The Gnarlspirit Pack

Welcome to our rundown of The Gnarlspirit Pack. 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

B: Back from the Gnarlwood with beastie fangs bared, these Darkoath barbarians had a multi-form identity in first edition that was not supported by their Legends generic warscroll. Aggro with a fun face like this surely had to return.

 

WARSCROLl

P: Similar to first edition, just get the spirit tokens off/on a fighter but do we gain/remove spirit tokens the same way? Note that even if we do, because the timing rules have changed for inspiration you can end up having the inspiration happen mid turn.

S: In combination with not starting the game being influenced by either of these rules until a fighter first activates means each fighter has essentially 3 states they can exist in from a stats standpoint - uninspired (start game state), unleashed, and inspired. Navigating when a fighter should be in a given state will be part of what makes playing this crew a fun time.

 

P: Removing the token when a fighter is chosen to activate means they will inspire before that action, that is pretty big since it lets you time activations with stat changes. I dig it. Gaining the token post activation is essentially the same as the previous edition and will play the same way, so plan ahead if you need spirit form!

S: The coolest thing about these transforming states is that you can inspire a fighter immediately at the start of their turn - which means someone like Gorl is secretly threatening an extra damage while sitting on +1 Save, and then after a brief core abilities time inspired can switch straight back to Unleashed with +1 Save... wow, typing that out. Gorl is hella scary.

 

P: I love this design. Having the fighter with their full mental faculties make the plan while the rest rage out feels so appropriate. In terms of mechanics this is also a really strong ability since you can potentially push 3 fighters at once, but don't feel like you can't use this as just a second sidestep if that is going to help your game!

S: Like Phil, I too am a fan of this one. Seems to be the main reason to have a mix of Uninspired/Unleashed vs Inspired fighters too.

 

P: I'm not sure if this requires any spirit tokens but even if it does it is pretty easy to use and getting to slap a guard token down right when you need it is pretty awesome.

S: I did a rulebook/FAQ pass and didn't find anything permitting removing nothing, so I believe the removal of a spirit token here is indeed necessary. On the topic of the effect, this is generally best used on Sarakkar or Lupan and a great option to quickly get Lupan inspired and onto 2-Save.

 

P: While I think being able to deny Cleave and Ensnare is strong, having to telegraph it can easily mean your opponent just sidesteps that and attacks a different fighter. But, that is still valuable as it bought that fighter more time which is probably what you wanted in the first place.

S: Indeed. Mostly a priority target discouragement tool.

 

FIGHTERS

Uninspired
P: A very solid leader stat line. Getting the 2 hammer 2 damage treatment with 2 range is quite nice and being on 2 defense dice always feels solid. Add in a ranged attack, even if not very good, and Sarrakkar can kinda do everything.

S: Stat-wise, a direct port over from his first debut into the Underworlds. Threatening 6 move once he has a spirit token. With the new Aqua Ghyranis token I wouldn't be surprised to see a play where you activate him twice in round 1, once to get Guard and Spirit tokens and then once more to move 6 to hard hold the Aqua Ghyranis token.

Inspired
P: Picking up flight, a little ranged accuracy, and cleave at the cost of giving up his spirit token. I think you will know when you need that cleave and choose this option when you do but this is largely unnecessary as inspires go.

S: Yeah, I think I'd skip his inspire majority of the time. Leave him Unleashed. Last edition both of his Inspired weapon profiles were cracked, so there's definitely been some conscious reigning in done here.

Uninspired
P: Very respectable stats here for Gorl if somewhat basic for a 2 bounty fighter. His spirit form is almost assuredly what keeps his stats from being better here.

S: I second that. And the entire warband has fairly accurate delivery for 2-damage attacks which is a nice baseline.

Inspired
P: I see Gorl hit the gym and picked up some more damage and brutal. Similar to Sarrakkar you won't always want to forego the spirit form but this is a high accuracy high damage attack so it will fit the bill sometimes.

S: If you think about the fact that once Gorl has a Spirit token, he can instantly inspire at the top of any upcoming action step it makes this extra damage quite sneaky.

P: Yuuup. Was definitely not tracking that you essentially get the best of both worlds!

Uninspired
P: Almost the same as Gorl, until spirit form is taken into account. Being speed 4 with all of these stats will allow for some assassination runs I'd imagine. Kheira could be pretty scary early game.

S: Strong starting stats, and even more so once you realize she's at 4 attack dice after her first action step and going forward.

Inspired
P: While this looks like an accuracy boost it really isn't because of spirit form. Just gaining critical grievous is not amazing, but you might as well unless you need her to be in spirit form for the other warscroll abilities.

S: Interesting, this really is just the potential for an extra damage on Crit grievous AND she can hold treasure in this form. I don't know if there's really much reason to not inspire her.

Uninspired
P: Another utility fighter, but unlike his boss, Lupan is much more fragile with only 1 save dice. I think you will want to use him to harass early until you can get him up and running with spirit form or an inspiration.

S: Yeah, certainly want to keep him at arms length until you can switch on his strengths. The accuracy bonus is a nice option if you want to stay uninspired and inspiring gets him primarily on 2-Dodge, so you can feel out which is more important to you.

Inspired
P: Because here he gets more defense and the stagger with an extra attack dice is solid on the ranged attack.

S: That stagger is a nice touch and will certainly surprise folks if you transform for it. I think most of the time you're jumping over to this side for the 2-Dodge though as you're Range 1 attack does worsen here without Unleashed supporting it

 

Summary

B: This new iteration will feel old to Gnarlwood veterans. Each fighter has the ability to flip flop between Beast and Inspired as it suits them. This was nerfed before as the on-demand abilities were too powerful. But nowadays the warband is divorced from it's Blazing Assault level faction deck, so the warscroll being what they need when they need it, feels appropriate. The unfortunate aspect is the internal balance of the Beast/Uninspired/Inspired abilities have clear winners, with many fighters having a clear preference. Gorl will be the Transformer of the bunch, hulking out each time he wants to smash and calming down into turtle mode. A familiar return for the warband.

The Mortal RealmsComment