Beastgrave Warbands Rivals Review

We're building this document to provide some insight into each of the warbands that have a legal Rivals deck. Given how easy it is for a new player to jump into Underworlds with the Rivals format, we want to give the community a resource for helping new players pick a Warband and jump into the game!

Podcast: https://podcast.battle-mallet.com/e/episode-32-hex-ed-beastgrave-rivals-overview/

Beastgrave Warbands

Ironsoul's Condemners

This Warband has some of the most accurate uninspired fighters in the game. And Brodus Blightbane has a key attack for the Rivals format, an accurate 3 Damage attack. Once inspired, every fighter has Knockback built-in, which is key for a couple of their Objectives. They inspire whenever they roll a Critical on attack or defense.

Key Cards

  • Objectives:
    • Forceful Banishment (Surge, drive back a fighter with an Attack action that has Knockback - no need to succeed on the attack)
    • Your Turn! (Surge, drive back an enemy fighter into a hex adjacent to a friendly fighter)
    • Uncontested Might (Hold one or more objectives in enemy territory)
  • Gambits:
    • Fulminating Blast (in-faction Push an enemy fighter)
    • Improvised Blow (Gambit attack action, useful for Inspiring)
    • Outflank (Push a friendly fighter adjacent to any other fighter)
  • Upgrades:
    • Aetherically Charged Weapon (Re-roll one dice during attack actions)
    • Punishing Blow (Brodus only, One-use Attack action, 3 Smash, 4 Damage w/ Cleave)
    • Aetherically Charged Shield/Soul-hardened Shield (Ironsoul/Tavian only, re-roll defense dice or put a fighter on Guard before an action)

Boards

Maximize starting hexes that are close to the enemy board and look for boards with adjacent starting hexes.

Play Style

Ironsoul's Condemners are accurate, tough fighters, but they suffer from lackluster cards. In the Rivals format, you'll likely score most of your glory from taking out enemy fighters. Try to keep your fighters close together, if not adjacent (gaining supports, Your Turn!). Put yourself in the position to roll as many dice as possible in order to Inspire.

Playing Against Them?

Do your best to control the engagement. Don't feed them low-wound fighters, limit their ability to get multiple attacks, only attack them when necessary.

New Player Rating

Bronze. Due to their weak Objective and Power decks along with an unreliable inspire condition, this Warband provides an uphill battle for anyone playing them. Regardless, the Warband can still be a lot of fun to play, especially if the dice tip slightly in your favor.

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Lady Harrow's Mournflight

Lady Harrow's Mournflight are fast at 4 Move and with 2 Dodge on defense, are reasonably resilient. They have the critical 3 damage attack, but it is less accurate than most. They inspire by moving through enemy fighters, which is reasonably easy to control and they improve a lot when inspired. Critically, the Anguished One and Widow Caitha each gain a wound. Lady Harrow herself goes to 3 damage on her attack and gains an on-fighter reaction that allows her to push for free whenever an attack doesn't target her.

Key Cards

  • Objectives
    • Fleeting Memories (Surge, Move a fighter into 2 Objective tokens in a single Move action, this is tougher with the way the Feature tokens work in Harrowdeep, but still a good Surge objective)
    • One Will (Surge, Hold 1 even-numbered and 1 odd-numbered objective, feature tokens start as Gloom hexes, but you know the numbers of your objectives, so it makes it easier)
    • Nexus of Terror (Hold more objectives than any other Warband, much easier when the feature tokens start flipped)
    • Dominion of Death (Score more objectives than your opponent, if you have this card, opt to go first in the 3rd Action phase)
  • Gambits
    • Call of the Grave & Frightful Aspect (Push enemy fighter cards)
    • Dissipate (Innate Dodge on a defense roll, great for helping to stop attacks)
    • Spectral Charge (+2 Move, excellent for helping to score objectives or re-position a wounded fighter)
    • NOTE: All of the Gambits in this deck are worth playing
  • Upgrades
    • Debilitating Aura (-1 Dice to Enemy fighters' adjacent attack actions, great when paired with 2 Dodge)
    • Swooping Dash (+2 Move, again helpful for scoring objectives and positioning)
    • Gravesand Glass (Calling it out as the single fighter-restricted Upgrade, but it's not that great)

Boards

You want to choose a board with at least one blocked hex. You need one for one Objective card in your deck and you're not affected by them. You can use them to help protect your fighters.

Play Style

Flex (a combination of aggro and hold Objective tokens) with a focus on holding two Objective tokens.

Playing Against Them?

They have two cards that can push your fighters and they have cards to manipulate your power step. In cover hexes, they're effectively on 2 Block. Try to take out Caitha and the Anguished one. Know that if you miss an adjacent attack, they're likely going to Inspire that fighter.

New Player Rating

Gold. With 4 decent fighters and excellent Objective and Power Decks, this Warband is great for new players and offers a lot of depth within their playstyle.

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Skaeth's Wild Hunt

Skaeth's Wild Hunt is a 5-fighter Warband that is fast, reasonably accurate, but soft. Skaeth is a strong leader, with a 2 damage, Range 3 attack on the charge, but the Warband lacks a 3 damage attack un-inspired. They inspire after a phase in which they make a Charge action. Karthaen is a Wizard and has an Action to drastically increase the accuracy of the next attack action.

Key Cards

  • Objectives
    • Run Down & Run Through (Surges, key off taking enemy fighters out of action, leaning into their aggro nature)
    • Purifying Rites (Hold all of the objectives in any territory, easier now that feature tokens start as gloom hexes)
  • Gambits
    • Hunt in Concert (Push two friendly fighters and push each of them up to one hex)
    • Retrieve Javelin (normally Skaeth's range 3 attack is one-use only, this Ploy lets him use it again)
    • Spells! Might of Kurnoth (+1 Damage to a fighter's attack actions), plus the spells help you score a Surge
  • Upgrades
    • Eye of Kurnoth (+1 Dice to attack actions)
    • Hale Charm (-1 Damage to attack actions that target this fighter)
    • Shield Slash (2 Smash, 3 Damage attack for Skaeth)

Boards

Mid-board starting hexes, allowing you to choose your engagements.

Play Style

Flex (aggressive & hold objectives) - try to hold one objective in a territory. You may need to hold 3. But if you're going to inspire, you'll have to charge.

Playing Against Them?

Either focus down Skaeth or avoid him altogether.

New Player Rating

Silver. They have a straightforward playstyle with some high glory end phase Objective cards, but they lack good damage.

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Gashrak's Despoilers

Six fighter Warband, with 3 really squishy fighters (2 wounds w/ 1 dodge defense). Gashrak provides some accuracy with re-rolls for Ritual counters. Draknar has an accurate, 3 damage attack. One key is to protect Murgoth Half-horn.

Key Cards

  • Objectives
    • Despoilers (Surge, 2 Glory for holding 3 Objective tokens)
    • Stampede (Surge, 3 or more fighters make a Charge action, easier to accomplish since 2 fighters have ranged attacks)
    • Survival of the Fittest (End phase, 5 or more fighters out of action and 1 surviving friendly fighter)
  • Gambits
    • Baying Anger/Baying Hatred (+1 Dice / +1 Damage, really useful for landing a critical attack against a high wound enemy fighter)
    • Bull Charge (Innate Fury, very useful for Half-Horn)
    • Vile Invaders (Push up to two friendly Hunters up to 2 hexes each, critical for scoring Despoilers)
  • Upgrades
    • Bloodcrazed (+1 Damage to attack actions if this fighter or an adjacent fighter is wounded)
    • Heedless of Pain (+1 Wound for Draknar or Half-Horn)
    • Trophy Taker (Draknar-specific, +1 Glory when you take an adjacent fighter out of action)
    • Many fighter-specific cards

Boards

6 fighters make it tough to keep all of the fighters safe. Don't be afraid to sacrifice Korsh if it means keeping other critical fighters safe.

Play Style

Flex (Aggressive & hold objectives), but weaker fighters are at risk and can give up glory. Do what you can to protect Draknar and Half-horn.

Playing Against Them?

Go after the squishy, 2-wound fighters. Try to keep critical fighters away from Draknar or try to take him down early.

New Player Rating

Silver (fun to play, flexible scoring, but they're very squishy)

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The Grymwatch

The Grymwatch has 7 fighters, giving your opponent lots of targets. Gristelwel has the critical 3 damage attack, Duke has a range 2 attack that helps with positioning, and the Harriers have 5 Move. They get much better when they inspire (Duke goes to 3 Damage, Gristelwel gets more accurate) and they inspire if fewer than two fighters are in your territory. Duke also has the Ghoul Call action which allows him to return any of the Crypt Ghouls that were taken out of action to the battlefield. Critically, he gets to do this for free at the beginning of the 2nd and 3rd action phases.

Key Cards

  • Objectives
    • In the Name of the King (Surge, 2 Glory for holding 3 Objectives)
    • Pervasive Delusion (Surge, 1 glory for playing 3 gambit cards)
    • Incomprehensible Scheme (Hold more objectives than your opponent, easier with feature tokens starting as Gloom hexes)
  • Gambits
    • Appalling Visage (Push an enemy fighter that is adjacent to a friendly fighter up to two hexes, critical for meeting the Inspire condition)
    • Pack Advance (Push the Crypt Ghouls up to 2 hexes, great for scoring In the Name of the King)
    • Recycled Riches (Bring a discarded Gambit card back into play - very useful early on)
  • Upgrades
    • Impervious Delusion (All damage is reduced to 2, can keep the Duke or Gristelwel alive)
    • Seized Weapon (Attack action upgrade that damages an adjacent fighter when applied, great for the Ghouls because you can bring them back)
    • Well Motivated (Critical +1 Damage upgrade)
    • Severed Trophy (+1 Glory if the Duke kills an adjacent fighter)

Boards

Choose boards that only expose two easy targets (Valreek & the Harriers). Offset the boards if you get the chance.

Play Style

Flex, but the inspiration is key. Defend your territory, score passive glory, then attack.

Playing Against Them?

If you're facing The Grymwatch, don't let them inspire and work to take down Valreek, Gristelwel, and the Harriers early, since they can't be brought back.

New Player Rating

Silver. Strong fighters with good damage and good objectives. But managing seven fighters is difficult and the Ghouls can give up a lot of Glory.

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Rippa's Snarlfangs

Rippa's Snarlfangs are an elite, 3 fighter warband. They start with overall low accuracy and damage, but they have an extra attack in the form of Snarlfang Jaws. This attack happens after an activation and is not incredibly accurate, but does 2 Damage. That means that any fighter can do up to 3 Damage (and Rippa can do up to 4). They're fast and reasonably resilient, but get better attacks when inspired. Rippa inspires once two upgrades are applied, whereas the other two fighters inspire if Rippa is targeted with an attack.

Key Cards

  • Objectives
    • Leading the Charge (Surge, Score if Rippa makes a successful attack action as part of a Charge - you want Rippa to be targeted anyway)
    • No Mercy (Surge, Score if you successfully attack a wounded enemy fighter. Can be scored off the Snarlfang Jaw attack or by piling up attacks)
    • Conquered Land (2 Glory, score this for holding all objectives in a territory, easier now that feature tokens start as Gloom hexes)
    • Marking Territory (purely for the card art, you can imagine)
  • Gambits
    • Furious Reprisal (You can attack after being attacked. It even works if the attack against you was unsuccessful)
    • Narrow Escape (Reduce the Damage of an attack by 1)
    • Pack Tactics & Savage Mauling (Pack Tactics lets you push adjacent friendly fighters & Savage Mauling adds +1 Dice and +1 Damage for each supporting friendly fighter)
  • Upgrades
    • Bonded (This fighter counts as having an additional support. If you put this fighter in a cover hex and on Guard, every die roll is a success)
    • Embittered Survivor (Plus 1 wound onto a 4 wound fighter is a big deal in Rivals)
    • Pack Leader (Lets Rippa re-roll dice on the Snarlfang Jaws attack)

Boards

Use speed to your advantage with mid-field starting hexes.

Play Style

Aggressive. Don't be afraid to put Rippa out in front. Either he'll get attacked and your other two fighters will inspire, or your opponent will let him do what he wants.

Playing Against Them?

Don't attack Rippa. Guard your two-wound fighters.

New Player Rating

Silver. A solid aggressive Warband and with three fighters, you get to play with drawing power cards or ditching objectives as an action.

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The Wurmspat

The Wurmspat are another elite, 3 fighter Warband. Fecula is a wizard with reasonable melee attack and a spell attack actions. Gulgoch provides early accuracy with his 3 Smash attack and Sepsimus adds some flexibility with his Range 2 attack. They have built-in damage resistance (any time you roll a Block in defense, the damage is reduced by 1 to a minimum of 1). The Warband inspires when 3 or more enemy fighters are out of action and/or have one or more wound counters, but they get significantly better once inspired. Fecula gets more accurate, Gulgoch gains Cleave, and Sepsimus hits that crucial 3 damage. Gulgoch and Sepsimus also go to 2 Block on defense, which means even more chances for blocking an attack or reducing the damage.

Key Cards

  • Objectives (they only have 3 Surges! If you don't have Fell the Faithless or Seeping rot in hand, ditch and re-draw)
    • Fell the Faithless (Surge, Score this immediately when an enemy leader is taken out of action)
    • Seeping Rot (Surge, score this if you're on an objective before and after you're attacked)
    • Cycle of Decay (Score this for playing Cycle ploys)
  • Gambits
    • Cycles! There are five of these and they persist until the end of the round or another Cycle is played.
    • Nauseous Revulsion (Cycle, -1 Dice from adjacent attacks)
    • Steady Advance (Push two friendly fighters 1 hex)
    • Unnatural Vitality (Cycle, +1 Move to all friendly fighters)
  • Upgrades
    • Stolid Bulk (Fighter cannot be driven back)
    • Unstoppable Tread (Push after this fighter's activation, really helps Sepsimus attack without charging)
    • Hulking Physique (Gulgoch only, -1 Move, +1 Wounds, +1 Damage to Range 1 attacks)
    • Honorable Mention: Putrid Vomit (mostly for the flavor text, but it's also a Range 3 attack that can help with the inspire)

Boards

Starting hexes that are close or help you keep close to your other fighters. Try to set up the boards so all the feature tokens are within 3 of each other.

Play Style

Flex (Denial/Aggro) Hold objectives to keep your opponent from scoring. Because of their Objective deck you're likely relying on kills to get Glory. Keep them close to each other. Know that you have a lower glory ceiling, so you'll be fighting to stop your opponent's glory as much as trying to score your own.

Playing Against Them?

Don't attack if they're on an objective. Kill Fecula. Make them charge you.

New Player Rating

Bronze. They have a rough Objective deck and you need to know your opponent's plans so you can try to stop it.

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Hrothgorn's Mantrappers

The man, the myth, the legend, Hrothgorn Mantrapper. This is a 5 fighter Warband, but let's start with the support cast. We have Thrafnir, a sabretooth tiger with 5 Move, 3 Wounds, and an accurate 2 Damage attack. Next, we have 3 (or is it four) Gnoblars. Luggit and Thwak (one model) has 3 Wounds. Quiv has 2 Wounds and is almost useless in combat, but lets Hrothgorn re-roll on his ranged attack. Bushwakka also has 2 Wound and is effectively useless in combat, but lets you place a Trap that does 2 damage to anyone who Moves, is pushed, or placed into the hex. 

 Then you have Hrothgorn. 4 Move! 6 Wounds! A 2 Damage Range 3 attack! and the crucial 3 Damage attack. If he hits with his Ranged attack, he can actually bring the target closer to himself. The entire Warband inspires if an enemy fighter that is adjacent to Hrothgorn is taken out of action. This will likely be Hrothgorn using his Hunting Knife, but it could be pushing a fighter into the Trap or Thrafnir coming in to clean up someone who charged Hrothgorn. No major changes for the rest of the Warband, but Hrothgorn goes to 2 Block on defense, and both of his attacks gain a die. Oof.

Key Cards

  • Objectives (8 Surges!)
    • Arm of the Everwinter (Surge, Score this for removing or flipping a feature token, very easy to do thanks to the Delve mechanic in Harrowdeep)
    • Unexpected Cunning (Surge, Score this for playing your 3rd or subsequent power card - yes that includes Upgrades!)
    • Hunter's Feast (Surge, 2 Glory!, Score this if Hrothgorn takes out two or more fighters in the same action phase)
  • Gambits
    • Driven Onwards (remove all Move tokens, great for moving Hrothgorn and then being able to reposition him)
    • Gnoblar Scramble (push all the Gnoblars up to 2 hexes)
    • Ravenous Fury (If Hrothgorn misses with a Range 1 attack, he can make another attack action)
  • Upgrades
    • Famed Hunter (re-roll one die during an attack)
    • Massive Bulk (+2 Wounds, -2 Move)
    • Toughened Hide (-1 Damage from attack actions, to a minimum of 1)

Boards

Player's choice. You likely want to be able to hide the Gnoblars and avoid lethal hexes.

Play Style

Aggressive with the Gnoblars in the back so your opponent doesn't have any easy targets.

Playing Against Them?

Kill the Gnoblars first. If you can't get to them, avoid Hrothgorn and score passive Objectives. Or hit him as hard as you can, sending resilient fighters first to avoid the free inspire. Always drive him back.

New Player Rating

Gold. This is a great Warband to learn how to maximize your activations with one big fighter. He may be oppressive and provide a negative play experience if new players play against him)

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Morgwaeth's Blade Coven

Another 5 fighter Warband. They have 2 ways to inspire: first, they all inspire during the first Inspire Step of the 3rd round (meaning you'll either have to weather an opponent's activation uninspired or you'll have to make your first activation uninspired); second, if Morgwaeth is alive, you can choose a fighter to Inspire after an enemy fighter is taken out of action.

Morgwaeth is a solid leader with 4 Move, 2 Dodge, and 4 Wounds. She has a Range 2, 2 Damage attack. Kyrae is a snake lady (5 Move, 3 Wounds) with a solid Range 4(!) attack and a backup melee attack. Jason's favorite fighter is Khamyss (our lady of the whip, 2 Wounds) who has two attack actions, but has the combo keyword, so her first attack can trigger her second, potentially spiking into 3 Damage. Kryssa and Lethyr are fast (4 Move) but squishy (2 Wounds) with fairly accurate attacks. Kryssa has built-in Grievous (+1 Damage on a critical hit), so can spike to 2 Damage.

Once inspired they all go to 5 Move, Morgwaeth goes to 3 Damage, Kyrae's Knife goes to 2 Damage, and Khamyss's follow-up attack goes to 2 Damage (meaning she can spike to 4 Damage)

Key Cards

  • Objectives
    • Swift Sacrifice (Surge, score this if Morgwaeth or Kyrae take a fighter out with a Range 1 or 2 attack action)
    • Tortuous Death (Surge, score this after the 3rd or subsequent attack action that targets the same enemy fighter; Khamyss's combo attack counts as 2!; note that they do not have to be successful)
    • Devoted Disciple (Score this if one of your fighters is wounded, use a lethal hex to your advantage)
  • Gambits
    • Catechism of Murder (Choose one friendly fighter, that fighter is Inspired)
    • Fanatical Faith (The first time a friendly fighter is dealt damage in the next activation, reduce the damage to 1)
    • Zealot's Rage (Attack again after a failed attack; if Khamyss misses the follow-up, she can restart the attack sequence)
    • Honorable Mention: Carve a Rune (If a Range 1 or 2 attack action takes out an enemy fighter, gain one spent glory)
  • Upgrades
    • Death Dancer (Push 1 hex after this fighter's attack action, not during a superaction)
    • Rune of Slaughter (+1 Damage for EACH critical in the attack roll)
    • High Oracle's Butcher (+1 Glory if Kyrae takes out an adjacent enemy fighter)

Boards

Mid-to-back line starting hexes. If you win the roll-off, always place your board second (choose engagement over objectives)

Play Style

Thoughtful aggro. They are glass cannons, so you need them to do work if/when they go in because they'll likely die. Don't overextend Morgwaeth. If she goes down early, then you won't get to inspire anyone until Round 3.

Playing Against Them?

Target Morgwaeth early if you can, otherwise farm glory off of the 2 Wound fighters. Know that they have to come to you in order to do work.

New Player Rating

Bronze

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Morgok's Krushas

Another elite Warband, Morgok's Krushas come at you with 3 5 Wound fighters! Morgok and 'Ardskull start with 3 damage and the third has a reasonably accurate 2 damage attack. They inspire when they have 2 Waagh! counters, which they gain by making an attack action during their activation or through gambits and upgrades. Once inspired, they all go to 4 move, Morgok goes from 2 Smash to 3 Fury, but gains a re-roll. 'Ardskull goes to 3 Fury but can discard Waagh! counters to increase the damage of his attack. Thugg's attack stays the same, but he can discard Waagh! counters to add dice to his roll.

Key Cards

  • Objectives
    • Now Wot? (Surge, score this for holding two objectives)
    • Got it Boss (Surge, score this for holding an objective in enemy territory)
    • Proppa Rumble (Score this if four or more fighters are wounded and/or out of attack, friendly and enemy fighters)
  • Gambits
    • Berserk Fortitude (Discard Waagh! counters to reduce incoming damage to a minimum of 1)
    • Brutal Reprisal (Prevent a drive back on a successful attack and attack back)
    • Eager Advance (Push a fighter one hex and give them a Waagh! counter)
  • Upgrades
    • Brute Charge (Smash & Fury are successes when this fighter makes a Charge action)
    • Inured to Pain (-1 Damage from attack actions, to a minimum of 1)
    • Vengeful Glare (Gain a Waagh! counter when this fighter is the target of an attack)

Boards

Any board that has 3 starting hexes right in your opponent's face. When placing objectives, be sure to put one objective in enemy territory as close as possible. Put a second in an easily accessible place.

Play Style

Aggro all day. Get onto objectives when it makes sense.

Playing Against Them?

Single a fight out. Score what you can passively. Don't feed them glory.

New Player Rating

Gold. The fighters are really good and the Warband is pretty easy to pilot. They can be oppressive, but we don't think they're as oppressive as Hrothgorn.

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