Michael: What’s good folks! Clearly Underworlds, that’s what. A new FAQ just dropped so my fingers will probably hurt from all this typing but without further ado let’s get into the review!
First of all, obligatory source citing – https://www.warhammer-community.com/en-gb/downloads/warhammer-underworlds/
SPITECLAW BUFFS!!!!!!! I LOVE UNDERWORLDS

SPITECLAW HAS BEEN BUFFED (it’s more of a sidegrade but it’s ok HE GOT ACKNOWLEDGED)
Scheming Pack – IT FINALLY SAYS MELEE ON IT. This is a huge nerf as we can no longer have crit-Grievous on the Hurled Weapon. My initial sadness from this was so much that I completely missed that it’s now JUST Grievous! This is absolutely HUGE for Spiteclaw and you get bet that I will be grinding The Greatest Warband of All Time now.
Out of my way, fool things! – You can now switch with ANY fighter, which is INSANE. Pacifist Skaven got a MEGA BUFF! So did any and all hold gameplans involving the Swarm.
Overall, these buffs are insane for Skritch and Co! They make them much more consistent and buff passive play lines that focus on tokens as well as more positional focuses stuff – try Deadly Synergy with them now! I LOVE UNDERWORLDS.
ZONDARA CHANGES?

Zondara has been off the radar for a while…
The change here took me 5 minutes to spot but it’s basically that Undying Love can now be used once per round rather than per game. I think that’s it? If I missed something just ping me 🙂
Anyways, this makes the warband a lot more smoother to play. Zondara’s biggest weakness was her lack of escape tools and now she has one! Well, it used to be one but now it’s 3. Also you can dive Ferlain and then pull him back out 3 times a game now.
Overall, a net buff!
A SWAGGERING BUFF

Blackpowder got buffed for the second time.
Swag Blast – This now is quite a blast. It not only does more damage and cleaves (btw this is the only Cleave Stagger in the game), but it also has a MASS sidestep involved on top of a LOCKDOWN! This is a really fun and strong change on top of giving the weapon an ability if the attack misses which is super strong. This also makes Reckless Fury playable with Blackpowder, as the minions can now charge themselves out.
Swag Mortar – I believe the exact same buff got applied to this weapon? Same as above – huge mass sidestep, on top of Braced for the whole minions crew and an ability to use even if the weapon misses.
Last time BP got buffed in May I talked about how it was annoying his attacks didn’t do anything on a miss. Now they do, which just like Skritch, make the warband a lot more consistent and better to play with as a missed roll won’t mess you up. On top of that Reckless Fury is now a much better pick for the band. Net buff!
GET WHAT YOU DESERVE

Longtime readers know that I am the #1 Dromm and Co hater. In fact, I carry a seperate set of dice around JUST to use against the Gorehulk.
Thus, you can imagine my excitement when I saw this change! Gorehulk now NO LONGER has Range on his super OP attack.
This is a huge nerf, as the biggest strength of Dromm in the eyes of other elites was their relative range compared to other brawlers. I love this change personally but it does take the warband down a notch as most other elites are simply better now.
DUB-ELYOU CHANGE

Ok, so I actually went on a Grinkrak spree back in summer last year and wrote up a guide about them. This change makes me want to go back and reread it to play them again!
The change here is that Dub now lasts the WHOLE GAME rather than a whole round. This isn’t a huge buff, because often times the dubbed fighter gets owned about 2 turns after getting Dubbed, but is definitely a very nice QoL change and I love how it opens up some much more fun Voltron play patterns. It also makes the ‘first Dub’ much less of a throw because you can now actually use the fighter late game!
If you are interested in the Looncourt as well, I’d love to help you out with Lunatic’s Journey to Knighthood!
DELUSIONAL CHANGE

Genuinely insane that the ghouls got away unscathed for so long despite being better than Gitz in my eyes. We may or may not have to scrap an article now but all good.
Anyways, the change here is that Grymwatch can no longer raise in any power step. Only in yours. This is a pretty big nerf to the skill floor of the warband but they still shine with a skilled played piloting them as you can premove the Raise to do some funny stuff. However, it does open up a lot more counterplay as your opponent now always has at least a turn to shut you down.
Net nerf!
AGENTS ARISE

HEXBANE BUFFS! WHY DOES GW MAKE EVERY GOOD CHANGE EVER IN ONE PDF?
Anyways, the inspire now justifiably inspires Pock when one of the dogs die. This is a very nice change but I personally hate to see any one of Pock or the dogs die so… that problem still stands.
Next, Marked for Vengeance got a HUGE buff where the entire warband does extra melee damage through Grievous against the Marked Target. This is very important as you now get +1 die and damage, which makes killing Hexbane very scary now – a very important feature of this warband.
Overall, this makes Hexbane a lot more punishing to play against. The Hexbane player doesn’t see much play line changes (I think) but opponents will certainly need to think about killing each and every agent now.
Net buff!
A TRAP?

Hrothgorn buffs! Justified.
More Traps now comes with the super OP rule where after placing the trap you can push the ‘trap placer’ one hex. While the intention here is clearly to throw your own gobbos into the trap, I believe most players will use this to push Gnoblars away from it in order to prevent instant dinks into the trap and having it removed instantly. Shame.
Surprising Competence was largely unchanged but it does now give the trap replacer a Guard token. Which is pretty insane cause two of them do go to 2 Dodge when inspired.
This change allows for a lot more play with Emberstone Sentinels where you use the trap as a Sidestep spam or a Guard token spam. Really funny and maybe not intentional but certainly one way to go about the changes. Overall it does just give the warband some much needed flexibility in what they do other than the trap. Net buff!
JEALOUSY

Kainan, having heard of Thanatek’s imminent arrival (love the warband btw), got buffed in compensation. For the three once per game abilities, the timing got changed to In a power step rather than After your activation.
Dire Ultimatum – Net buff, as you can see if your opponent plays stuff like Deny Invaders and then choose to use it.
Monolith Stance – Same.
Unrelenting Assault – same but even more, as you can now wait till an opponent burns their pings on another Mortek and then say ‘surprise!’.
As for Mortek Advance – I genuinely cannot find what changed. I am really sorry. As soon as I know, I will update the article. Edit: thanks to Windy (Slippy) for this – but you now have to end adjacent after each ‘move’ as some people were playing as if it was only after the whole ability resolved. Many thanks for pointing this out!
Overall, this is a slight buff and it does make Kainan a lot smoother to play! Not needing to have a very precise window to activate abilities is really nice.
FORETOLD BUFFS

Crone buffs!
The inspire got changed to also trigger off of the initial round roll off. Really nice, and brings the consistency and starting power of the warband up a lot.
Next, Foretold Slaughter got reworked. It now gives Cleave and Ensnare rather than crit Grievous. Sure, this makes the warband a lot more consistent, but they now no longer have any access to 3 damage which is quite hilarious. Still I’d argue it’s a buff, as you can proc the Prophecy roll even more now with built in accuracy!
NEW STAGGERERS IN TOWN!

OH MY GOSH GW IS ACTUALLY THE BEST THING ON THE PLANET.
We got some huge staggerers buffs! Kamandora’s blades now also give the target of the attack a STAGGER TOKEN. Huge.
BUT, Slashing got hugely reworked for it’s damage. Basically, it no longer bleeds after any core ability, but instead bleeds them after they get their second or subsequent Stagger. This can proc multiple ways – either getting pushed into a Stagger hex, Delving, or simply hitting a second attack. Is this a buff or nerf? I’m not sure too be honest. Seems more of a nerf. I personally like this change as it has the word ‘stagger’ in it, but I recognize that it does take a lot from Kamandora’s unique mechanics.
HERALDING SOME CHANGES

Kurnoth’s Heralds got some buffs!
Precision Volley got changed. She can now shoot the same target. I’m going to be honest, I thought she already could. So now if I do it I am no longer cheating I guess. Net buff for sure! You can now burst down an enemy from Range 3!
Lenwythe got a SECOND buff making her inspired side 2 Dodges. I swear, her 1 Dodge worked as 4 Dodge already. Still, on paper this is a net buff.
This definitely brings Lenwythe up to pace with the rest of the warband. She now poses an actual threat, or is at least more of a nuisance, compared to the other two demons in this warband. They are now much more annoying to deal with. Net buff!
DANKHOLD NERFS

Mollog got some nerfs making him no longer brain-off aggro and raising his skill ceiling (I recognize we have some absolutely insanely skilled Mollog players btw this was just a joke and any insult is unintentional)
Unnatural Hazards is now ACTUALLY usable because you are forced to pick different abilites and can no longer spam ‘my minions never miss’. This is a net nerf, as Deadly Synergy Mollog takes a huge hit. It will redefine Mollog as warband – curious to see where this goes!
Infestation – This now only can be activated in ‘YOUR’ power step. Huge change, just like Grymwatch, this gives a lot more counterplay to the opponent.
Overall, Mollog will change a lot. RF and DS are no longer as OP on him as they used to be due to the Raise change and the removal of Nasty Critters spam. Curious to see where the wind takes us with the troll!
MY DISSAPPOINTMENT IS IMMEASURABLE AND MY DAY IS RUINED

Rippa got buffed 😦
Rippa can now swing his – or rather, bite with his wolf after a drawn attack, not only a missed attack. This brings the warband up a lot more consistency-wise, which seems to be a general trend in this patch. Net buff!
COOKED OR COOKING?

First of all shoutout to whoever highlighted the changes.
Next, Skinnerkin got some changes.
Inspire is nerfed, now requiring a stockpile of 3 tokens rather than gaining 3 over the game. This hurts their early game but also makes them easier to pilot and gives them a breakpoint where not only do they inspire but they can spam abilities by having a stash of three tokens!
Next, Grasping Talons now ALWAYS does something. It has a 50% chance to ping+haunch, and a 50% chance to push. This makes the Carnskyr a lot more consistent.
You can no longer inspire enemies with your first warscroll ability. Oh no. Edit: thanks to Windy (Slippy) for this – but you can also inspire another friendly fighter now, not necessarily the one who uses the core ability!
Now, a real nerf, you can no longer heal in your power step and only in your opponent’s power step. While this does still allow you to heal up after an attack, it won’t happen twice before the next swing anymore. This hurts the survivability of the warband but makes not having 3 damage no longer a lose-con.
Overall, these changes are net nerfs. The Carnskyr buff is nice and the nerfs aren’t too bad however, it shouldn’t hurt the warband too much (I hope).
DEADLY COMMAND TO BUFF

Velmorn got buffed!
Deadly Command and Command Counters are no longer removed at the end of the round! Huge change and makes the warband much cleaner to play.
The Velmorn Curse no longer needs a Raise token but is only once per game. Thanks to PincelFalso for pointing out that my initial assumption was wrong! Turns out this ability is not busted but just normal power level – probably a buff to be honest!
Rise Again – now usable in a power step! Also it’s no longer a core ability. Also it’s once per game. This is a net nerf but let’s be real – not much people were using Raise more than once a game, meaning it could lowkey be a buff that it happens in a power step. I think the main issue is it loses your command token now.
Overall, these are net buffs to Velmorn. They feel much better to play, the Raise is usable now, but the Grave Guards are even more annoying to deal with than before. These could be a meta contender for sure!
WRITTEN IN THE STARS

Some very well deserved Stalkers nerfs.
These guys get the MOST in the game upon inspiring. It only makes sense to change the inspire to be more deniable, namely make it after an opponent’s power step. There is still a line of sidestepping onto a token in your opponent’s turn but the inspire is much less consistent now and much easier to play around. Overall a nerf, but not a warband killing nerf.
TEMPTING…

Ok, Temptation dice got a huge buff. Thricefold deserve this. A little.
They now do damage if accepted and push if rejected. This is probably as it was intended in the first place! This is a great change and makes the ability an actual choice now, and not ‘poisoned brick or fountain of life’.
It’s interesting to see how this change will play out. It will make 3xd more annoying to play against but it’s not too oppressive… I think?
NERFED BUT ENOUGH?

Wurmspat finally got nerfed!!!!
First of all, Cleave now shuts down their damage reduction. Ok, so that’s one way to do it. Wurmspat now auto lose to cleave. However we still have the issue of not every warband in the game having access to it. Blazing Assault stocks just went up!
Next, Bile now only reduces movement by one. Still annoying but WAYY easier to play around now. Definitely deserved.
Finally, most important of all, Bile now applies after the attack hits! So no more killing swarms to inspire. Huge change that will sink Wurmspat down but they are definitely not bad yet.
EYE OF THE RAPTOR

Xandire’s got a minor rework. Raptor’s Eye no longer gives them re-rolls. Instead, it allows them to push Taros around to follow enemies and allies. I mean, I guess it’s nice but it doesn’t really affect the warband’s viability. Not a nerf, but not a buff either – the Truthseekers should keep seeking for one.
GITZ CATCHING DIRECTS

The Squigs from Zarbag are now worth bounty again!
I love this change and it actually sets a huge precedent – warbands are no longer all worth 7 bounty. This is huge, not only for the meta but also for the future of the game.
Anyways, this makes the squigs much less annoying to deal with. Net nerf!
WARPED FROM EXISTENCE

MORE SKAVEN BUFFS OMG!!!
Anyways losing a roll on Tunnelpack is no longer fighter-killing! For one ability, anyways. In fact, there isn’t even a roll at all – Warp-charged is now a much more consistent ability which guarantees 1 damage but also guarantees your pick of a runemark.
Unless you were a casino god, this is a net buff, as losing a dice roll is no longer fatal. I love this change, even if it is out of Skryre character.
CHARGEOR

Haha there’s a typo on the card and it says chargeor. I found that way too funny.
Ok, Raging Slayers getting a change was COMPLETELY unexpected. When you charge OR ATTACK, you can now give the attacker AND/OR ANOTHER FRIENDLY FIGHTER IN THE SAME TERRITORY a Rage token.
Next, while enraged, instead of re-rolling you get to change one symbol to a crit rather than re-roll.
First of all, it’s been confirmed that crits are actually got ‘Critical Attack’. Next, you can now change one success per roll to a crit. This allows for a lot more overruns meaning ES/RS is no longer troll. Also Ironsouls love this!
This is a rework, not a buff or a nerf. It also opens the deck up to much more warbands, as you can now enrage two fighters per charge. I wouldn’t be surprised to see a lot more RS in the game.
LET’S KEEP RAIDING

First of all, RR can now Raid on raised or 0 bounty fighters. In fact you can always raid once now, or pick to raid an amount equal to the bounty of the enemy fighter.
But the biggest addition to the card is the new ‘Store’ ability. Which absolutely PROPELS this deck into viability. You can now, instead of Raiding, throw an Emberstone card from your hand back into your deck, at the bottom. This will make this deck about 99x more consistent and is absolutely huge, as the biggest problem with the deck was running out of cards too early. Can we expect a lot more RS/RR decks? FOR SURE!
OUTMUSCLED

Now for the fun part! Restricted List updates! So GW did not read out cool Restricted List article yet so no reworks. But, we do have a new card on the list – Outmuscle from DS.
This is obviously a nerf to DS and probably justified. I don’t think anyone is surprised. Overall, I like this change!
So to sum up:
- Most of the buffs aim at making the warbands more consistent, less dicey.
- Most nerfs are to allow more counterplay.
- Plot cards and stat lines are open to changes!
Overall, I love these changes! This will shake up the slightly stale meta. A lot of warbands show up as contenders and RR and RS are both much more interesting picks now.
I personally am super excited to go and play some Skritch, the Greatest. So I will be heading out! What warbands/changes are you excited about? Let me know on the Staggerers Discord! With that – great luck in your games, hope you have fun, and hope to see you again soon!
