Crash the Boards (Pt 1) - Risky Boards
Choosing a board in Warhammer Underworlds is like choosing a present for your significant other - if you get it right, you'll look awesome; while getting it wrong won't kill you, you might make things much harder than they need to be. Even getting it badly wrong won't be fatal, but you might wish it was. Continuing the analogy, preparation and attention to detail matters; but also, copying what others do slavishly is a REALLY bad idea. Context, as ever, is everything.
That said, your choices will depend on the style of Gitz deck you're running and some of the cards you've picked. The biggest and most obvious factor here is whether or not you have won the roll off, and I've endeavoured to cover off both eventualities in this article.
Also playing a major factor in your selection is whether you need access to a lethal hex for Calculated Risk and/or Martyred. From my perspective, I would include both these objectives in my 12-stack every day of the week. One is a glory you can score immediately with a single action, the other is even easier, though I wouldn’t recommend planning to use a lethal hex to scored Martyred.
Calculated Risk’s move
to the restricted list (which was wrong, by the way, #FreeCalculatedRisk) has
changed the dynamics of board selection a bit. Previously, as almost everyone
was running the card, it was possible to gamble and play a non-lethal board,
and be reasonably confident your opponent would play a board with a lethal hex
or two. Now though, you have to be
self-sufficient. If you’re including Calculated Risk, you’ve got a choice of
six boards.
In part two of this article I’ll talk through the non-lethal
boards, which is obviously for those of you who aren’t running Calculated Risk. If this is you, I'd still read through this article, because you'll likely be considering a few of these boards.
- Room to move: Gitz thrive in an environment where they can encircle the foe. If you can ensure your opponent’s fighters can only come at you from one, predictable direction, you should be able to protect your important fighters, and set up supports to increase your Gitz’ survivability.
- Space to Live Dangerously: As we’ve discussed, you want lethal hexes, close enough that you can get through them in a single movement, but not so close that you can be easily knocked-in. Ideally, you want lethal hexes to be two hexes away from a starting hex.
- Location, Location, Location: You also want adjacent starting hexes. Getting off those Scurry moves can be crucial for your action economy and scoring of objectives like Keep Them Guessing and Mad Scurry. Keep Them Guessing might not work on reactions any more, but it’s still a powerhouse in Gitz decks. A charge action will still tick off two Actions for the price of one, as will the fighter card action of Drizgit.
- Ideal for Pets: Speaking of Drizgit, be on the lookout for Creative ways to use Squigs. The Squig Handler’s best use is during deployment. He can block off sections of the board, create choke-points, shield Snirk, clog up lethal hexes (great for stopping alpha strikes!) or any number of other tricksy things. Remember, you’re not obligated to put the squigs closer to the enemy than Drizgit. As long as Gobbaluk and Bonecracker are adjacent you’re golden.
Let's now dive into the sales catalog. For each I've gone through a brief description, advantages, disadvantages, a suggested set-up (a few of which I've assumed you've lost the roll, and so have set it up in the least favourable config I could think of) and an overall rating.
Arcane NexusDescription: The Arcane Nexus is a relatively open board, with three lethal hexes. Two of its sides have starting hexes adjacent to no-person’s-land. Only two starting hexes are adjacent to one another. A renovator’s dream.
Advantages:Three lethal hexes that are difficult to turn against you if you’re offering this board to your opponent. No blocked hexes allows movement laterally or away. Can be a good offset board if you win, but that is a rather crowded category. Capacity to long-board with no starting hexes on front row.
Disadvantages:Starting hexes are dispersed, limiting scurry options and objective placement. Two Starting hexes are next to lethal hexes, which can turn any 1 damage attack into a potentially lethal attack.
Suggested Set-up:
Advantages:Three lethal hexes that are difficult to turn against you if you’re offering this board to your opponent. No blocked hexes allows movement laterally or away. Can be a good offset board if you win, but that is a rather crowded category. Capacity to long-board with no starting hexes on front row.
Disadvantages:Starting hexes are dispersed, limiting scurry options and objective placement. Two Starting hexes are next to lethal hexes, which can turn any 1 damage attack into a potentially lethal attack.
Suggested Set-up:
You lost the roll. Let's sandbag, and try to minimize risk, while being flexible enough to respond to what your opponent is doing. Here we see Dibbz and Prog set up close to the action. Stikkit is also in moderate danger, but could be the beneficiary of the first action (guard) if you're holding Change of Tactics. Snirk is well shielded, and shouldn't be inspired until you're ready to activate Drizgit, and then scurry Snirk up to the midline. Zarbag attempts to remain unobtrusive, while Redcap is something of a floating reserve. If you're not playing Warning Shot (or you're holding it in hand), you might want to switch Redcap and Zarbag, so Redcap is in position to make an Attack action if you're holding Keep them Guessing.
Verdict: Possibly
the worst option with lethal hexes. But it’s okay, you’ve had to pay extra for
this trash. 1/7 Starting Hexes.
Animus Forge
Description: A Dwarfish Health and Safety inspector’s nightmare: A pair of blocked hexes, and a pair of lethals. One set of adjacent hexes and potential to long-board with no starting hexes on front row. Zero breakout spaces, and no natural light.
Advantages:
A pair of blocked hexes can be turned into a very handy chokepoint if you’ve won board roll. Only two fighters will be left outside the ‘gate’, but one is quite far back. Consider deploying Drizgit here, creating a squiggy counter-attack force. Can give Mollog something of a headache if you lose.
Disadvantages:
A poor option if you lose the roll. Aggo bands will set you up with a lot of fighters on or around the midline, Thundrik’s Profiteers in particular will enjoy squaring up to play lethal-hex billiards. Constrains Snirk, unless you’ve got cards like Hidden Paths and Shadowed Step.
Suggested Set-up:
Description: A Dwarfish Health and Safety inspector’s nightmare: A pair of blocked hexes, and a pair of lethals. One set of adjacent hexes and potential to long-board with no starting hexes on front row. Zero breakout spaces, and no natural light.
Advantages:
A pair of blocked hexes can be turned into a very handy chokepoint if you’ve won board roll. Only two fighters will be left outside the ‘gate’, but one is quite far back. Consider deploying Drizgit here, creating a squiggy counter-attack force. Can give Mollog something of a headache if you lose.
Disadvantages:
A poor option if you lose the roll. Aggo bands will set you up with a lot of fighters on or around the midline, Thundrik’s Profiteers in particular will enjoy squaring up to play lethal-hex billiards. Constrains Snirk, unless you’ve got cards like Hidden Paths and Shadowed Step.
Suggested Set-up:
Verdict: A mixed bag. It’s worth considering if you win, but not if you lose, Mollog excepted. 3.5/7 Starting Hexes.
Ruptured Seal
Description:
An incredibly generic looking board with little to engorge the loins. I must confess to not having played this board too often, as it doesn’t really seem to have anything special in its favour. Only two starting hexes are adjacent. Two bathrooms, and original period pieces throughout.
Advantages: A Maximum offset to the left will enable you to set up with a lethal hex on the midline, and no starting hexes within two. This makes for a nice defensive set-up. Snirk can have fun in his own board. A good choice to offer up to a Mollog player if you suspect they’ll be playing long-boards.
Disadvantages:
No blocked hexes, which plays into the hands of Thundrik, Mollog, and Cursebreakers. Otherwise acceptable as a losing-roll board.
Suggested Set-up:
Very similar to the Arcane Nexus set-up. And again I'm assuming you've lost the roll. Zarbag is at the back, potentially allowing a Hidden Paths counter-attack. Stikkit also is hanging out as a reserve. Drizgit shields Snirk again (a common play of mine), Redcap has good position in the centre, while Dibbz and Prog again draw short straws.
Verdict: A tad dull, but lots of freedom to move and to make mistakes. Interestingly, that’s a 13 word review of my upbringing. 3/7 Starting Hexes.
Verdict: A tad dull, but lots of freedom to move and to make mistakes. Interestingly, that’s a 13 word review of my upbringing. 3/7 Starting Hexes.
Penitent’s Throne
Description: The only ‘lethal board’ to have two sets of adjacent starting hexes! Also comes with two lethal hexes without adjacent starting hexes, a short blocked hex wall, and planning permission. My favourite board to slap down if you win the board. Considerably less good if you’ve got to offer up a board, but still workable.
Advantages
The blocked hexes make a good Zarbag or Snirk hidey hole if you’re playing tomes, or are planning to use Hidden Paths to get in once the game is more advanced. 2x2 adjacent starting hexes allow for some good use of Scurry, and allow lots of options for objective placement centrally. A good long-board candidate with both lethal hexes close to the enemy.
Disadvantages:
A starting hex in three of the four corners means that someone will be left high and dry.
Suggested Set-up:
Congrats, you won the roll. Drizgit provides a wall, screening Snirk and setting up fights on our terms. Dibbz is pointman yet again. Sucks to be that guy. Redcap is a floating reserve, able to get behind Drizgit and Snirk, or be thrown in the deepend with Hidden Paths. Prog and Stikkit are likely going to make their way to objectives, though Stikkit can charge through a lethal hex to achieve Calculated Risk and/or Change of Tactics, and/or Warning Shot. Zarbag again attempts to avoid sharp objects.
Verdict: A great option if you win and want a more proactive choice than the Molten Shardpit. Plenty of Scurry opportunities and is forgiving enough to be offered up without too much fear.
7/7 Starting Hexes.
Verdict: A great option if you win and want a more proactive choice than the Molten Shardpit. Plenty of Scurry opportunities and is forgiving enough to be offered up without too much fear.
7/7 Starting Hexes.
Molten Shardpit
Description:
The artist formerly known as the Bermuda Triangle. Three lethal hexes together, with a central-ish blocked hex. Two (almost three!) starting hexes in opposite corners. One pair of adjacent starting hexes. Quiet neighbourhood. Suit retired couple or young family.
Advantages
(Yet) another good offset candidate if you win. See one of my earlier articles for how you can make life difficult for folks with tactical use of Drizgit.
Disadvantages:
Lethal hexes can be difficult to access for Calculated Risk without wasting the action. Only one adjacent starting hex pair. Offering this board can present problems, especially vs aggro, as three of your fighters will end up adjacent to no-person’s-land.
Suggested Set-ups:
A Longboard Option! Assuming you've won here, because that's a dumb setup for an opponent to choose. Drizgit forms a wall, but this time he's protecting Prog. Snirk could be swapped with Prog if you don't have both Shadowed Step and Hidden Paths. Redcap and Stikkkit are well placed to move forward or sit on objectives.
Bonus! Also a winning roll. This time Drizgit sets up a very fine wall, Dibbz finally lucks out. The other archers are placed at the back, but still within range of the midline. If you're anticipating a more defensive approach from the opponent, you could switch one of them with Prog, so as to threaten from the side, or teleport in with Hidden Paths or Faneway Crystal
Description:
The artist formerly known as the Bermuda Triangle. Three lethal hexes together, with a central-ish blocked hex. Two (almost three!) starting hexes in opposite corners. One pair of adjacent starting hexes. Quiet neighbourhood. Suit retired couple or young family.
Advantages
(Yet) another good offset candidate if you win. See one of my earlier articles for how you can make life difficult for folks with tactical use of Drizgit.
Disadvantages:
Lethal hexes can be difficult to access for Calculated Risk without wasting the action. Only one adjacent starting hex pair. Offering this board can present problems, especially vs aggro, as three of your fighters will end up adjacent to no-person’s-land.
Suggested Set-ups:
A Longboard Option! Assuming you've won here, because that's a dumb setup for an opponent to choose. Drizgit forms a wall, but this time he's protecting Prog. Snirk could be swapped with Prog if you don't have both Shadowed Step and Hidden Paths. Redcap and Stikkkit are well placed to move forward or sit on objectives.
Bonus! Also a winning roll. This time Drizgit sets up a very fine wall, Dibbz finally lucks out. The other archers are placed at the back, but still within range of the midline. If you're anticipating a more defensive approach from the opponent, you could switch one of them with Prog, so as to threaten from the side, or teleport in with Hidden Paths or Faneway Crystal
Verdict: Absolutely
excellent if you win, but puts a majority of fighters in harm’s way if you
lose. 6/7 Starting Hexes.
Shattered Refractor
Description:
The Scurry Board. Three adjacent starting hexes, a nearby lethal, and two blocked hexes with a gap between. Currently tenanted. Good rental returns.
Advantages
A good board to hand your opponent. The majority of your fighters will be safe, and plenty of scope for Drizgit shenanigans
Disadvantages:
There’s only one lethal hex, and it’s adjacent to 3(!) starting hexes. This is bad versus any of the shooty-warbands. I find myself going through this lethal hex not infrequently, even without Calculated Risk in hand. It’s quite annoyingly placed.
Suggested Set-up:
The Scurry Board. Three adjacent starting hexes, a nearby lethal, and two blocked hexes with a gap between. Currently tenanted. Good rental returns.
Advantages
A good board to hand your opponent. The majority of your fighters will be safe, and plenty of scope for Drizgit shenanigans
Disadvantages:
There’s only one lethal hex, and it’s adjacent to 3(!) starting hexes. This is bad versus any of the shooty-warbands. I find myself going through this lethal hex not infrequently, even without Calculated Risk in hand. It’s quite annoyingly placed.
Suggested Set-up:
Note: I stuffed up here, Zarbag and Snirk should be switched. I've assumed you've lost this one, but you've still got all the tools you need to make a good fist of things. Unless you're holding Change of Tactics I'd suggesting activating Drizgit first, moving the squigs to cover lanes or protect Stikkit, then scurry Zarbag onto an objective and Scurry Snirk forward. See one of my earlier articles about how to best leverage this set-up.
Verdict: A good all-rounder. You should definitely include this one in your rotation, and can be a good option for game one, whether or not you win the roll. 6/7 Starting Hexes.
Verdict: A good all-rounder. You should definitely include this one in your rotation, and can be a good option for game one, whether or not you win the roll. 6/7 Starting Hexes.
Go well, and as ever, I'd love your feedback - I'm not Moses on the mount, I've more than likely said a lot of stuff that is inaccurate, optimistic or just plain wrong. Feel free to comment below or get in touch on the Facebook.
Cheers
Rowan
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