Thorns of the Briar Queen

Welcome to our rundown of Thorns of the Briar Queen. 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

P: Thorns of the Briar Queen, just in time for Halloween! Will this rehashed version of their digital warscroll be frightfully good, or hauntingly horrible? Let’s find out!

 

WARSCROLl

S: Worth taking into account a few key aspects when thinking about the ask here. First, they are all on 2-Dodge so that offers them some survivability if they have to endure an opponents turn. Second, they have three abilities that deliver a friendly fighter into this position following an opponent's action step. Overall, an intense and interesting inspire. (And an ongoing signature of theirs.)

Z: Between the abilities on the warscroll, pushes you'll likely want to run anyway and standing fast on those 2 defense dice, this isn't quite as hard as it might seem given the timing.

S: This ability will make you question if this is a Strike warband, where they otherwise appear to have great Hold chops. The answer is why not both?

Z: At the very least this should make that super important attack a near sure bet.

 

S: Another longtime signature of theirs, and notably this time once again tied to Varclov which makes him a priority target for your opponent. I love how this ability pairs with Wave of Terror if you'd like as it really opens their identity up to flexibility and ultimately lands them as a warband focused on making the most out of positioning.

Z: Just being able to reposition multiple fighters in a single action is great value for a warband like this, even if it's limited to once per round this edition. Ideally you'll set up two fighters to inspire and use Wave of Terror if your opponent doesn't do something about it.

 

S: Mugged is here to bring the teleporting back online! This puts the final puzzle piece into place for why they stole my heart in the Rivals of the Mirrored City release. Let's take a look at the next four abilities and how they'll each be leveraging this. (You read that right, 4 teleports incoming. They're back baby!)

Z: Teleports you say? And they set up inspires and Wave of Terror? I'll have 4 of those, thanks.

 

S: This is your offensive, orbital drop shock trooper. You want to ensure your attack absolutely delivers the pain? Deliver a Wave of Terror first.

Z: Really need this attack to go through? How about we just add surrounded to it?

 

S: Hilarious. I love that their leader is never safe as long as you have this on tap. Just don't get baited yourself!

Z: There's only a handful of warbands that can afford to play around this. This being fully after the activation means you're most likely getting that inspire and surrounded attack

 

S: It'll be pretty funny when they kick you off a feature token, only for another ghost to angrily emerge in its stead

Z: Phew, I finally took out that ghost on the token I need... aaaand there's another one.

 

S: This is the most out of your control and will be matchup dependent. To guarantee use out of it, you'll want to bring something that scores if your opponent is not holding treasure. (cough cough, Strip the Realm)

Z: If you're going for the Pillage gameplan, be aware this is specifically treasure tokens. If you've already delved the token, no mugging allowed.

 

FIGHTERS

Uninspired
S: Hmmm... well, for starters their fighter cards match their digital release exactly. But for those unfamiliar with them, we'll offer some light commentary for ya! Leading with the most accurate attack in the warband, but do you leverage it? Or do you focus on getting this slow mover inspired? Especially since she cannot leverage Mugged or other built-in positioning tricks. Well, let's see if that's worth it.

Z: She's got a reputation to uphold. Can't be going around mugging people or taking orders from Varclav. You'll just have to find some other way to get here there. That attack gets really accurate if you can set up Wave of Terror for it, too.

Inspired
S: Yep, well worth it! Really turns her up to 11/10. Accuracy, speed, and damage! The type of gal you want to gift a guard token to. Keep her nice and safe.

Z: I'd have to agree, she goes from good to great. Three dice always feels like the tipping point where I start to think about crit abilities having a real chance, and this three hammer (maybe with surrounded?) attack threatens 3 damage.

Uninspired
S: Well, as long as you want to be leveraging Soul Warden this fella will be sitting safely in the back. But 3-Health on 2-Dodge is a good start at self-sustained survivability!

Z: He actually starts with the most accurate attack in the warband, before we consider Wave of Terror anyway. That being said, keep him in the back as far away from everyone as you can.

Inspired
S: Spoilers: They all get that extra Move when inspired, which really ups their coverage (in case the teleporting wasn't already doing that enough). Varclav here, someone's been a jerk and attacked him. That's likely how we landed here on his inspired side anyway, and they missed! Those silly jerks. Time to clap back and with newly found conviction in the form of an extra attack dice!

Z: Another 3 hammer attack for this horde warband. That kind of accuracy doesn't need surrounded (but you'll still want it).

Uninspired
S: On 2-Swords, we're either looking at the most accurate or the least accurate attack in the game. One can never quite tell.

Z: I've certainly been smacked by Snirk enough to know that 2 swords is the scariest thing to see across the table.

Inspired
S: That's quite the flip in accuracy! Get this fella an inspire.

Z: I'm thinking he's going to be mugging at the earliest opportunity.

Uninspired
S: Hmmm... doing even less with that axe than Rope Anchor was doing with that rusted sword.

Z: Well, he's only half as tall. Half the damage makes sense.

Inspired
S: Woah, where was this strength and accuracy before! I take it back, get this one inspired!

Z: Quite the glow up. Now he can do more than just surround a fighter.

Uninspired
S: Are you about to be the exact same as the other axe guy?

Z: I have no jokes for why he only does one. Just get him next to someone and inspire.

Inspired
S: Yep! Can't surprise me with the same trick, but the consistency of understanding what an axe brings to the table is quite nice. Get this fella an inspire too.

Z: Got it. See an axe, inspire an axe.

Uninspired

S: Well... it's not an axe, so let's see what Bike Lock has here on his other side.

Z: That profile is looking awful axe-like. Better get him inspired.

Inspired

S: Phew, setting itself apart and leaving axes to mean one consistently unique thing. Well, done Bike Lock. Reward? Get this one an inspire!

Z: Something different! 3 dice interacts much better with wave of terror.

Uninspired

S: Hey Headless Nick, hmmm... I thought we agreed on what rusty swords meant.

Z: I say give him an inspire. He's earned it with the loss of his head.

Inspired

S: You've been hanging around Bike Lock too much. I'm kind of annoyed you didn't follow through with what that rusted blade should mean... I'm telling everyone not to inspire you. That should make you think twice about your shenanigans in the future!

Z: I think we can finalize the rules now that we've seen all of them. Axe: 2 hammers, 2 damage. No axe: 3 swords, 2 damage. Rope, no axe: 2 hammers, 2 damage, ensnare. Rules every ghost can follow. At least if they have 2 health.

 

Summary

P: Some seriously spooky stuff! I’m thinking these ghosts lean towards the good with their ability to pop out of nowhere and grab your wallet. I imagine the underworlds will be terrorized by these incorporeal ruffians quite a bit after this release.

The Mortal RealmsComment