Xandire's Truthseekers

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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

Z: Dare I say it, the okayest warband in first edition. Nothing bad, but nothing spectacular. Flexible fighter profiles, forgiving inspiration and on-death abilities defined them before. Let's see if that's still true.

 

WARSCROLl

Z: Timing is more limited, but the condition remains the same. Depending on game plan, dangling one of the Stormcast out front as an early threat, so that the others can benefit might be the way to go.

P: I'm not salty that they all inspire when one dies unlike Hexbanes...

Z: Re-rolls are always great, so this is nice if you can set it up. Unfortunately, without a way to move him out of sequence, our sweet boy may not be in a great spot to grant this.

P: Yeah this feels more like a convenient add on rather than something you can plan around.

 

Z: This was previously a ploy that could only be used on a Dhoraz attack. Could be helpful to either support your Pillage pairing or counter your opponent's.

P: I'm sure there are plenty of interesting interactions this allows but it also feels like a niche benefit rather than a main tool to build around.

 

Z: Another ability lifted straight from one of their old cards. This time the one spell (remember those?) in their deck. I kinda wish the flexibility of using this on offense was still there, but -1 dice, is -1 dice.

P: This seems very good, though I'm not sure if you hold it for when your fighters are inspired or try to burn it early to make sure your leader is around for it.

 

Z: Same as before, with the added option to heal two fighters for one instead. I like the added flexibility, but If she gets focused down before your other fighters get hurt, this won't do anything.

P: Another ability that is hard to plan around, but double healing is pretty great

 

Z: A significant improvement on his previous ability. The range restriction is removed and you can push two fighters one hex now. I definitely don't want him be slain, but I do want to use this ability.

P: I think the best thing about this one is a double push will always be useful so the consolation is great even though you are losing a great fighter.

 

Z: Very similar to the previous ability, but the only one of these that got worse. Still fine, but no more multi-kills while inspired. With the ranged weapon upgrades that have been printed, I'm a little disappointed about the no upgrade restriction. I guess futureproofing never hurts.

P: This seems underwhelming, but a free attack is a free attack and the range allows for some flexibility with what you do with this.

 

FIGHTERS

Uninspired
Z: Going up to the standard Stormcast 5 health, but otherwise the same as before. A solid uninspired fighter along the likes of Morgok and Ironsoul. 2 bounty tells me that Taros is worth a bounty, which is less than ideal

P: It is, but it does mean less of a bounty spike from any one stormcast going down so hopefully your opponent isn't sure which one you value most.

Inspired
Z: Major come-down for her inspired side. She of course keeps the extra health, but the loss of the extra move and more importantly the extra defense really hurts. Cleave is nice, but I'm not clamoring to get her here.

P: Just cleave is pretty disappointing... Hopefully the rest of the warband gets more.

Uninspired
Z: Basically the same as he was before with the now standard 5 health. Base 3 damage instantly makes him a major threat. Combined with his fantastic on death ability, this makes me think he goes forward as the threat I make you deal with.

P: Definitely a big threat, I'd personally not want to lose him too early though!

Inspired
Z: Extra attack die here is fantastic, but once again no 2-shield defense. I'm definitely more interested in getting him inspired than Xandire.

P: I'll never say no to more accuracy.

Uninspired
Z: It's still not accurate, but she does gain her melee attack before inspiration now. Range 3 will always be useful, especially in warbands like this where you want to be able to make a non-charge attack at some point in the round

P: Lots of utility here, though perhaps a bit lackluster compared to the Emberwatch I think

Inspired
Z: Completing the trio of not going to 2 defense dice. She also stays at range 3, which isn't as big of a deal, but still confusing considering we have other range 4 fighters

P: 3 hammers with cleave and ensnare should make for some annoying attacks to push fighters out of position

Uninspired
Z: I think being worth a bounty and having no way to reposition without activating makes Taros the biggest liability of the animal friends that we currently have in the game. At least I get to gasp in horror as I call my opponent a birderer when they slay the poor boy.

P: Maybe not efficient, but a fast flyer can go grab a point late in a round to some decent effect. I'm also not sure I love the idea of spending time on that 2 dodge ahead of the other more dangerous fighters

Inspired
Z: I had forgotten that he previously gained grievous while inspired. That may have salvaged an otherwise bad fighter. Hopefully I'm wrong and it'll be easy to get him in a spot to get use out of Raptor's Eye, because he's not doing much else.

P: The bird is most certainly not the word

 

Summary

P: If they were previously the most okayest of Sigmars soldiers, I think they have taken a step up! But… not by much. I think there is a lot of flexibility here but without much control over the warscroll and the stats not being quite at the same level of some other elite warbands this warband likely won’t take the underworld by storm. Hopefully I’m wrong though and someone gets to show me how it’s done!

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