format.)
Hello all, I really liked the models of the wurmspat since I first saw them. Now with the release of WHU 2.0 I decided to get them out of the box, paint them and get them on the table.
Since I'm not a super expierienced player and don't have the time to test everything arround I wonder which "factioncard" is best to use and which deck(s) for rivals and nemesis format.
I'll be able to do some games with just myself due to I own some warbands and all the new decks, but I would appreciate if someone can point me a direction of playstile and such information.
The Jaws of Itzl, led by the ferocious Sunblood Kro-Jax, fight with primal strength while struggling to follow their trapped Starmaster's cryptic commands. Opposing them are Grandfather's Gardeners, with Phleghmus Potbelly spreading Nurgle's grotesque blessings through disease, decay, and a deadly rot-fly named Squort.
Join us as we break down the warscrolls, explore the lore, and share our thoughts on how these warbands shake up the game.
Are there any Italians in this community or players of the first edition with Italian rules, miniatures and cards that still play or that want to give away their material?
There are certain abilities that cause a unit to Move as a result of an ability. For example the Sepulchral Guard has an ability " pick two other friendly fighters. Those Fighters immediately Move." After doing these non core action moves do the moved units gain a move token?
What do you guys think about them?. Any plan for this edition to play them ? In my opinion they get a huge nerf this edition and are almost unplayable.
Returning player here. Since I play the new game, while I had some decent fun I struggle a lot with my decks. I tried to make ones for krushas, headmen, zarbag, rippa, farstriders
I find it too difficult to choose one warband AND a first deck AND another deck as those seem to lack something to me. They feel a bit random.
How do you deal with this ?? Any advice for me?
Is there some rules interaction I missed? Because without some condition like having to crit, grievous is just +1 damage, so why the extra efford?
Did I got that right? - You can "choose" an upgrade for his Cannon once per game, and then use that upgrade on repeat by spending $WAAAAG tokens?