The Shadeborn

Welcome to our rundown of The Shadeborn. Make sure you catch our podcast coverage of the release. For everything out with this release window, follow these links:

Thanks go to GW for providing a review copy to make this content possible.

Introduction

[D]AVY, [P]HIL, [B]RIAN, [S]KYLER & [Z]ACH

D: Was very excited to see how these shadow-elves made the transition to a true second edition incarnation. A signature characteristic used to be taking advantage of cover tokens, but those only exist on the back side of treasure now, so how far can that schtick go?

 

WARSCROLl

D: Pretty controllable, and a good argument for pings. In first edition, there was a tension between holding on to pings for kills, or using them to set up the inspire. With most pings being restricted to non-vulnerable fighters, that choice is a little easier. No need to hit, which is nice. But it's important to note that no one in this warband gets a defensive bump for inspiring, which is kind of what you'd want after getting in harms way with an attack. Countdown to Cataclysm seems like a tempting initial pick, what with its pings and Improvised Attack allowing a power step inspire if timed/targeted correctly.

S: Woah, very cool inspire. As you were walking through it, I was loving everything you were putting down here until you said "no one in this warband gets a defensive bump for inspiring"... trigger concern, panic, and reviewing their fighter cards... ummm, Davy, where did their inspired 2-Dodge stat go? CONCERN.

D: I mean... this ability reads- get in enemy territory right quick. Most of the warband is on one dodge, so that re-roll is badly needed. The cover request makes Pillage and Plunder an attractive initial pairing option.

S: Previously this ability was only present on their uninspired profile and was meant to give them a slight boost towards surviving long enough to get inspired. I pretty strongly dislike having this ability over 2-Dodge once inspired.

 

D: I think the meta is sliding towards extra defense dice. I can think of plenty of times where a two wound fighter on guard (Hi Squort!) is squatting an important feature. This is a welcome bump and will cover a big portion of most boards.

S: Agreed. And maybe the only place I've seen -1 Save dice in this edition? Certainly not on any cards thus far. Handy and oddly rare!

 

D: Can't argue with a range 3 ping. Obviously great for setting up inspires or kills.

S: Aye

 

D: Saucy. This is a huge defensive boost- cover for a better success rate coupled with a defensive re-roll. Don't sit on this too long- you'll need the defense early when you're still in your own territory.

S: Pretty cool that it lasts a whole round though!

 

D: So sad this is just once per game. It takes some set up (unless, you know, you're using the ability above). Can definitely be paired with a charge, which is how you'll want to use this. There are some cases where you're getting a fighter out of danger. A pretty nice threat to wield against Grymwatch or Exiled Dead. Or anyone trying to hide a lynchpin fighter for that matter.

S: Absolutely deflating. Is it cool? Yes. Was this previously built into all of the Shadeborn once they inspired? Also yes. To reduce this to once per game is akin to limiting the Warden's ability to push 2 of the Sepulchral Guard forward to a once per game ability. Tragic.

 

FIGHTERS

Uninspired
D: Very tasty uninspired side. Cleave and ensnare with two hammers is very solid early game accuracy. Two dodge is important for the fighter you're probably trying to use to go the distance.

S: Outside of previously having Shadow Ambush built-in and on tap, she's been completely retained from her initial debut in Nethermaze.

Inspired
D: Only pickup is an extra die, and still worth it. Extremely accurate now, and a grievous upgrade won't sacrifice *too* much accuracy. Duelist on this fighter to maximize uses!

S: You heard the man, get her Duelist and get her attack surfing.

Uninspired
D: Drusylla is the first backup damage dealer here, held back like the rest of the subordinates in this warband by a sad one dodge on defense. Range 2 helps for getting a chance to attack, earn an inspire and still do more work in a round.

S: Coming in with the 1st edition commentary, she's gained a health over her former self.

Inspired
D: She just picks up grievous, but that might well be enough. Two bounty protected by one dodge is concerning.

S: Concerning indeed... which she had in former life. Still a decent fighter and one you'll want to manufacture a 2nd Save dice for as quick as you can.

Uninspired
D: Sylarc coming up in the world! Now two bounty, must not be the whipping boy of the crew anymore. These are actually pretty nice attack options uninspired. Perfectly serviceable, and the chance to lay damage at range can set inspires for the rest.

S: Thematically I'm surprised to see a male fighter valued so highly within this warband from a Bounty standpoint. Enjoying an extra health over his time Nethermaze as well.

Inspired
D: And by set up inspires, I mean set up someone else's inspire. All he gets is ensnare on ranged attack? Boooo.

S: Yikes.

Uninspired
D: And Valyssa. Last editions combo fighter. Let's see how that presents. Uninspired is a fine/serviceable attack.

S: Essentially combining the damage output into a single attack this go around.

Inspired
D: Gambling for extra damage or swinging in for decent accuracy is a nice set of options to be able to pick from. The threat of three damage is going to be at least as important as how often it actually goes off.

S: All in a safe as houses, 1-Dodge frame.

 

Summary

P: I really hope there is more than meets the eye to these shadow denizens, but it feels like they might be a step behind much of their competition. The models are too cool to not see some play though so maybe some legend will prove us all wrong!

The Mortal RealmsComment