Grashrak’s Despwigglers

Deck Type:

Competitive

warband:

Grashrak's Despoilers

User Likes:

18

Author:

WiggleFish

version:

Tabletop - Post FAR1.0

INTRODUCTION

Hello Underworlds fans!

 

This is my deck guide on how I like to play Grashrak’s Despoilers.

 

The Despoilers’ cards and stat-lines reward them for being aggressive and controlling the board, so this deck was designed with a Objective/Aggro play-style in mind.

 

If you have played Gitz, Skaven, or Grymwatch before, you should be able to pick up this warband with ease. If this is your first time playing a warband with this style, they are a fun warband to explore due to their aggressive nature, and will teach you lessons on fighter positioning and target priority.

the deck

(you can click the image for a deck builder link)

thundr.JPG

deck building guide

It is usually important to build your deck around the strengths of the warband you want to play, and this one is no exception.

 

The despoilers have six fighters of decent speed and varying levels of durability, and their faction cards reward them for holding objectives and boost their attacks to excellent levels of accuracy. This is why I think that the Objective/Aggro flex style is perfect for this deck.

 

Objectives:

 

The objectives in this deck focus around holding objectives and scoring easy glory.

 

Calculated Risk - A very easy to score card, usually while also doing something else. Also has synergy with the Berserk Bellow gambit.

 

Martyred - Usually very easy for this warband to score, given how weak the fighters are defensively.

 

Survival of the Fittest - Given how likely you are to lose fighters and kill the enemy, this is usually a reliable card in the second or third rounds.

 

Keep Them Guessing - A sometimes hard to score card with a great reward usually worth working towards. Helped along by Korsh’s action and the warband’s access to ranged attacks.

 

Swift Capture, Path to Victory, Despoilers, Conquerors, Supremacy - Rewards to taking and holding objectives.

 

Opening Gambit - An easy to score card

 

Shortcut - Trivial to score with Korsh, and also scorable via Shifting Reflection.

 

Raiders - A good card for an Aggressive Warband.

 

Gambits:

 

The gambits in this deck help you position your fighters and make your attacks count.

 

Sidestep, Vile Invaders - Great push cards to help your fighters get onto objectives.

 

Restless Prize - A great card for moving the objectives under your fighters, or into move/charge range.

 

Berserk Bellow - A great push card for knocking enemy fighters off objectives or into lethal hexes.

 

Mirror Move - A great push card due to its flexibility (push friendly or enemy fighters) and the fact that it blocks the same reaction window as your opponent’s Snare card. Keep in mind that you can react to the push when your opponent drives your fighters back during an attack action.

 

Pit Trap, Snare - Use these to get that final point of damage you need to get a kill.

 

Haymaker - A great card for making sure an important attack lands.

 

Blood Taunt - Use this card primarily for the +2 dice, though it can also be useful to make sure a fighter cannot be pushed off of the objective due to the guard token.

 

Shifting Reflection - A way to score Shortcut, and close the distance across the board or bring an unsuspecting enemy fighter closer.

 

Upgrades:

 

The upgrades in this deck mostly boost the offensive power of your fighters, due to this warband’s tendency to run out of steam if they lose their big fighters.

 

Great Strength, Gloryseeker - Great damage boosting cards.

 

Faneway Crystal - A great mobility card, and helpful for reaching far away objectives.

 

Nullstone Sword, Amberstone Axe, Larval Lance - Reliable weapons that make your smaller, weaker fighters deadly in the later turns of the game.

 

Great Fortitude, Sudden Growth - Cards to help keep your important fighters alive a bit longer. Very useful for putting on Draknar after his first charge.

 

Potion of Rage - Great for boosting a very important attack.

 

Crown of Avarice - A great card to make killing a fighter less attractive, especially one that is holding an objective.

playstyle

The general strategy with this deck is to play aggressively with Draknar, Murghoth, and Grashnak in order to provide cover for your other fighters that are holding objectives.

 

If you win boards, it is generally a good idea to take the three objectives, which forces your opponent to work to stop you scoring cards off of three objectives.

 

If you lose boards, consider placing at least one objective in the front of the other player’s territory in order to make Swift Capture easier to score.

 

In many matchups it will be very difficult to inspire your fighters early, but they have decent un-inspired stats and your main priority is to make space for to hold the objectives.

 

You will want to keep Grashnak alive as long as possible in order to make use of the Ritual counter mechanic, which is a great way to boost the accuracy of your warbands attacks.

 

Draknar will usually be a big target for your opponent since he hits so hard, so use cards to boost the 1-2 charges he is likely to make each game and make his attacks count.

 

Murghoth has decent damage, but needs to either be inspired or boosted with cards in order to be reliable.

 

Korsh should be kept safe until Shortcut is scored, or to grab a hard to reach objective. Remember you can use Restless Prize to move an objective into an edge hex.

 

Use push cards to position your fighters on objectives and then try to move or charge onto the objectives in enemy territory, ideally scoring cards like Despoilers or Swift Capture and forcing your opponents to try and stop you from scoring cards like Supremacy and Path to Victory.

 

As the game progresses, it is likely you will lose Draknar, Murghoth, or Grashrak, leaving your weaker fighters to do the heavy lifting. For this reason, it is important to make sure you have good target priority in the early rounds to mitigate how much the other player can do in the later rounds.

 

Upgrades like Larval Lance, Nullstone Sword, and Amberbone Axe will also help you stay in the game in the later rounds. Any of these upgrades can make your weaker fighters very deadly, and the extra glory from the Amberbone Axe is an excellent glory boost.

conclusion

Thanks for reading! If you try out this deck, let me know! I'm interested to know what works and what doesn't. If you make any changes that work well, I'd be interested to know that as well.

Discussion

Have anything to add? Click here to discuss this deck guide in the Forum.

Rate

If you found this guide useful, click the glory token to increase it's rating:

18

Copyright © 2019 Well of Power. 
This site is not endorsed by or affiliated with Games WorkShop. All Games Workshop © belongs to Games Workshop.